ADDITIONAL RULES

Calling Out
Characters in Necropolis can Call Out during their turn without spending any actions to do so.
This might be a cry for help or a call to attract the attention of some zombies to draw them away from a certain area. Or perhaps they are searching for someone who is lost.
Calling Out has a range of 18” (WHITE). Unaware models within range will become Aware of the calling out characters. For zombies, for example, if humans Call Out, the zombies must move toward them if (a) they are closer than the characters they were already pursuing or (b) they can no longer see their quarry  
If Protagonists are Unaware, and thus unavailable for movement, they may be activated by characters Calling Out within their range.
Risks of Calling Out
When a character Calls Out, roll 1d6. On a 5+, 1d3 low level Antagonists are deployed on a random board edge at the beginning of the next Antagonist turn. The default here is zombies, but something appropriate to the scenario being played can be chosen in preference. The new Antagonists are Aware.

Gaining Experience: Learn Fast or Die


Necropolis provides a tough environment in which to survive. Characters either get killed or learn very quickly how better to keep living.

To reflect this, characters gain skills depending on how many games they have survived. A character will receive a skill after surviving their 1st game, their 3rd game and every three games after that.
For example: Jack has survived two games. After surviving the first he gained a skill. He didn’t get one after his second but will get one after his third.
He won’t get any skills for the two games following that but will get one for the game after that and every third game from then on.
Available Skills
The following skills are available.
Skills may only be taken once apart from Hardened which may be taken a maximum of twice.
It may seem illogical for characters to spontaneously learn certain skills (such as pilot). This can be justified in various ways, such as that they knew all along "but hadn't mentioned it," or perhaps they've reached a point of desperation where they're willing to try anything and have a natural knack for it. Or perhaps they've found a text book in an abandoned building and are very quick learners!

Hardened
3 Extra Okay Injury Slots
Sprint
Character can run 1 colour faster (may receive multiple times to GREEN max)
Infiltrate
Character may be deployed anywhere on the board out of sight of an enemy and more than GREEN from any objective
Jink
Opponents must subtract 1 Dice from all attacks if the character's last action was to run
Dodge
Opponents must subtract 1 Dice from all close combat attacks
Fighter
Character adds 1 Bash Dice to all attacks made from base contact
First Aid  
Character may add +2 to assisted Heal Rolls rather than +1 and may add +1 to their own Heal Rolls
Mechanic
If attempting a technical action then one less success is required. One action is still required as a minimum
Quick Load
Character does not need to spend an action to reload
Expert Driver
Character always rolls one extra Control Dice when driving
Pilot
Character is able to pilot aircraft
Rapid Fire
Can shoot 3 times if using 2 actions
Sneak
Halves Spotting distance


 For example: In Lost in the Wilderness, both Jack and Jensen are now eligible for a skill.
Jack takes Hardened… and so does Jensen.
Making characters more survivable, Hardened is a good choice as a first skill for all characters. 

Driving Vehicles 



Hotwiring 

For every 2 actions spent, roll 3d10. 3 successes (6+) must be rolled to start the vehicle.

Movement

The driver of a vehicle must spend one action driving each tur. 
A car goes YELLOW in the turn it starts driving(8"). It can drive any speed up to RED (24"). 

The car needn't go the entire distance but must still be set at a particular spee. 

When going RED the car can ONLY go straight ahead. When attempting turns when going WHITE (18") the car must Roll for Control. The control roll is made half way through the turn

If a car wants to stop it can do so at the end of its move. A car must go a minimum of BLUE (6") distance in the turn it stops if it is stopping unexpectedly.

Cars cannot turn on the spot. The car model must be turned realistically as it drives forward. 



Getting In and Out of Cars

It takes one action to get in or out of a stationery carand one action to start her up.

Losing Control

Roll for Control by rolling 2 Lethal Dice.

If any Hits are scored then control is maintained.

If control is lost the car will go in a random direction (in the front 90 degree arc) the next time it moves (Roll 1d6: 1-2 left 45 degrees, 3-4 straight on, 5-6 right 45 degrees). 

It will continue at the same speed it went before going Out of Control.

If it is half way through a move when control is lost then it goes straight in the random direction.

If it hits anything substantial it will crash and stop. A crashed car is wrecked for the rest of the game. 

If the car doesn't crash then a 2 Dice Roll for Control must be made after its move to regain control

Ramming 

Ramming cars do damage to whatever they hit determined by their relative speed

See damage chart

Any Hits rolled against targets count toward damaging the car itself

If the car stops as a result of a ram then it continues to move at least BLUE first unless it is the result of a head-on collision

Subtract one speed from the next if one car is ramming another and they are both going in the same direction

Total the speeds if they ram head-on

The speed of creatures rammed is not taken into account 


Damage from Rams & Crashes


Damage to Targets Hit 
Crash Damage to Occupants 




Speed 
Lethal Dice 
Bash Dice 
Lethal Dice 


Blue 
3

1


Yellow
4

2


Green 
6

3
1

White 
6

3

2

Red 
8
3

3








Attacking Cars 

Cars are unaffected by pushbacks. 

Attacks that cause damage are defined as Hits on the table below.  

Obviously close combat attacks  against the front of a car are going to result in a ram on the driver's turn.

Passengers inside the car can be attacked. If the car is moving there are -2 Dice to attacks. Stationery cars impose -1 Dice to attacks. 

 
Damage to Car and Occupants

No. of Hits 
    Effect 


2
Roll for Control on
2 Dice 


3
Roll for Control on
1 Die 


4
Out of Control



5+ 
Out of Control 
Car will not drive again




Jumping On and Off Moving Vehicles


Characters can jump onto a moving car if the difference between the speed they are travelling (zero for pedestrians) is no more than one speed bracket away. 

For example, a pedestrian can jump onto a car going up to BLUE. A character riding a car going GREEN could jump onto one going WHITE.


Characters take 2 Bash Dice when doing so and have to roll at least one success (6+) on 2d10  to manage it successfully.