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Nec Community Edition

The document is an unofficial fan rulebook for the game Necromunda, detailing gameplay mechanics, character progression, and gang management in the Underhive. It includes sections on combat, movement, weapons, and creating a gang, along with guidelines for new players. The Community Edition aims to balance existing rules, clarify ambiguities, and introduce new equipment and scenarios while maintaining the game's spirit.

Uploaded by

Luca Fazio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
89 views100 pages

Nec Community Edition

The document is an unofficial fan rulebook for the game Necromunda, detailing gameplay mechanics, character progression, and gang management in the Underhive. It includes sections on combat, movement, weapons, and creating a gang, along with guidelines for new players. The Community Edition aims to balance existing rules, clarify ambiguities, and introduce new equipment and scenarios while maintaining the game's spirit.

Uploaded by

Luca Fazio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Community edition

Compiled by Anthony Case (1/7/13)


Special thanks to: the widowmaker, Caelwyn, fen, Goobahfish, Arbitrator General,
Malo, Max Millions, Sharkforce, Auzure, Humongus and Andrew Stickland
Note this fan rulebook is completely unofficial and in no way endorsed by Games Workshop.
NECROMUNDA

CONTENTS
INTRODUCTION 4
THE TURN 9
MOVEMENT 10
SHOOTING 13
HAND-TO-HAND COMBAT 22
LEADERSHIP 25
ADVANCED RULES 27
WEAPONS 32
EQUIPMENT 48
NECROMUNDA BACKGROUND 59
CREATING A GANG 74
NECROMUNDA CAMPAIGNS 82
SERIOUS INJURIES 84
EXPERIENCE 85
TERRITORY 92
TRADING POSTS 96
HIRED GUNS 100
SCENARIOS 109

2
Range To Hit Save Ammo
Pistols Short Long Short Long Strength Damage Modifier Roll Special

Stub Gun 0-8 8-16 +1 -1 3 1 - 4+ -


Autopistol 0-8 8-16 +2 - 3 1 - 4+ -
Laspistol 0-8 8-16 +1 - 3 1 - 2+ -
Hand Flamer - - - - 3 1 -1 5+ Flamer, Ammo Roll, Catch Fire (5+)
Bolt Pistol 0-8 8-16 +2 - 4 1 -1 6+ -
Plasma Pistol (Low) 0-8 8-16 +1 - 4 1 -1 4+ -
Plasma Pistol (Max) 0-8 8-16 +2 - 5 1 -2 6+ Gets Hot
Needle Pistol 0-8 8-16 +2 - 3 1 -1 6+ Toxic Dart, Injuries, Silent
Web Pistol 0-6 6-9 - -1 - - - 6+ Webbed Targets, Solvent, Capture

Basic Weapons

Autogun 0-12 12-24 +1 - 3 1 - 4+ -


Shotgun (Solid Slug) 0-4 4-18 +1 -1 4 1 - 4+ Knock-back
Shotgun (Scatter Shot) 0-4 4-18 +1 -1 3 1 - 4+ Pellets
Shotgun (Manstopper) 0-4 4-18 +1 - 4 1 - 4+ Knock-back
Shotgun (Hot Shot) 0-4 4-18 +1 -1 4 1 - 6+ Knock-back, Catch Fire (5+)
Shotgun (Bolt) 0-4 4-24 +1 - 4 1 -1 6+ -
Hunting Rifle 0-8 8-32 -1 - 3 1 - 4+ Head Shot
Lasgun 0-8 8-24 +1 - 3 1 -1 2+ -
Boltgun 0-12 12-24 +1 - 4 1 -1 6+ -

Special Weapons

Autoslugger 0-12 12-24 +1 - 3 1 - 5+ Sustained Fire (1)


Flamer - - - - 4 1 -2 4+ Flamer, Ammo Roll, Catch Fire (4+)
Grenade Launcher 0-14 14-28 - -1 - - - 6+ Ammo
Plasma Gun (Low) 0-8 8-24 +1 - 5 1 -2 4+ -
Plasma Gun (Max) 0-12 12-24 +1 - 6 1 -3 6+ Sustained Fire (1), Gets Hot
Meltagun 0-6 6-12 +1 - 8 D6 -5 4+ High Impact
Needle Rifle 0-16 16-32 +1 - 3 1 -1 6+ Toxic Dart, Injuries, Silent

Heavy Weapons

Heavy Flamer - - - - 5 D3 -3 3+ Flamer, A. Roll, C. Fire (3+), M.&Fire


Heavy Stubber 0-20 20-40 - - 4 1 -1 4+ Sustained Fire (2)
Heavy Bolter 0-20 20-40 - - 5 D3 -2 6+ Sustained Fire (2)
Missile Launcher (Frag) 0-20 20-72 - - 4 1 -2 6+ Gas Cloud
Missile Launcher (Krak) 0-20 20-72 - - 8 D6 -5 6+ High Impact
Heavy Plasma Gun (Low) 0-20 20-40 - - 7 D3 -4 4+ Blast, High Impact
Heavy Plasma Gun (Max) 0-20 20-72 - - 8 D6 -5 6+ Gas Cloud, High Impact
Autocannon 0-20 20-72 - - 8 D6 -5 4+ Sustained Fire (1), High Impact
Lascannon 0-20 20-60 - - 9 2D6 -6 2+ High Impact, Terrifying Force

H-T-H Weapons Str. Dam. Save Mod Special Grenades Str. Dam. Save Mod Special

Knife User 1 - - Smoke Bombs - - - Gas Cloud, Smoke


Chain, Flail User+1 1 - Nullify, Clumsy Choke - - - Gas Cloud, Choke
Club, Maul, Bludgeon User+1 1 - - Scare - - - Gas Cloud, Scare
Massive Weapon User+2 1 - 2hand, Draw, M.Blow Photon Flares - - - Blast, Blind
Sword User 1 - Parry Frag 3 1 -1 Gas Cloud
Chainsword 4 1 -2 Parry, Noisy
Plasma 5 1 -2 Blast, Plasma Ball
Power Axe User+3 1 - Dual-handed
Krak 6 D6 -3 -1 Hit, Demolition
Shock Maul 5 1 -2 Out of Action, Injury
Melta Bombs 8 2D6 -5 Demolition
Power Sword User+2 1 - Parry
Hallucinogen - - - Gas Cloud, Halluc
Power Fist User+5 D3 - -
NECROMUNDA

INTRODUCTION
Necromunda is a game of fierce combat between rival Your gang will also improve with time. Every time a
gang fighters in the dangerous underworld of the gang fights, its members gain in skill and experience.
Necromundan hives. Young juves quickly progress to become full gang
fighters, and fighters learn new abilities which make
A hive is an ancient and incomprehensibly vast city, built
them superior combatants.
up layer upon layer, stretching ten miles into the
planet's atmosphere. To those who live in the depths As the gang’s leader becomes richer and his followers
the dark and ruinous Underhive offers every ever more deadly, his fame will spread throughout
opportunity for wealth and power. Its collapsed caverns the Underhive. Famous gunfighters and other
conceal the riches of the distant past: rare and precious renegades will come and seek him out, perhaps to
metals, unfathomable archeotech devices, wondrous join him, maybe to collect the inevitable bounty that
mutated fungi and much more. It is also a place of piles upon his head!
danger, where mutant creatures, renegades and killers
By recording the details of your gang you can watch it
hide from the laws of House and Hive. And, of course,
grow from a bunch of young hopefuls to hardened
there are others who want the riches of the Underhive
fighters feared and respected throughout the domes.
for themselves.
Outside the hives the planet's surface is covered by THE RULEBOOK
endless miles of toxic ash wastes and the atmosphere is This book, the Necromunda rulebook, contains the
so polluted that it corrodes the hive's armoured walls. rules of the game. You don’t need to learn all the
Above is a harsh sky and the sun's deadly light. Beyond rules to play, but we suggest you read through the
the planet itself is the wider galaxy and the great realm rulebook before attempting your first game. The most
of the Imperium of Man, an empire of a million worlds important rules are summarised on the separate
held in thrall by the Adeptus of Earth. But such things playsheets, and you’ll quickly find these are all you
are nothing but legends in the Underhive where sky and need in most situations. For more detailed rules and
space, planets and even the ground itself are concepts to resolve more complex situations, you can always
so wild and abstract that many refuse to believe they refer to the rulebook itself.
exist.
NEW PLAYERS
TABLETOP CONFLICT If you’re new to Games Workshop games then you’ll
The Necromunda game allows you to fight conflicts be reassured to know that finding other players isn’t
between rival Underhive gangs on the tabletop. The normally a problem – you’ll be surprised how many
opposing gangs are represented by models, assembled there are! There may be a Games Workshop store
and painted by yourself, each representing an individual nearby, where you can obtain models, paints and
gang fighter. You'll find more information about the game supplements. Games Workshop stores are not
different cultures and peoples of Necromunda in the just shops, they are hobby centres where the staff will
later sections of this book. Your tabletop becomes a part happily help you learn the rules, show you how to
of the Underhive, the scene of the action, with ruined paint, and suggest ways to use and develop your
buildings, gantries and multi-level walkways. collection. Games Workshop staff are also players
who collect and paint their own forces and fight
The aim of the game is to outfight your opponent,
battles themselves.
which requires a mixture of skill and luck. You'll soon
learn how to arm and equip your gang efficiently, and
WHAT IS THE COMMUNITY EDITION
how to exploit the ruins and other terrain to your best
NCE is not an attempt to overhaul or hugely expand
advantage. You'll also want to expand your gangs
the Necromunda game, instead it should be seen as a
beyond the models provided in the game. Many models
fan update to an already solid set of rules.
are available for the different gangs and new models are
coming out all the time. With these you can expand There are three main aims to this project. To better
your collection, equip fighters with different weapons, balance the weapons and skills alongside minor
and add more powerful characters. tweaks to improve general gameplay. To clarify
ambiguities and patch up rule holes. And finally to
BUILDING THE GANG introduce select new equipment and scenarios that
Every time you play Necromunda you earn the conform with the spirit of the game and add variety.
opportunity to improve your gang. By winning games
All changes to the official rules are marked in red.
you gain territory, discover ancient artifacts, uncover
Their origins stem from many years of discussions by
mineral wealth, and so on. With this wealth you can buy
players from all over the world. Everyone involved
more weaponry and hire more gang fighters.
deserves a big thank you and a bottle of Wildsnake.

4
NECROMUNDA
WHAT YOU WILL NEED
MODELS RE-ROLLS
Games of Necromunda are fought out using model Sometimes you may be offered the chance to re-roll a
fighters, each approximately 28mm tall. Before dice throw. This is exactly what it sounds like, pick up
playing you need enough models to assemble a the dice and roll them again. You must accept the
complete ‘gang’ as detailed later in the rules. A large result of the second roll even if it's worse than the
variety of different models are available from Games first roll and re-rolled dice cannot ever be re-rolled a
Workshop, illustrations of which can be found second time. Note if you re-roll a single 2D6 or D66
throughout this book, and particular in the colour roll then both dice must re-rolled. For example,
section at its centre. when taking a Leadership test you cannot re-roll just
one of the dice, both dice must be re-rolled.
TEMPLATES
Special templates are used to determine the effects of HALVING VALUES
many weapons. For example, grenade and shell Sometimes you may need to halve a value, in which
bursts, and the gout of burning fire projected by a case fractions are always rounded up – eg a fighter
flamer. You can find these near the front of the book. with a Weapon Skill of 5 that finds himself inside a
You can photocopy the page and cut out the smoke cloud must halve his Weapon Skill to 3.
templates for use in your games, or alternatively
purchase more sturdy plastic versions available from WHAT ELSE YOU WILL NEED
Games Workshop. In addition to the game components mentioned
above you will need two or more players and a firm,
DICE level tabletop or area of floor. A kitchen table will do
A variety of different dice are used in the Necromunda fine. Some gamers make their own gaming tables
game, as follows. from a sheet of chipboard or something similar. Such
a table can be slightly larger than the table or trestles
that support it, and can be divided into two or more
pieces for ease of storage.
You will need at least one retractable tape measure
marked in feet and inches. All distances in
Necromunda are given in Imperial units.
From left to right: Two D6’s, a scatter dice, and an
artillery dice Pens and pencils, and plenty of paper will also be
required. When you play a game you will need to
Ordinary dice (known as D6’s) are marked 1 to 6 in keep track of wounds suffered by your fighters, the
the usual way. These dice are used a lot during play weapons they are carrying, and other details. This is
and to save space on charts they are always referred most easily done using a roster sheet, an example of
to as D6 (where ‘D’ stands for dice). So, when the which is included in this book. We recommend that
rules call upon you to roll a D6 we are simply asking you copy or photocopy additional roster sheets and
you to roll a dice. D6+1 means roll a dice and add 1 use them to record details during the game. We’ll
to the score. 2D6 means roll two dice and add the explain more about roster sheets and how to use
scores together to obtain a score of 2-12. them later in this book.
The Scatter dice is marked with four arrows and two
HIT symbols. This dice is used to determine where
grenades and shells land if they miss their target,
hence ‘scatter’. The dice can be used to establish any
random direction from a point. Note that the HIT
symbol also has a small arrow on it to facilitate this.
The Artillery dice is marked 2, 4, 6, 8, 10 and
MISFIRE. This dice is used in conjunction with the
Scatter dice to determine how far shells land from
their mark. A MISFIRE result can result in a shell
proving dud or even exploding in the breach.
In some cases, you will also find references to a dice
called a D3. There isn’t actually any such thing as a 3-
sided dice, instead a D3 means roll a D6 and halve the
result rounding up.
So, for a D3, a roll of a 1 or 2 = 1, a roll of 3 or 4 = 2
and a roll of 5 or 6 = 3.

5
NECROMUNDA

THE RULES
CHARACTERISTICS CHARACTERISTIC PROFILE
The Underhive fighters of Necromunda have wildly A model’s characteristic values are written in the form
varied martial skills and physical abilities. Some are of a convenient chart which we call his characteristic
faster than others, some are stronger, some more profile. Below is the average profile for a 'Ganger'.
determined, some are better shots, and so forth. This
tremendous variety is fully represented in the form of Ganger M WS BS S T W I A Ld
characteristics and special skills. Right now we won’t Mak McMadd 4 3 3 3 3 1 3 1 7
worry about the special skills – these come later with
practice and battle experience. When you raise your first gang it will include many
gangers with exactly this profile. As you fight games
Each model fighter is defined by their characteristics
against other players your fighters will get better and
which are assigned a value of between 1 and 10. The
their characteristics will rise. All these details are
higher value your model has for any characteristic the
recorded using your gang rosters. This is explained
better – for example, a model with a Strength of 6 is
properly later on. For now it’s enough to know what
stronger than a model with a Strength of 2.
the characteristics are and how the values vary.
Descriptions of the characteristics are given below.

Move (M): A model’s move shows the number of MINIMUM VALUES


inches it can move in a turn. The usual number is 4 as Gang fighters can sometimes suffer penalties to their
almost all fighters move 4" per turn, although they characteristic profile, usually due to serious injuries.
can move faster when they are running or charging. Even if a model suffers multiple penalties to the same
Weapon Skill (WS): Weapon Skill is a measure of value it's not possible to modify a characteristic to
close combat ability – how good the person is at below 1. The only exception to this is Wounds which
hand-to-hand fighting. can be reduced to 0 if the fighter becomes injured.
Ballistic Skill (BS): Ballistic Skill shows how good a
shot the person is. When you shoot a gun the chance CHARACTERISTIC TESTs
of hitting a target depends upon your Ballistic Skill. During a game fighters will often be required to take
characteristic tests. For example, a model hit by a
Strength (S): Strength simply shows how strong a
scare grenade must take a Toughness test to see if he
person is! Strength is especially important when you
succumbs to the effects of the gas.
fight hand-to-hand combat because the stronger you
are the harder you can hit or thrust. If a model must take a characteristic test then roll a
D6. If the result is equal to or below the characteristic
Toughness (T): Toughness is a measure of how easily
involved then the test is passed. If the result is higher
an individual can withstand a hit from a weapon or a
than the characteristic then the test has been failed.
blow from a club, hand weapon or fist. The tougher
you are the harder you are to wound or kill. Leadership tests work in exactly the same way except
that the test is rolled using 2D6. The two scores are
Wounds (W): A model’s Wounds value shows how
added together and compared against the model's
many times a fighter can be wounded before he
Leadership value to see if the test is passed.
collapses and goes down dead or incapacitated. Most
individuals have a Wounds value of only 1 but tough Some experienced gangers can have a characteristic
veteran gangers might have a value of 2 or more. value that is 6 or even greater. Obviously it's not
possible to roll above that value using a D6, but it's
Initiative (I). The Initiative value represents alertness
still possible for the model to fail the test. If a model
and reaction speed. It determines a fighter’s chance of
is required to take a characteristic test against a value
dodging a sudden blow or gathering his wits while
that is 6 or above and you roll a 6, roll a second D6. If
shells and bombs explode around him.
you a roll 1-3 then the test is failed, while a roll of 4-6
Attacks (A). The Attacks value indicates the number of results in the test being passed. Note Leadership tests
‘Attack dice’ rolled when the model fights in hand-to- ignore this rule as gang fighters cannot have a
hand combat. The more dice you roll the more chance Leadership value of 12 or greater.
you have of beating your opponent!
It's possible for a model to have two separate Strength
Leadership (Ld). Leadership represents raw courage values, one for each arm. This can happen if the
and self-control. The higher a person’s Leadership the fighter suffers an Arm Wound or is using a bionic arm.
more likely he is to remain steadfast in combat while If the model is required to take a Strength test then
others run off or are slain around him. the arm with the highest Strength is used for the test.

8
NECROMUNDA

THE TURN
During the game you take command of a gang of
Necromundan Underhive fighters. Your
opponent commands a rival gang, your deadly
opponents in the forthcoming conflict.
The model fighters and scenery are set up on the
tabletop as appropriate for the encounter you
are fighting (see the Scenarios section in the
Sourcebook). There are many different types of
encounter, varying from the straightforward
shoot-out to rescue missions, ambushes and
daring raids. Depending on the encounter
played, you can set the gang fighters up in
different ways, but all the games are basically
played in the same fashion.
PHASES
To begin with one side takes a turn, then the
To keep track of who’s doing what and when,
other side, then the original side and so on,
your turn is divided into four distinct phases as
much like a game of draughts or chess. When it
follows. Each phase is completed before
is your turn you can move all your models, shoot
beginning the next. So, begin by moving all your
with any fighters that are able to do so, and fight
models, then shoot with all models that can do
hand-to-hand combats. Once your turn is
so, then fight hand-to-hand, and finally recover
complete it is your opponent’s turn to move,
any models that have run from the fight.
shoot and fight with his gang.

1 MOVEMENT
During the movement phase you may move
your gang fighters according to the rules given
later for movement.
2 SHOOTING
In the shooting phase you may shoot with any
appropriate weapons as described in the rules
for shooting.
3 HAND-TO-HAND
During the hand-to-hand phase all models in
hand-to-hand combat may fight. Note that both
sides fight in hand-to-hand combat regardless
of whose turn it is.
4 RECOVERY
During the recovery phase you can attempt to
recover individuals whose nerve has broken.
The rules for keeping your nerve, running
away and recovery are described later.

Once your turn is complete it is your opponent’s


turn. Your opponent works through each phase,
moving, shooting, fighting hand-to-hand and
recovery, after which his turn is over.
Games last until one side either gives in or is
forced into defeat as described later. You can also
be obliged to withdraw from the fight if your side
takes too many casualties. During some
encounters, there is a specific objective which you
must achieve, perhaps to destroy a machine or
rescue a captive. Each of the special encounters
describes what you must do to win, and therefore
end, the game.

9
NECROMUNDA

Movement
During the movement phase you can move your
models as you wish in accordance with the rules
given below. Move your model fighters one at a Justice in the Underhive is a rough and ready
time and finish moving each before moving the affair, administered chiefly by the local Guilder
Courts under the supervision of each settlement’s
next one. You can move your fighters in any
most powerful Guilders. These rich and
order except where noted below. influential individuals keep the peace inside the
towns and oversee any trading that goes on
1 CHARGERS theremerchant posts.
If you want a model to charge at an enemy and The Guilders hire local fighters called Watchmen
attack him hand-to-hand then you must do this to man the gates and walk the streets during
before moving any other models. When you lights out. If bigger problems arise, such as
charge you must declare to your opponent that outlaw gangs raiding the surrounding holes, the
you are charging and indicate which enemy Guilders pay local gang leaders to deal with
model you are attacking. them. This provides a lucrative income for the
most successful gangs. Strangers, trouble-makers
2 COMPULSORY MOVES and quarrelsome citizens are targeted by the
Sometimes a model is obliged to move in a diligent Watchmen and dealt with by means of a
certain way and this is called a ‘compulsory swift crack on the head or a night in the pit.
move’. For example, a fighter whose nerve Belligerent or persistent types are hauled up
breaks must run away from his enemies and before the next Guilder Court for trial and
take cover. Make all your compulsory moves sentence.
before finishing any remaining movement.
3 THE REST
Once you have moved chargers and
compulsory movers you can move the rest of
your models as you wish.
RUNNING
The normal 4" move represents a person moving
at a fairly rapid rate but allowing time to aim and
MOVING shoot a weapon and generally observe what is
going on around him. If you wish a model can
During their movement phase models can move move much quicker than this – he can run! A
up to their move rate in inches in any direction. running fighter can move at double speed: 8"
Most fighters have a move characteristic (M) of 4 rather than 4", for example.
and so can move 4" in any direction including up
or down ladders. A running model loses his chance to shoot in the
turn. He is concentrating on running and is not
In normal circumstances you do not have to prepared to fight, having shouldered his weapons
move the full permitted distance or at all if you do or replaced them in holsters. You should declare
not wish. Any exceptions are described later and that models are running as they move, as this will
invariably involve charging or compulsory moves. help to remind both players that the model is
At the end of a fighter's move the model can be unable to shoot that turn.
turned to face in any direction. Pivoting on the If a fighter starts the turn with any enemy models
spot does not count as movement. This is within 8" then he cannot run that turn. The
important to remember as some weapons can fighter is unwilling to holster his weapons with
only be fired if the model remained stationary. enemy gang members so close and must stay alert
to them. Note this applies even if the fighter
cannot visually see the enemy as he could well
have heard them moving or loading their guns.
Any enemy models in hiding are ignored as the
fighter is unaware of their presence.
If a running model approaches within 8" of an
enemy that he can see he must stop immediately.
The runner is surprised to find an opponent so
close and immediately stops to draw a weapon or
ready himself to fight.

10
NECROMUNDA

CHARGE! HIDING
If you wish a model to engage an enemy in hand- The Hiding rule allows us to represent the fact
to-hand combat then you must declare and make that real people can duck down and conceal
a special move called a charge. The reason we do themselves in a way our unmoving and
this is that the enemy may get a chance to shoot dramatically posed models cannot. A hiding
as you leap towards him waving your weapons fighter keeps as still as possible, just peeking out
and yelling a bloodcurdling cry. Without over his cover or around a corner. Hiding is
measuring the distance, declare that you are sometimes useful if you want to keep out of a
charging and indicate which enemy model you fight until the enemy gets within close range, or if
wish to attack. You can declare a charge against you want a breather to recover and to regroup
any enemy model that is not in hiding, even your forces.
enemy models that the charger cannot see at the
A model can hide if it is behind a low wall or
start of his move.
column, at the corner of a building, or in a similar
A charge is like a run, at double move rate, but position where a person might reasonably
ends with the attacker touching his enemy base- conceal himself. The player declares that his
to-base. Once opposing models are touching fighter is hiding at any point during the move and
bases in this way they are engaged in hand-to- can indicate this by placing a Hidden counter
hand combat. Models are also engaged in hand- beside the model.
to-hand combat if separated by a low wall or
While hidden a fighter cannot be seen or shot at,
obstacle, where it is literally impossible for the
even if a portion of the model is actually sticking
bases to touch because the wall is in the way.
up or out from its cover. While hidden a model
If you can move your fighter into base-to-base cannot shoot without giving away its position or
contact with more than one enemy model with coming out of hiding. If a hiding model shoots or
his charge move, he can charge them both. This moves so that it can be seen then it is no longer
might be inadvisable as he will then be fighting hidden and can be shot at as normal.
two enemies at once!
A model that runs or charges is not able to hide
It can happen that you charge an enemy but fail that turn. His sudden burst of speed does not
to reach him because you have miscalculated the give him time to conceal himself from view.
distance. If this happens the model is moved as
A model may stay hidden over several turns so
far as possible towards his enemy and can do
long as it remains behind a concealing wall or
nothing for the rest of the turn.
similar feature. It may even move around behind
Note that you cannot move models into hand-to- cover so long as it remains concealed while it
hand combat except by charging – any move does so. If an enemy moves into a position where
intended to bring a fighter into hand-to-hand he would clearly be able to see the hidden fighter,
combat is a charge by definition. then the model cannot claim to be hidden any
longer and the counter is removed.
A model may not hide if it is too close to an
enemy – he will be seen or heard no matter how
well concealed he may be. This distance varies
according to the enemy fighter, who will always
see, hear, or otherwise spot hidden foes within
his Initiative value in inches. So, a fighter whose
Initiative value is 3 will automatically spot all
hidden enemy within 3").

Silent Attacks
Normally a hidden fighter that shoots must come
out of hiding, the sound of the gunshot and flare
of its muzzle flash easily giving away his position.
However, some weapons emit no sound nor flare.
If a hidden fighter fires a silent weapon then there
is a chance he will remain undetected. After the
shot has been made, roll a D6. On a roll of 4+ the
enemy gang is unable to detect the shooter's
position and so will remain in hiding. On any
other roll the shooter is spotted and must come
out of hiding as normal.

11
NECROMUNDA
VERY DIFFICULT GROUND
TERRAIN This is the really nasty stuff you wouldn’t want to
Battles mostly take part in open areas where go near. It includes tar pits, deep or noxious
movement is easiest. Obviously high walls and pools of liquid wastes, and narrow crawlholes
other constructions will block your progress, but through the rubble. Models move over very
the ground level and raised surfaces are difficult ground at a quarter rate, so each 1" of
reasonably solid. However, should you find movement counts as 4".
yourself struggling over shifting ash wastes or up
to your elbows in marshes of bubbling pollutant,
your progress will be impeded as indicated
below.

OPEN GROUND
The tabletop surface, building floors, connecting
walkways and ladders are all considered to be
open ground which does not affect your
movement. You can also move through doors or
hatches without slowing your speed.

IMPASSABLE GROUND
Much of the Underhive is simply impossible to
move over or through, such as deep or corrosive
pools, enveloping layers of soft hive dust, and, of
course, solid walls, collapsed tunnels and the like.

DIFFICULT GROUND
Difficult ground includes steep or treacherous
slopes, dense stands of hive foliage such as giant
fungi, pools of pollutant liquid or effluvia, and
thick or sodden hive dust. Models move over
difficult ground at half speed or half rate, so 1" of
movement counts as 2". For example, to cross a 1
1/2" wide pool of bubbling algal slime you must WALLS AND BARRIERS
expend 3" of your move. Similarly, if moving over Walls, pipelines, small heaps of debris, and other
a steep mound of ash waste you’ll move at 2" per low obstacles form barriers that you can either go
turn rather than 4". around or leap over. A model can leap over a
barrier less than 1" high and no more than 1"
A fighter who is running is slowed down by
deep without impeding its movement at all. A
difficult ground. He will run at 4" rather than 8"
barrier between 1" and 2" high, and no more than
over steep slopes for example, because all models
1" deep, can still be crossed by climbing over but
move at half speed over difficult terrain.
you must give up half of your total move that turn
to do so. For example, if you would otherwise
move 4" then you must give up 2". A barrier
higher than 2" is too tall to climb over and is
effectively impassable.

12
NECROMUNDA
SHOOTING
Necromundan Underhive fighters carry a variety So long as the shooter can see at least a part of
of weaponry. Individual fighters often have the target’s body he can shoot, even if all that can
several different weapons such as grenades, be seen is an arm or leg. If he can see nothing but
pistols, knives and guns. the tip of a gun or the end of a sword then he
cannot shoot as he is unable to see the target’s
During the shooting phase of your turn each of
body. If in doubt, and if you’ve checked the shot
your fighters may shoot once with one of his
from both the firer’s and the target’s view and still
weapons. So you can either shoot a laspistol, fire
can’t decide, then roll a dice – on a 1, 2 or 3 you
a boltgun, or throw a grenade, for example.
can’t see and on a 4, 5 or 6 you can.
Work through your models one at a time. Pick
which fighter is going to shoot, nominate his
target, work out if he hits his enemy and, if he CLOSEST TARGET
does so, any wounds or injuries caused, and then You must shoot at the closest enemy as he
continue to the next shooter. You can take shots represents the most immediate threat and
in any order you wish. therefore the most obvious target. However, you
can fire at a more distant target if it is easier to hit.
WHO CAN SHOOT For example, a closer target may be hard to hit
Each model can shoot once in the shooting phase because it is partly obscured by cover whilst a
so long as he can see a target and assuming he more distant target might be in the open and
has a suitable ranged weapon or a supply of therefore an easier shot.
grenades. The fighter is always assumed to face in
the direction faced by the model itself, and is able
to see within a 90 degree arc to his front. You can
only shoot at a target within this arc as shown on
the diagram below.

In this diagram the closet traget is A but he is obscured by


cover and so is more difficult to hit than the more distant
targets B, C and D. In this situation the firer may shoot at
Target B since he is the closer of the more distant tagerts
even though he is further away than target A.

Once the target of the shot has been declared the


model is turned to directly face the target. If due
to this move a new enemy model falls within the
In the diagram target A is within the 90º arc of sight and so fighter's arc of sight that is both closer than the
can be shot at. Target B cannot be shot at becasue he is original target and isn't harder to hit then he must
outside the 90º arc of sight. become the new target of the shot and the fighter
is repositioned accordingly.
To shoot at a target a fighter must be able to see
it, and the only way to check this is to stoop over
the tabletop for a model’s eye view. Sometimes it MOVING AND SHOOTING
will be obvious whether a target can be seen, at All fighters can move at their normal movement rate
other times it will be more difficult as buildings and shoot in the same turn. There is no penalty for
and girders will be in the way. Note fighters can this as a normal move assumes a certain amount of
also block line of sight just like terrain. time spent stationary or nearly so.

13
NECROMUNDA

RANGE HIT MODIFIERS


Once you have decided to shoot and have chosen Some shots are easier than others. It is easier to
your target you must measure to see whether the hit a target that is in the open compared to a
shot is within range. Each type of weapon has a target behind cover. Usually it is easier to hit a
maximum range as indicated later in the Armoury target if it is close compared to one further away.
section. The following examples show the short These are represented by the following modifiers.
range, long range and maximum ranges of some
typical weapons. -1 IN PARTIAL COVER
Short Long Max Up to half the target is obscured as defined in
Weapon Range Range Range the section on cover.
Laspistol 0-8" 8-16" 16" -2 IN COVER
Bolt Pistol 0-8" 8-16" 16" More than half the target is obscured as
Autogun 0-12" 12-24" 24" defined in the section on cover.
Lasgun 0-8" 8-24" 24" -1 OVERWATCH
Meltagun 0-6" 6-12" 12" The shooter is firing at a target whilst on
Shotgun 0-4" 4-18" 18" overwatch.
Missile Launcher 0-20" 20-72" 72" -1 CHARGING
Heavy Stubber 0-20" 20-40" 40" The shooter is firing at a target that is charging
him whilst on overwatch.
Assuming your target is within range you can -1 RAPID MOVING TARGET
proceed with the shot. If the target is out of range The target moved 12" or more in his previous
then you have automatically missed, but you still move phase.
have to test to see whether your weapon develops
a fault (see Ammo Rolls, later in this section). -1 SMALL TARGET
The whole target is less than 1/2" tall or wide.
Such targets might include unexploded bombs,
HITTING THE TARGET mechanical devices, or a specific point on the
To determine whether a shot hits its target roll a floor. Gang models are always larger than this!
D6. The dice score needed will depend upon
+1 LARGE TARGET
how good a shot the firer is (as indicated by his The whole target is 2" tall or wide. Such targets
Ballistic Skill or BS). The chart below shows the include large processor tanks, bulkhead doors
minimum D6 roll needed to score a hit. and other sizeable bits of industrial equipment.
BS 1 2 3 4 5 6 7 8 9 10
D6 score 6 5 4 3 2 1 0 -1 -2 -3 Modifiers for range depend upon the weapon
used. All weapons have their own range bands
For example: If the shooter is a ganger with a BS and different modifiers at short or long range, as
of 3, a dice roll of a 4 or more is required to hit indicated in the Armoury section of this book.
the target. An easy way to remember this is simply The following examples show how this works.
to subtract the firer’s BS from 7 to find the Weapon Short Range Long Range
number needed to hit.
Laspistol +1 -
You will notice that the chart covers scores of 1 Bolt Pistol +2 -
and even less. However, a dice roll of a 1 is always
Autogun +1 -
a miss regardless of circumstances. There is no
such thing as a certain hit – if the dice turns up a Shotgun (solid slug) +1 -1
1 you have missed! Grenade Launcher - -1
Plasma Gun +1 -
Heavy Bolter - -
Lascannon - -

Pistols, basic and special weapons are sensitive to


range: they are likely to hit at short range but can
be inaccurate at long range. Remember, long
range isn’t very far in the case of a pistol! Heavy
weapons aren't sensitive to range. With these
weapons it is as easy to hit at a distance as it is at
short range because a close moving target is hard
to track with a weighty or clumsy weapon.

14
NECROMUNDA

COVER
The many walls, girders, buttresses and ruined buildings in the Underhive provide plenty of cover. If a target is
partly obscured by intervening cover then it will be harder to hit. How much harder depends upon how much
of the target is obscured by the cover. Although fighters in the way of a shot can block line of sight, they do not
provide any cover modifiers and so are ignored when working out how much of the target is obscured.
If the shooter can see at least half of the target’s body but not the entire body, then the target is said to be ‘in
partial cover’. The shooter suffers a -1 to hit penalty.
If the shooter can see some of the target’s body but less than half of it, then the target is said to be ‘in cover’.
The shooter suffers a -2 to hit penalty.
If a target model is in cover or partially in cover and hiding, then it cannot be seen or fired at even if the
shooter can see a portion of the model’s body. The fighter is assumed to be keeping still, concealing himself in
the shadows and hugging his cover as closely as he can (see Hiding in the Movement section).
A certain amount of judgement is called for by the players when deciding whether a model can be seen, if it is
in cover, or whether it can reasonably continue to hide behind cover. In practice, players quickly reach an
agreeable method of determining this for themselves, but if you really cannot decide in a particular case then
each player rolls a dice to settle the matter, the highest scorer deciding in that instance.

In Cover: less that half of the fighters’ In Partial Cover: more than half of the In The Open: a shooter would incur
body is in view. fighters’ body is in view. no penalties to hit.

SMALL & LARGE TARGETS PRONE TARGETS


These modifiers are not normally used unless the When a fighter is pinned or down the model is
encounter involves a specific target which is placed on its back or its front to reflect that he has
especially large or small. For example, perhaps you hit the dirt and is keeping his head down. It's
must destroy a water still collecting vane or a important to take this into account when working
chemical storage tank to achieve your objective. out if the prone target can be seen and when
Enemy fighters are never small or large targets. working out cover modifiers. For example, if a
fighter becomes pinned behind a barricade then it
might not be possible to target the model again as
7+ HIT he may no longer be visible behind the barricade.
Because of the modifiers it is quite possible that you This requires fair judgement from both players as
will end up needing a score of 7 or more to hit the the model itself won't always make this obvious.
target. It is obviously impossible to roll a 7 on a D6,
but you can still hit if you are lucky. Roll a D6 as
before. If you roll a 6 then you might have hit. Roll a
further D6 – the additional score required is shown
on the chart below.
Score Needed to Hit 7 8 9 10
Additional D6 Score 4+ 5+ 6+ Miss
Example: A juve is shooting a stub gun at a target 12"
away and behind partial cover. The juve’s BS is 2 so
he requires a 5 to hit. The modifiers are -1 for long
range and a further -1 for partial cover. A score of 7 is
therefore needed. To achieve this the juve must roll a
6 followed by a further roll of a 4 or more.

15
NECROMUNDA

PINNED WOUND
As soon as a fighter is hit the model is knocked over Once you have hit a target you must test to see
and placed face up. We say the model has been whether a wound is inflicted. A shot may fail to cause
pinned by enemy fire. a wound because it hits part of the target’s equipment
or weaponry, or perhaps it just scratches the skin or
The force of the shot has knocked the fighter off his
causes some very minor injury which the fighter
feet. The shot may have hurt or even killed him, or he
bravely ignores. If you fail to cause a wound then the
may be lucky and escape without significant harm.
target is unharmed but is still pinned by enemy fire as
Even if he survives he is momentarily confused, or, at
described later.
best, his instincts force him to hit the dirt and keep
his head down. To determine whether your shot has caused a wound
you must compare the Strength value of the weapon
Later we’ll deal with what happens to the pinned
with the Toughness (T) characteristic of the target.
fighter if he survives unharmed. First, we’ll find out
You will find a complete description of the various
whether the shot has wounded him.
weapons together with their Strength values and
special rules in the Armoury section, but a few
examples are given here.
Weapon Strength
Laspistol 3
Bolt Pistol 4
Stub Gun 3
Autogun 3
Lasgun 3
Boltgun 4
Meltagun 8
Lascannon 9
Autocannon 8
Heavy Stubber 4
The chart below shows the D6 score required to turn
a hit into a wound. Remember, an average Toughness
characteristic value is 3 for gangers and other
humans. However, the Underhive contains many foul
other denizens whose toughness can range from
average to unbelievable high proportions.

TARGET'S TOUGHNESS
1 2 3 4 5 6 7 8 9 10
1 4 5 6 6 N
S 2 3 4 5 6 6 N
T 3 2 3 4 5 6 6 N
R 4 2 2 3 4 5 6 6 N
E 5 2 2 2 3 4 5 6 6 N
N 6 2 2 2 2 3 4 5 6 6 N
G 7 2 2 2 2 2 3 4 5 6 6
T 8 2 2 2 2 2 2 3 4 5 6
H 9 2 2 2 2 2 2 2 3 4 5
10 2 2 2 2 2 2 2 2 3 4

16
NECROMUNDA

INJURIES A player must roll to see what happens to any of his


fighters who are down at the end of his recovery
Most fighters have a Wound characteristic of 1 but
phase. Fighters may recover, stay down, or go out of
some have a value of 2 or more. If the target has
action. Roll a D6 and consult the Injury chart again.
more than 1 wound then deduct 1 wound from
Models which recover to flesh wounded can continue
his total for each wound he suffers. Make a note
to fight but suffer the -1 WS/BS penalty, and are
on the roster sheet. So long as the model has a
pinned for one turn (see Pinned). Turn the model
least 1 wound left he can continue to fight.
face up to show this. Models which stay down remain
As soon as a fighter suffers his last remaining face down and unchanged. Models which go out of
wound roll to determine the extent of his action are removed.
injuries. The player who inflicted the wound rolls
During his movement phase a model who is down
a D6 consults the following chart.
can crawl 2", but other than this the fighter cannot do
anything else. This enables a badly wounded
1 FLESH WOUND character to get behind cover (if he’s lucky!).
The target has sustained a minor wound.
Deduct -1 from both his Weapon Skill and Out of Action
Ballistic Skill for the rest of the game. ‘Out of action’ indicates a man is out of combat and
also out of the game. Remove the model from the
2-5 DOWN tabletop. It is impossible to tell whether the fighter is
The target falls down to the ground where he
alive or dead, but for game purposes it makes no
lies wounded and barely conscious. Turn the
difference at this stage. After the fight is over you can
model over or face down, to show that the
test to see whether he survives and if he sustains any
fighter has gone ‘down’.
serious lasting injuries as a result of his wounds (see
6 OUT OF ACTION the later Campaign sections for details).
The target has been badly wounded and falls to
the ground unconscious. He takes no further MULTIPLE WOUNDS
part in the game and the model is immediately
removed from play. Some weapons inflict more than 1 wound when
they hit. A model cannot be reduced to fewer
than zero wounds, but each extra wound inflicted
Flesh Wound means you roll another Injury dice. So, if a fighter
If a model only sustains a flesh wound then he has 1 wound remaining and suffers 4 wounds he
suffers a mild injury and is able to fight on. His rolls four Injury dice.
Wounds value is reinstated to 1 and he can move
and act as normal. Multiple ‘down’ results are ignored but a fighter
can suffer multiple flesh wounds. A fighter who
A fighter can sustain several flesh wounds and still suffers flesh wounds and goes down at the same
continue to fight, albeit at reduced effectiveness. time is treated as going down but suffers the
Make a note on your roster sheet and apply the penalties indicated for his flesh wounds as well.
penalties indicated for the rest of the game. Leave
the model lying face uppermost to show it is still
pinned (see later). HIGH IMPACT
Some weapons inflict hits with such devastating
Each time a model suffers a flesh wound, it loses
force that any fighters struck by them are likely to
a further point of WS and BS to a minimum of 1.
be severely injured. All weapons with a strength
Once a model with a Weapon Skill and Ballistic
of 7 or more are known as high impact weapons.
Skill of 1 suffers a further flesh wound then the
fighter drifts into unconsciousness due to servere When a fighter is hit by a high impact weapon
loss of blood and is taken out of action. they will go out of action on a roll of 5 or 6 on the
injury chart rather than the normal 6. In addition,
Down if a 5 or 6 is rolled then make a special note on
When a fighter goes down he is either badly the gang roster as there is a greater chance of the
injured or temporarily knocked senseless: he impact causing fatal injuries.
might recover or he might lapse into
unconsciousness and even die. Turn the model Note these rules only apply when making the
face down to show the fighter has gone down. A initial injury rolls. Injury rolls made during the
model which goes down may do nothing except recovery phase follow all of the normal rules as
crawl as noted below. decribed in the Down paragraph instead.

17
NECROMUNDA

SAVING THROWS PINNED FIGHTERS


Armour is less important and less readily available in Often a fighter is hit and pinned by enemy fire but
the confines of the Underhive than on a conventional doesn’t go down or out of action. He might be hit
battlefield. Gangers rely more upon the natural cover and not wounded, or he might suffer a flesh wound.
of the hive and their own wits to avoid injury. A model that is pinned remains knocked over lying
However, some fighters wear protective clothing face up. Whilst pinned a fighter cannot do anything
which may save them from a wound if they are lucky. except crawl up to 2" during the movement phase.
Armour is represented in the game by saving throws.
A model which is pinned at the start of his turn will
Armour Saving Throw automatically recover from pinning at the end of that
If a fighter is wearing armour and suffers a wound turn. In effect, the model misses his turn and is then
then roll a D6. If the dice roll is sufficiently high then ready to fight once more in his following turn. At the
the wounding shot has struck the armour and not end of the turn stand the model up to show that he is
hurt the wearer at all. The dice score required varies no longer pinned.
according to the type of armour. The most common
armour types and the D6 roll required to effect a save If a model has at least one other model from the gang
are given below. within 2" then he can try to escape pinning at the start
of his turn by taking an Initiative test. If the test is
Armour Saving Throw passed then stand the model up as the fighter will not
Flak 6+ have to miss his turn at all. The fighter can move and
fight normally that turn.
Mesh 5+
Carapace 4+ Note that when testing to escape pinning at the start
of the turn juves, fighters who are down, and fighters
For example: A fighter is hit by a shot from a whose nerve is broken do not count. Rather than
laspistol and suffers a wound. Fortunately, he is reassuring the fighter and offering covering fire, the
wearing carapace armour, a hardened armaplas proximity of these unreliable comrades will only
jacket. He rolls a D6 and scores 5 – easily enough to encourage him to keep his head down!
deflect the shot and save him.
If a fighter has multiple armour saving throws then HITS & PINNING
the score required to save against a wound is There are several instances where a fighter may suffer
combined into a single roll. For example, a fighter a 'hit' that wasn't from enemy fire. His weapon may
wearing mesh armour (5+) who is fitted with a bionic have exploded or perhaps he landed clumsily when
chest (6+) receives a single 4+ armour saving throw. jumping down from a ledge. Unless specifically
However, an original roll of 1 is always a failure, even mentioned otherwise, any model that suffers a hit is
if the fighter has a saving throw greater than 2+. also pinned, even if no damage is inflicted.
Some weapons are better at penetrating armour than
others. A shot from a laspistol might be deflected SHOOTING INTO
relatively easily, but a shot from a huge lascannon is a
different matter! To represent this, each weapon has HAND-TO-HAND COMBAT
an armour save modifier as indicated in its Normally it would be considered very rash indeed to
description in the Armoury section. For example, a shoot at fighters who are grappling with each other at
boltgun has a -1 save modifier so all armour saves close quarters – it would be very easy to hit the wrong
must deduct 1 from the dice roll. man! Although the models themselves are immobile
the fighters are actually ducking, diving and rolling
Special Saving Throw about in a whirlwind of action. Note you do not have
Some exotic equipment and special skills confer a to shoot at an enemy model that is involved in hand-
special save instead of an armour save. Special saving to-hand combat with your own gang fighter, even if
throws work in exactly the same way as an armour he is the closest target.
saving throw except in the following ways.
Should you wish to shoot at a model engaged in
Special saves ignore all save modifiers so the fighter hand-to-hand combat roll to hit as normal. If you hit
will always receive the saving throw, even against high then you must decide whether you have hit the
Strength weapons such as a lascannon. Special saves intended model or his hand-to-hand opponent. There
cannot be combined into a single roll, instead each is as much chance of hitting the target as there is of
special save must be rolled separately. If a fighter hitting each model he is fighting. So, if there are two
successfully rolls a special save then the model not models fighting, a D6 roll of 1-3 indicates one model
only avoids the wound, but also the hit. This means while a 4-6 roll indicates the other. If the target is
that the fighter will not be pinned, even if the hit fighting two opponents then you’ll need a 5 or 6 to
originated from a template. hit the right man, and so on.

18
NECROMUNDA
If the Artillery dice shows a number this indicates how
SHOOTING AT A far you have missed the target by – 2", 4", 6", 8" or 10".
FIGHTER WHO IS DOWN The direction in which the shot lands is indicated by
You do not have to shoot at a target who is down the scatter dice arrow. Note the Hit symbol also has
even if he is the closest target. However, you can an arrow marked on it to indicate a direction. Place
shoot at a fighter who is down if you want to and he the template in the position indicated by the dice.
is the closest or easiest shot. You can... If you’re really If a Misfire is rolled then the shot dissipates in the air
that mean. You are... Read on! or is a dud and has no effect. If the dice show both a
If a fighter who is already down takes a further wound Hit and Misfire then the shell explodes in the breach
or wounds, roll again on the Injury table and apply or the grenade goes off in the fighter's hand. The
the result. A flesh wound will inflict further WS/BS weapon malfunctions and explodes as described in
penalties. If the fighter goes down again then ignore the Ammo Rolls and Exploding Weapons sections.
the result. If he goes out of action remove the model Once the template is positioned any models that lie
from combat. wholly under the template are hit. Any models which
Generally speaking, it is rare for players to shoot at lie partially under the template are hit on a D6 roll of
enemy fighters who are down unless they are a 4+. Work out the effect of hits normally.
stranded in the open and there are no other targets
available. However, it sometimes happens that blast
weapons scatter from their point of aim and
accidentally hit men who are already down.

BLAST WEAPONS
Some weapons fire an exploding shell or energy blast
which inflicts damage over a large area. The spread of
this shot is represented by the circular blast and gas
cloud templates.
When you shoot a weapon that uses a blast or gas
cloud template nominate your target and roll to hit
exactly as you would with any other weapon. If the
target lies beyond the weapon’s range then the shot
dissipates harmlessly causing no damage. Otherwise
take the template and proceed as follows.
If you hit the target place the template with its centre
directly over the target model. The target is hit, and
any other model that lies wholly inside the template is
hit too. If a model lies partially within the template
then it is hit on a further D6 roll of a 4, 5 or 6. Roll for
wounds and injuries on each model that is hit
following the usual rules.
If you miss the original target then your shot has
flown wild but may still land close enough to cause
damage. To determine where the shot has landed you
must make a Scatter roll. To do this you will require
the two special dice, the Scatter dice (marked with
arrows and a hit symbol) and the Artillery dice
(marked with numbers and a ‘!’ symbol). Take both
these dice and roll them so that they land as close to Note that no shot can ever scatter by more than half
the target as possible. the range between the shooter and their target. If the
target is 10" away, for example, the miss may not
scatter by more than 5". However, a wildly scattering
shot may land outside its usual fire arc (90 degrees in
front of the firer) or beyond its usual maximum range.
If the centre of a blast or gas cloud template scatters
from above ground level off over a ledge, then it
disapates harmlessly in mid-air unless the centre
reaches another ledge of the same level.

19
NECROMUNDA

GRENADES SUSTAINED SHOOTING


There are many different sorts of grenades available Some especially large and dangerous weapons can
to gang fighters. The most common are explosive fire a sustained burst of shells which may hit several
fragmentation grenades and implosive grenades targets at a time. This is called sustained shooting or
called krak. If a model carries grenades then it is sustained fire. Weapons which are capable of making
assumed that he has enough to last the entire battle, sustained shots are indicated in the Armoury section.
regardless of how many he might actually throw. Basically, these are machine gun type weapons such
as the heavy stubber and autocannon which can rake
A model can throw a grenade rather than shoot a
targets with a hail of shells.
weapon. A grenade throw is treated exactly like any
other shot, so roll to hit using the thrower’s Ballistic When you shoot with a weapon of this kind declare
Skill (BS) characteristic. whether you are firing a normal single shot or a
sustained shot. A single shot is worked out as normal
Frag grenades and most of the special grenade types
following the usual shooting rules, while a sustained
use either a blast or gas cloud template. Grenades
shot is worked out as follows.
that use a template scatter if they miss just like other
weapons with blast markers. Work out scatter as First roll to determine how many separate shots the
described already, except that the number on the weapon makes by rolling a number of D3s equal to
Artillery dice is always halved because grenades are the weapon's sustained fire value. If the weapon has a
thrown at very short ranges. On the other hand, the sustained fire value of greater than 1 then you can
maximum scatter limit does not apply to grenades, choose to either roll the number of dice indicated, or
which can bounce around all over the place before you can roll less if you prefer. You may choose to roll
going off! A grenade thrown at a target 2" away may fewer dice as this can reduce the chances of running
therefore scatter up to 5" in any direction. out of ammo.
The maximum range of a thrown grenade depends The number of shots rolled is how many ranged
upon the Strength characteristic of the fighter. A attacks the fighter can make that turn which follow
fighter can throw a grenade a distance equal to his the usual shooting rules. Each shot is treated as a
Strength x3. For example, a ganger with a Strength of separate shot and must all be worked through before
3 can throw a grenade up to 9". moving on to another fighter. Each of the shots follow
the usual targeting restrictions and all shots must
Cover target either the same model or another model within
Grenades are especially good at blasting fighters out 4” of the first original target.
from behind cover as they can be simply lobbed over
barricades or bounced around bulkheads. A fighter All of the shots indicated by the sustained fire dice
throwing a grenade reduces the to hit penalty when must be fired. If the fighter can no longer see any
targeting a model in cover by 1. So, partial cover is targets but he still has shots remaining then they are
ignored and cover counts as -1 to hit rather than -2. wasted. Wasted shots must still roll a to hit dice in
Note this bonus doesn't apply to grenade launchers. case it causes an Ammo roll.

High Ground
To represent the unique arc of a grenade, if a model
FLAMER TEMPLATE
throws a grenade at a target that is on a level below All flamer type weapons use a special teardrop-shaped
him then the distance is not measured from model to template to represent the jet of flame.
model as with any other ranged attack, instead only To shoot a flamer weapon take the flamer template
the horizontal distance is measured. This allows and place it with the narrow end touching the base of
grenades to be thrown over a greater distance if a the shooter and the broad end over your target. Take
fighter has the high ground. Note this bonus doesn't special care when positioning the template as it must
apply to grenade launchers. be centrally directed at the targeted model. You
cannot for example adjust the direction of the
Smoke Bombs
template in order to hit more enemy models. Any
As the name suggests, smoke bombs are designed to
models wholly covered by the template are hit
produce clouds of smoke which are used to provide
automatically and any models partially covered are hit
cover. When you throw a smoke bomb you don’t
on a further D6 roll of a 4, 5 or 6.
want to actually throw it at an enemy fighter but at a
specific point on the ground. You can do this by Any hits are resolved as normal, roll for wounds and
simply nominating the point you wish to aim the then determine injuries for any wounded models.
grenade at, as such the normal targeting restrictions Note that the hit modifiers for range, cover, and such
do not apply. Note that since the smoke bomb is like do not apply to flamer weapons. Flamers are
being thrown towards an area of the ground, it especially good at winkling enemy fighters from
doesn't count as a small target. behind cover!

20
NECROMUNDA

OVERWATCH
The Overwatch rule allows a model to shoot during
the enemy player’s turn, representing a fighter taking
up position to shoot at an enemy as he appears in
view. The reasoning behind the Overwatch rule will
become apparent once you have played a few games.
A model can go onto overwatch at the start of his
turn. A model must give up his whole turn to go on
overwatch. The model cannot therefore move or
shoot. The model cannot hide, but can remain
hidden if he started his turn in hiding.
During the enemy’s movement phase the model can
shoot at any target as it presents itself. For example,
the model could shoot before the target moves, after
A Delaque armed with a flamer shoots at three Goliaths. it has completed its move, or actually while the target
Two are completely covered by the template and are is moving. Overwatch is obviously very useful for
therefore hit automatically. The other Goliath is partially shooting at enemy models as they dash from cover.
covered by the template, and will be hit on a D6 roll of 4+.
Once a model has finished shooting, it ceases to be
on overwatch and is free to move and shoot normally
AMMO ROLLS in its own turn, or go onto overwatch again if you
prefer. If the model doesn't shoot in the enemy’s turn
Ammo rolls represent faults in guns or ammunition as
then it also ceases to be onverwatch and can act as
well as the possibility of simply running out of ammo.
normal during his own turn as above.
Power packs can fade or suddenly release a burst of
energy, shells jam in the loading mechanism, explode If a model is hit whilst on overwatch it loses its
or prove dud. No gun is absolutely reliable or has an overwatch status immediately. The same applies if the
infinite ammo supply, some are notoriously fickle. model is forced to move for any reason – eg if a
fighter’s nerve breaks he will lose overwatch status.
When rolling to hit a target a dice score of 6 indicates
that your weapon may have malfunctioned after firing When you wish to shoot with a model on overwatch
and an Ammo roll is required. Note you still hit your begin by declaring that you are doing so and then
target with the roll of a 6 and the successful shot is determine the position of the enemy model at the
worked out as normal. moment of fire. Work out the shot as normal.
Some weapons are more reliable than others. This is There is a special -1 to hit modifier for shooting at an
reflected by the weapon’s Ammo Roll rating as shown emerging or disappearing target whilst on overwatch.
in the Armoury section. Roll a D6. If you roll less than A further -1 to hit modifier is also applied if the target
the number indicated the weapon has malfunctioned is charging the model on overwatch, representing the
and is useless for the rest of the game. Make a note unnerving effect of the enemy’s rapid approach. Note
on your gang roster. If you roll the score indicated or this only applies if the charger would be able to reach
more then the weapon is alright and you can base-to-base contact with the overwatcher.
continue to use it normally.
When determining rapid moving targets the fighter's
Grenades move that turn is used rather than his previous turn.
Grenades will automatically fail any Ammo roll they The whole of the move is also taken into account, not
are required to make. This means that you have just the move up until he was shot. For example, if a
thrown your last grenade of that type, or that all model is shot after moving 6" but was going to move
further grenades of that type are duds. a further 6", then he counts as a rapid moving target.

Out of Range Fleeting Targets


If you shoot and your target is out of range then you If a fighter on overwatch targets an enemy model that
must still make a hit roll to see whether an Ammo roll both started his move and would end his move out of
is required (ie on the D6 score of a 6). sight of the overwatcher, then he counts as a fleeting
target. A fighter attempting to shoot at a fleeting
Repairs and Supplies target must take an Initiative test. If the test is failed
If a weapon runs out of ammo, malfunctions, or then he is too slow to react and cannot shoot at the
explodes then it's automatically assumed the weapon evasive figure as he darts back out of sight. The model
is fixed and its ammo replenished in time for the next will still remain on overwatch, so can attempt to
battle. Supplies of grenades are also restocked as are shoot another enemy fighter that turn. If the test is
any other specialist equipment, such as bio-boosters. passed then the model can be targeted as normal.

21
NECROMUNDA
HAND-TO-HAND COMBAT
Hand-to-hand fighting is the most dangerous and
desperate kind of combat. With adversaries using PROCEDURE
swords and knives, point blank fire from pistols, and Most fights are ‘one-on-one’ where a model is fighting
even fists, feet and heads to take out an opponent it is one other model. These combats are worked out as
either a very brave or foolish ganger to iniate hand-to- described below. Fights involving several models
hand. attacking a single opponent are worked out slightly
differently as described later.
WHO CAN FIGHT
Models which are touching base-to-base are said to be 1 THROW ATTACK DICE
engaged in hand-to-hand combat. This can only Both players roll a number of D6’s equal to
happen once a fighter has charged an enemy, as their model’s Attacks characteristic.
models are not otherwise allowed to move into 2 WORK OUT COMBAT SCORE
physical contact. See the Charge! section of the Each player picks his highest scoring dice and
Movement rules. adds his model’s Weapon Skill (WS) to the
In the hand-to-hand combat phase all close quarter score. He then adds any Combat Score
fighting is worked out. Regardless of whose turn it is, modifiers as shown on the opposite page. The
all models that are engaged in hand-to-hand combat total is the Combat Score.
will fight. Unlike shooting, a model in hand-to-hand 3 DETERMINE WINNER
combat can fight all round against enemies to its side, The player with the highest Combat Score
front or rear. In reality the models are constantly wins. In the case of a tie the model with the
moving, dodging, ducking and weaving as they highest Initiative characteristic wins. If there is
struggle to kill their adversaries. still a tie the combat is a stand-off.
Models fighting in hand-to-hand combat cannot do 4 NUMBER OF HITS
anything else as they are far too busy struggling with Compare the Combat Scores of both
their adversaries. Any very close range shots they are combatants. The difference between their
able to make with pistols are taken into account in Combat Scores is the number of times the
the hand-to-hand combat rules that follow. winner has hit the loser. If you win the combat
on a tie you still cause 1 hit.
5 THROW TO WOUND
For each hit scored the winner rolls a D6 on
the Wound chart in exactly the same way as
hits from shooting. The Strength value will
depend upon the weapon used.
6 SAVING THROW
Models which are wearing armour or that
receive a special saving throw can attempt
saves in the same way as troops hit by shooting.
7 RESOLVE INJURIES
Resolve injuries in the same way as you would
for wounds inflicted by shooting.

ATTACK DICE
Roll the number of Attack dice indicated by the
model’s Attacks characteristic. This will normally be
one but some especially mean fighters may have two
or more Attacks.
Although a model can roll more than one Attack dice
it is only the best result that counts towards the
Combat Score. The advantage of rolling more dice is
that it gives you a better chance of rolling high,
however, it will also increase the chances of a model
fumbling as described later.

22
NECROMUNDA

FIGHTING WITH NUMBER OF HITS


TWO WEAPONS The difference between the winner’s Combat Score
If the model carries a weapon in each hand, such as and the loser’s Combat Score is the number of times
two pistols, two swords, or a pistol and a knife, then the winner has hit the loser.
the model rolls one extra Attack dice. Example: A ganger (WS3) is fighting a juve (WS2).
This bonus only applies to fighters armed exclusively The ganger rolls a 4 and adds his WS of 3 to make a
with pistols and/or hand-to-hand combat weapons. total of 7. The juve rolls a 5 and adds his WS of 2 to
Fighters who carry a basic, special or heavy weapon make 7, but the juve has charged and so adds a
never receive this bonus as the extra bulk of the further +1 making 8. The juve has won by 8 to 7,
weapon limits their agility. Carrying grenades does and the difference (1) is the number of hits he has
not prevent you using an extra weapon as they are struck against his opponent.
assumed to be clipped to the model’s belt or stowed
conveniently out of the way. These different types of WOUNDS, ARMOUR
weapon are discussed in the Armoury section.
AND INJURIES
Once you have established the number of hits, the
DETERMINE WINNER remaining procedure is the same as for shooting.
Each player takes his best Attack dice roll, adds the Refer back to the Shooting section for a description of
model’s Weapon Skill (WS) and then applies the how to do this.
following modifiers. The highest score is the winner.
In the case of a tie the highest Initiative wins, in which Note that models cannot be pinned by hand-to-hand
case the winner will score a single hit. If both models hits, but they suffer wounds in the same way and
have the same Initiative the result is a stand-off and injuries are resolved in the same way too.
no blows are struck.
weapons
COMBAT SCORE MODIFIERS Only hand-to-hand weapons and pistols can be used
to fight hand-to-hand combat. All fighters carry a knife
+1 OPPONENT FUMBLES
at the very least, and are assumed to have one tucked
Add +1 to your score for each of your opponent’s
out of sight if the model itself does not show it.
fumbled dice (rolls of 1). See the Fumble rule for an
explanation of how this works. A fighter will, generally speaking, fight hand-to-hand
combat with the weapons he carries as depicted on
+1 CRITICAL HIT
the model. However, models are allowed to swap any
Add +1 to your score for each critical hit inflicted
weapons at the start of the hand-to-hand combat. For
(additional rolls of 6). See the Critical Hit rule for an
example, a fighter holding a laspistol and a stub gun
explanation of how this works.
could put away his stub gun and draw a sword, or he
+1 CHARGING could even put away both pistols and draw two
If your fighter charged into combat this turn add +1 swords. Even fighters that recently fired a basic,
to his Combat Score. special or heavy weapon can still pull out combat
weapons as it's assumed his original weapon is slung
+1 HIGHER UP
or simply dropped during the hand-to-hand combat.
If your fighter is standing on a higher level, platform,
Remember though that fighters equipped with a
or slope then add +1 to his Combat Score.
basic, special or heavy weapon do not gain the +1
-1 ENCUMBERED Attack dice even when using two close combat
If your fighter is carrying a heavy weapon, or other weapons in the hand-to-hand combat.
heavy piece of equipment, he suffers a -1 penalty on
Bear in mind that a fighter with a basic, special or
his Combat Score.
heavy weapon needs at least one hand just to carry it,
-1 OBSTACLE so he can only ever have one hand free to carry a
If you charge an enemy who is sheltering behind sword, pistol, etc.
cover such as a low wall, then you suffer a -1 penalty
The player must declare what weapons the fighter is
on your Combat Score that turn. Note this penalty
using at the start of the combat. Fighters cannot swap
only applies during the turn when you charge.
weapons around once they are fighting hand-to-hand;
Note that hit modifiers for ranged weapons are never they must persevere with their chosen weapons until
applied in hand-to-hand fighting. These only apply they are no longer involved in hand-to-hand combat.
when shooting at a distance as described in the
Shooting section.

23
NECROMUNDA

HITS CRITICAL HITS


If a fighter is using a single weapon then any hits A critical hit represents a lucky blow, a spectacular
inflicted in hand-to-hand fighting are assumed to have feint or a cunning trick. You must roll at least two 6’s
been made with that weapon – be it a sword, knife, to score a critical hit. The first 6 is taken as your
pistol etc. Resolve the hit using the Strength of the highest score and each extra 6 counts as a critical hit
weapon as indicated in the Armoury section. adding a further +1 to your total.
If a fighter uses two weapons (one in each hand) then
any hits are inflicted alternately, first with one hand MULTIPLE COMBAT
and then the other. For example, a fighter carrying a When two or more models are fighting a single
sword and a laspistol who inflicts 2 hits will strike enemy this is called a multiple combat. The
once with the sword and once with the laspistol. Any outnumbered model must fight each of his
odd hits can be resolved with either weapon. opponents one after the other during the hand-to-
hand combat phase. The outnumbering player can
ARMOUR MODIFIERS decide the order in which his models will fight.
Having chosen the first model to fight the combat is
Knives, swords and other close combat weapons
worked out exactly as described for one-on-one fights.
often use the fighter’s own Strength. The chart below
is used to determine any saving throw modifiers when If the outnumbered model survives he must go on to
a model’s own Strength is used. fight his second opponent. The outnumbering player
chooses his second fighter and the combat is worked
Model's Strength Armour Save Modifier out as before except that the outnumbering model
3 or less 0 now rolls an extra Attack dice and adds a +1 bonus to
-1 his Combat Score.
4
5 -2 If the outnumbered model survives he goes on to
6 -3 fight the third, fourth, fifth and each successive enemy
-4 until there are none remaining. Each subsequent
7
enemy he fights gains a further Attack dice and adds a
8 -5 further +1 to his Combat Score. For example the
9 or more -6 third enemy has +2 Attack dice and +2 Combat
Score, the fourth has +3 Attack dice and +3 Combat
THE PARRY Score, and so on.
Fighters armed with swords can attempt to turn aside
an opponent’s blows. To represent this, a model with FOLLOW-UP
a parry can force an opponent to re-roll one of his If all of a model’s hand-to-hand opponents go out of
highest scoring Attack dice before working out his action the model may make a special follow-up move.
Combat Score. However, you can only parry if your This is an exception to the normal turn sequence and
opponent's highest scoring Attack dice is greater than it makes no difference whose turn it is. The model
your own highest scoring Attack dice. For example, if can be immediately moved up to 2". You can use this
you rolled a 5 and your opponent rolled a 3 then he 2" move to get behind cover, to engage another
cannot be parried, but he can parry you. Remember, model in hand-to-hand combat, or in any way you
if your opponent has 2 or more Attack dice he can wish. You can cross an obstacle without penalty
always choose his next highest score rather than the during a follow-up, but other terrain penalties apply
score of the re-rolled dice. as normal.
If both combatants are fighting with swords then the If you use a follow-up move to engage another enemy
ability to parry cancels out and neither may do so. In then move the model but don’t work out further
the unlikely event that a model carries two swords it combat that turn. The fight continues in the next
may parry twice – that is, it may force two re-rolls or hand-to-hand combat phase. This is because the
one re-roll against a model with a single sword. fighter has insufficient time to do anything other than
follow-up. Note using a follow-up in this way is
FUMBLE considered a continuation of hand-to-hand combat,
so the fighter will not receive the usual charging
In the mayhem of close combat it is only too easy to
bonus to his Combat Score nor can he swap weapons.
trip or overbalance and leave yourself open to a quick
punch or stab. Any Attack dice rolls of a 1 indicate Note that a follow-up doesn’t affect a model’s ability
that you have tripped, dropped a weapon, or to move in its following movement phase. The follow-
otherwise fumbled. For each fumble rolled your up is an extra bonus move which reflects the intense
opponent may add +1 to his own Combat Score. activity of close quarter fighting.

24
NECROMUNDA

FIGHTERS DOWN LEADERSHIP


Fighters who are wounded and go down are
completely at the mercy of their enemy. In a one-on- KEEPING YOUR NERVE
one combat any model that goes down is
This section of the rules is concerned with how your
automatically out of action. His enemy finishes him
fighters react under fire: whether they bravely
off with a quick blow and the model is removed.
continue to fight while shells explode around them or
In multiple combats a fighter who goes down has whether they turn tail and run for cover. Regardless of
more chance of survival. Where all models on one your own feelings or those of the gang’s leader, even
side go down they are automatically taken out of the most hardened gang fighter can be driven off or
action. Where two or more models are fighting on the forced to take cover as the action hots up.
same side, some can go down and crawl away at 2" in
NERVE TESTS
their movement phase so long as at least one friendly
A fighter may be called upon to take a test to see if his
model continues to fight.
nerve holds. A nerve test works in exactly the same
way as a Leadership test. If the test is failed then the
PINNED FIGHTERS AND fighter’s nerve is broken and he runs to cover as
HAND-TO-HAND COMBAT described below. If the test is passed then the fighter
keeps his nerve. In this case there is no further effect
Fighters cannot be pinned when fighting hand-to- and the model continues to fight as normal.
hand combat. A fighter who is hit whilst engaged in
hand-to-hand combat, even if hit by shooting in the WHEN TO TEST
shooting phase, is not pinned. If a fighter is already If a model goes down or out of action then each
pinned when he is charged then the pin is discounted friendly fighter within 2" must take an immediate
as soon as he is engaged. The pressing need to Leadership test.
defend himself galvanises the fighter into action.
If a model is struck by a high impact weapon and goes
down or out of action then any resulting nerve tests
MOVING FROM COMBAT incur a -1 Leadership penalty. The sight of a fellow
Once models are engaged in hand-to-hand fighting ganger being ripped to shreds by such a devastating
they cannot move away in their movement phase. weapon is enough to knock the confidence of even
They must stand and fight until they are taken out of the hardiest of fighters.
action, until they take out their enemies, or until one
or the other breaks and runs as described later. The BROKEN FIGHTERS
only exception to this is in a multiple combat, where
If a model fails a Leadership test then the fighter’s
fighters who go down can crawl away so long as
nerve has broken. For this reason we refer to such
friends continue to fight.
fighters as broken and you can indicate this by placing
a Broken counter by the model if you wish.
CHARGING DOWN FIGHTERS The broken fighter is momentarily panicked or
A fighter can charge an enemy model that is down shaken and will attempt to run for cover. He might
and finish him off. This is a useful way of quickly recover sufficiently to return to the fray once he has
taking fighters out of action instead of waiting for steeled himself to fight on.
them to roll a 6 on the injury chart. The downed
model is taken out of action during the hand-to-hand Run to Cover
phase. Note this counts as a hand-to-hand combat so As soon as a fighter is broken he turns tail and runs
the fighter can make a follow-up move. for cover. This movement takes place outside the
normal turn sequence and is worked out
immediately. The fighter makes a dash of up to 2D6"
Special Injuries away from his enemy and towards cover. Roll the dice
Some weapons have special injury rules such as the and determine how far the model runs.
shock maul and high impact hand-to-hand weapons. If he can reach a position of cover within this distance
These special rules only apply if the weapon inflicted where he cannot be seen then he stops there.
a wound in hand-to-hand combat and rolled an Out
of Action injury result. If the fighter was using If he is unable to reach cover where he cannot be
multiple weapons which each inflicted an Out of seen the fighter runs the full distance rolled. In
Action injury then you can choose which one of the subsequent movement phases he continues to move
weapon's special rules will take effect. Note this only 2D6" away from the enemy until he reaches such a
applies to wounding injuries inflicted in hand-to-hand position. If he can get out of sight by staying where he
combat, down fighters that are automatically taken is and hiding then he will do so instead (see the
out of action ignore this rule. Movement section).

25
NECROMUNDA
A broken fighter can do nothing other than run to
cover and remain there while he attempts to recover
his nerve as described below. He may not otherwise
move and he will not shoot.

Combat with Broken Fighters


Should a broken fighter be charged and forced into a
hand-to-hand engagement then he is in deep trouble!
While broken a fighter’s WS counts as 1. If he
survives the hand-to-hand phase, even if he wins, he
automatically breaks from combat and runs for cover
at the end of the phase as described below.

Breaking from Hand-to-hand Combat


A fighter who loses his nerve and breaks while
fighting hand-to-hand combat turns away from his
enemy and runs away 2D6" just like any other broken
fighter. Because a broken fighter is turning his back
upon the enemy he is very likely to be struck as he
turns to flee. To represent this the model takes one
automatic hit from his enemy. Work this out as soon
as the fighter breaks and before he is moved.

Recovering Your Nerve


A broken fighter may attempt to recover his nerve
THE BOTTLE ROLL
during his recovery phase so long as he is in cover The Bottle roll is a special test the player must make
and he cannot be seen by an enemy model. To at the start of his turn if a quarter (25%) or more of
attempt to recover a fighter’s nerve roll 2D6. If the his gang is down or out of action. For example, in a
score is equal to or less than the fighter’s Leadership gang of 10 men a test is required if 3 or more men are
he has passed the test and can fight normally from down or out of action.
then on. If the score is more than the fighter’s Sometimes not all gang members will show up to a
Leadership he fails the test and remains broken. fight. Only the fighters that have participated in the
Broken That Turn game so far are used to determine when a Bottle roll
is needed – ie not the total size of the full gang. Some
It is not possible to be broken and recover your nerve
scenarios also allow fighters to voluntarily leave a
during the same turn. Consequently, a fighter who
fight. For example, attackers in a Hit & Run can move
loses his nerve during his own side’s turn will not be
off a table edge when they have completed their
able to recover in the recovery phase of that turn.
mission. Gang members that voluntarily leave a fight
Gang Leaders count as out of action for purposes of the Bottle roll.
Any fighters within 6" of the Gang Leader can use the To take a Bottle test roll 2D6. If the score is more
Leadership characteristic of the leader when taking than the Gang leader’s Leadership characteristic then
a Leadership test. This only applies to tests to see if a the test is failed and the gang bottles out of combat.
fighter loses his nerve and also to tests to recover. The game ends immediately and surviving fighters
This represents the leader’s ability to encourage his retreat from the area. A failed Bottle roll is the most
fighters and push them beyond their normal limits! common way for a game to end. If the score is equal
A leader cannot confer this benefit if he is down or to or less than the gang leader’s Leadership
broken himself. The sight of your injured leader characteristic the player has passed the test and may
bleeding out is far from encouraging. continue to fight.
If the gang’s leader is out of action or is down, then
the player may not use his Leadership to take the test.
Instead, use the highest Leadership characteristic
amongst those of the remaining fighters who are
neither down nor out of action.
A player may voluntarily fail a Bottle roll if he wishes
to do so. In which case there is no need to actually
take the test, it is assumed to automatically fail as the
gangers melt into the shadows and retreat. Note that
all the conditions for taking a Bottle roll (25%
causalities) still need to be met.

26
NECROMUNDA

ADVANCED RULES
This section includes a variety of new rules which add further detail and complexity to the game. They
are not necessary in order to play, and for this reason the rules have been gathered together at the
end here to avoid potential confusion.
We recommend that new players ignore this section to start with, or at least until they are familiar
with the way the game works. If you consider yourself to be an experienced games player then you’ll
have no problem introducing these more complex elements as you go along.

Armour saves do apply to wounds sustained by


FALLING falling. Save modifiers are the same as for hand-to-
hand combat hits from combatants with high
The multiple levels and gantries of the Underhive strengths. So S4 counts -1, S5 -2, S6 -3 and so forth.
afford fighters ample opportunity to fall from a great See the Hand-to-Hand Combat section for the full
height. chart. A model which falls without going down or out
of action is pinned, just as if he was hit by enemy fire.
TEST TO FALL
If a fighter becomes pinned or goes down within 1" of FALLING ONTO ANOTHER MODEL
an edge there is a chance he will slip and fall off. To In the unlikely event that someone else lies directly in
determine this he must take an Initiative test. If the the path of a plummeting fighter then he may also be
test is failed then he falls over the edge to the ground. hurt. The hapless individual is hit on a D6 roll of a 4,
5 or 6. He sustains the same strength hit as the faller,
If a fighter is engaged in hand-to-hand fighting within suffering 1 or D6 wounds depending on the distance
1" of an edge then he may fall off if he loses the of the fall. If struck by the falling fighter, and
combat. The fighter must take an Initiative test. If the assuming he doesn’t go down or out of action, the
test is failed then he falls over the edge to the ground. victim is pinned as if hit by a shot. Assuming the faller
If a fighter is forced to move in a random direction, and victim survive, position the models 1" apart to
such as due to moving through smoke, then there is a make it clear they are not in hand-to-hand combat.
chance he may fall if he touches an edge. The fighter JUMPING DOWN
must take an Initiative test. If the test is failed then he A model can jump down from a higher level to
falls over the edge to the ground. If the test is passed another below. If the fighter elects to do this and the
then the fighter ends his move at the edge. height is 3" or less then he may take an Initiative test.
DAMAGE If the test is failed the fighter lands clumsily and
A fighter who falls sustains an automatic hit at a suffers a hit just as if he fell. If the test is passed then
strength equal to the height of the fall in inches. the fighter lands safely and can continue his move.
Where a wound is suffered a fall of up to 3" will inflict Each 1" fallen costs 1/2" of movement. So for
1 wound, and a fall of more than 3" will inflict D6 example, if a ganger moved 2" to a ledge and
wounds. A dizzying fall of more than 10" is assumed successfully jumped down 2" then he will have used
to automatically take the fighter out of action. Note 3" of movement. If the fighter doesn't have enough
the usual rules for High Impact also apply to falling. movement to cover the fall or the height is more than
3" then he follows the usual rules for falling.

JUMPING ACROSS
A model can attempt to jump across a horizontal gap
from one side to the other.
Move the model up to the gap and roll a D6. If the
number rolled is equal to or greater than the number
of inches required to jump the gap then he
successfully leaps over to the other side. The fighter
can continue his move if he has any remaining
movement left. Each 1" leapt costs 1" of movement. If
he fails to cover the gap, either because the D6 was
too low or he doesn't have enough movement left,
then the fighter plummets down as per a fall.

27
NECROMUNDA

STRAY SHOTS
When a fighter shoots and misses it sometimes
happens that the path of the shot passes close to one
of your own fighters.
If a shot passes within 1/2" of a friend at any point
along its path then there is a chance of accidentally
hitting the friend. This can only happen when you
miss and roll a 1 to hit.
Roll a further D6 to determine if the stray shot hits
the intervening model. On the roll of a 1 the
intervening model is hit. Work out whether the target
is wounded as normal.
There may be a choice of more than one model that
could be hit by a stray shot. In this case randomise
which target is hit in some convenient way – eg 1, 2
or 3 the target on the left, 4, 5 or 6 the target on the
right.

EXPLODING WEAPONS
Badly maintained weapons, home-made ammunition
and old corroded power packs can explode
damaging the weapon and probably harming the
shooter. This represents the weapon overheating,
plasma leakage, or a magazine exploding as the next
shell is auto-loaded. While not as dangerous as a
direct hit from the weapon, this is still bad news and
can easily take a man down or out of action.
When a 6 is rolled to hit then an Ammo roll is
required as already described in the Shooting
section. In the case of flamers, an Ammo roll is
required every time a weapon shoots.
If an Ammo dice roll is a 1 then the weapon is not
only useless for the rest of the game (as a 1 will
inevitably fail) but there is a chance it might explode.
Roll a further D6. If the score is less than the
weapon’s standard Ammo Roll rating then the
weapon explodes.
If a weapon’s ammo rating is ‘auto’ then it
automatically fails an Ammo roll so none is taken.
Roll a dice anyway with the weapon exploding on the
roll of a 1.
An exploding weapon inflicts an automatic hit on the
user as if he were struck by his own weapon but with
a Strength value of 1 less than normal. In the case of
Orlock A shoots at the Goliath, but rolls a 1 on his ‘to hit’ weapons that use blast, gas cloud or flamer templates,
roll. As Orlock B is within 1/2” of the line of fire, there is a no template is used: the blast is confined solely to the
chance he will be hit by the stray shot. firing model.

28
NECROMUNDA

WILD BLASTS

catching FIRE
Some weapons fire short bursts of flaming chemicals
that not only burn the victim's flesh but can also set
their clothes on fire. If a fighter is hit by a flame
weapon then he stands a chance of catching fire. The
chance of this happening is based on the weapon
used as the more powerful flame weapons can
unleash a more concentrated sheet of fire. Any
models that suffer a hit from a flame weapon and that
don't go out of action must roll a D6. If the score is
equal to or greater than the number shown below
then the unfortunate fighter has caught fire!

Weapon Chance of Catching Fire


ATTACKING TERRAIN
Hot Shot Shells 5+ The Necromunda game rules represent combat
Hand Flamer 5+ between rival fighters. Sometimes a fighter may want
Flamer 4+ to attack an inanimate object rather than an enemy.
Perhaps he wants to cave in a door, destroy a fuel
Heavy Flamer 3+
pipe, rip apart a power cable, or smash a water still.
Any models that are on fire must take a Strength test These are all structural features and can be attacked
at the start of their turn. If the test is passed then the as described below. Note the following rules can only
fighter manages to beat out the flames. The model is be used as described in the scenarios or under special
no longer on fire but cannot do anything else for the conditions if agreed by both players. You cannot for
remainder of the turn. example shoot a blast weapon at the ground in front
of a model simply in order to avoid a cover modifier.
If the test is failed then the fighter is unable to
extinguish the flames and he continues to burn. The Although not strictly accurate it is convenient to think
model automatically suffers a flesh wound and is of structures as being able to take a fixed number of
unable to do anything except he staggers D6" in a 'wounds’, just like fighters. Structures also have a
random direction. Toughness value and they can sustain a certain
number of wounds before they are destroyed or
Any friendly fighters in base-to-base contact with a damaged. For example, the water still in the Hit and
model on fire at the start of his turn can help beat out Run scenario has a Toughness of 6 and is damaged
the flames. The model cannot do anything else that once it has taken 1 wound. These details are covered
turn. If the fighter helps out in this way then his in the scenarios themselves.
Strength characteristic is added to the model's when
he takes the Strength test. A structure can be shot at just like an enemy fighter.
You must therefore roll to hit and score wounds as
Fighters that are down can catch fire and follow the normal. Many structures will be easier to hit than
rules as above, except that if the fighter fails the fighters because they are large targets (+1 to hit).
Strength test then he doesn't move at all that turn.
A fighter can also use Krak grenades or Melta bombs
Any fighters that are on fire cannot be involved in as demolition charges. The device can be placed upon
hand-to-hand combat and so cannot be charged. If a a structure within 1" of the fighter during the
fighter was already in hand-to-hand combat before shooting phase. This is considered to be shooting
catching fire then the combat is immediately broken although no roll is required to hit. The bomb is
and the two models are separated from base contact. fastened to the structure by means of its magnetic
casing, it explodes, and the target is hit automatically.
A fighter can strike a structure in base contact in the
hand-to-hand combat phase. He cannot fight hand-to-
hand combat against an enemy or shoot his weapon
in the same turn. In effect the fighter is attacking the
structure during the turn, hacking away at it with
whatever weapons he has. A fighter automatically
strikes 1 hit on a structure for each Attack on his
profile. Work out the result of hits in the normal way.

29
NECROMUNDA
SPECIAL FEAR AND TERROR LIABILITIES
Later on you may acquire fighters who are sufficiently
FEAR repulsive to cause fear themselves! Obviously
individuals who are so impressively hideous are not
Fear is a natural reaction to horrific mutants, going to be put off by others of their kind.
unearthly psychic powers, and some particularly
gruesome injuries. To represent this, models must A model which causes fear does not have to test
take a Leadership test when confronted by fearsome Leadership for fear. It treats any enemy which causes
creatures or circumstances terror as causing fear instead – ie, it does not have to
test just because the model is within 8" at the start of
A Leadership test is required under the following its turn. A model that causes terror cannot be affected
fearful circumstances. by either fear or terror and no Leadership test is
required for either.
1 If the model is charged by an individual or
creature which causes fear.
Such horrific creatures are rare. Take the test if
the fear inducing model reaches base-to-base
STUPIDITY
contact. If the test is passed there is no further Many large and severely mutated creatures are so
effect. If the test is failed then the fighter is dim-witted that they often behave in a fairly random
rooted to the spot in fear. The model counts as and stupid way. A gang fighter can also sometimes be
having a Weapon Skill of 1 for the duration of reduced to a state of bafflement as a result of injuries
the turn. If the fear struck fighter survives then at or shock. Such individuals are described as stupid.
the end of the combat phase he flees from
combat as described in the Leadership section. If Stupid models must take a Leadership test at the start
the fighter somehow not only survives but also of each of their turns to determine how they react. If
manages to take all of his opponents down or the test is passed the model may act normally. If the
out of action then the fighter automatically test is failed the following rules apply until the start of
recovers his nerve. the next turn.

2 If the model wishes to charge an individual or


creature which causes fear. 1 If fighting in hand-to-hand combat the model is
temporarily disoriented or confused. Roll a D6
Take the test when you declare the charge. If the before each hand-to-hand phase.
test is passed you can charge and fight as 1-3: Roll no Attack dice this turn. Your WS still
normal. If the test is failed you cannot charge counts towards the Combat Score
and the fighter is transfixed by fear. The model is representing basic instincts only.
unable to do anything for the rest of the turn.
4-6: Fight normally.

If not fighting in hand-to-hand combat roll a D6


TERROR 2 to determine how the model moves at the start
of your movement phase.
Terror is a more potent form of fear. Although no 1-3: Roll a Scatter dice. The arrow indicates the
creature described in Necromunda causes terror, the direction in which the model moves this
rule has been included here next to fear, which it turn. The model moves its full normal move
resembles. The importance of terror will be revealed distance. If the model moves into contact
in future supplements. with an enemy it becomes engaged in hand-
Just as some horrific individuals or creatures are so to-hand combat and may or may not fight
ghastly they cause fear, others are even worse and (roll as above).
cause terror instead. Circumstances which cause 4-6: The model does not move.
terror automatically cause fear as described above, so

3
you will need to test if you want to charge a terrifying The model can do nothing else this turn. The
creature or individual, or if the creature charges you. fighter will not shoot weapons or otherwise
In addition, a Leadership test is required if the model move unless he loses his nerve and runs 2D6" to
is within 8" of someone or something which causes cover as described in the Leadership section.
terror at the start of your turn.
4
The model does not have to take any further
A Leadership test must be taken before declarations of Leadership-based tests for fear or terror. It must
charges are made and if it is failed the model is still take tests to keep its nerve as described in
broken and runs 2D6" to cover as described in the the Leadership section. If such a test is failed the
Leadership section. This comprises the model’s move model will run 2D6" to cover. The rules for
for that turn. broken fighters override the rules for stupidity.

30
NECROMUNDA

WILDSNAKE
FRENZY
The favoured drink of Underhivers is the Some fighters are more than a bit crazed and can be
potent spirit known as Wildsnake. It is driven into a frenzy of slaughter during combat. Such
brewed from the skins and flesh of snakes wild and dangerous individuals are described as
caught in the wilds of the badzones. Some frenzied. How or exactly why a fighter may go over
hunters and farmers can spend their whole the edge in this way is not particularly important – he
lives catching and breeding snakes for the could be psychotically deranged, under the influence
Wildsnake industry, such is the popularity of of dangerous hive fungi, or affected by localised gases
the drink. The provenance of each bottle is or radiation.
guaranteed by the dead snake preserved
If an individual is frenzied the following rules apply.
within. Wildsnake is a clear sharp tasting

1
liquid the bitterness of which is derived from A frenzied model must always charge the closest
the venom in the snakes themselves. enemy within his charge move (usually 8") if
For those who cannot afford the price of able to do so.
Wildsnake the next best is quite literally
Second Best. Second Best is brewed from rat
pelts too mouldy to use for anything else,
2 The frenzied model doubles his Attacks
characteristic. For example, A1 becomes A2, A2
becomes A4 and so on.
slugs too rancid to sell as slave food, and
household waste so disgusting that it’s better
not to think about it. 3 Frenzied models cannot parry (see Parry in the
Hand-to-Hand Combat section).

4
Conveniently, it is almost impossible to Frenzied models must use their 2" follow-up
think about anything after drinking a bottle move to engage in hand-to-hand combat if
of Second Best... possible. Otherwise they must use the extra
move to move closer to their enemy. They may
not use a follow-up move to get behind cover or
retreat (see Hand-to-Hand Combat).

5
Frenzied models are never affected by fear or
terror, nor are they affected by stupidity or
HATRED hatred.

6
Hate is a powerful emotion and in the Underhive If a frenzied model loses his nerve and is broken
there is plenty of opportunity for gangs to develop as described in the Leadership section, then the
bitter rivalries. Grudges and ingrained animosity can Frenzy rules no longer apply. The fighter has
lead to feuds that tear gangs apart and leave dozens taken a beating and his sense of selfpreservation
dead. This is represented by the special rules for asserts itself.
hatred. Hatred can often develop following disturbing
injuries.
Most gangs will have fighters that hate an enemy gang
7 A player may try to gain full control over a
frenzied model at the start of his turn. This is
purely up to you – you may not wish your
member over the course of a campaign. The following splendidly berserk fighter to calm down and
rules apply to models which hate their rivals. behave sensibly! To gain control over the model
take a Leadership test as you would for testing

1 If a fighter can see a hated adversary then all


nerve, fear and terror tests are taken as if he had
a Leadership characteristic of 10.
your nerve. If the test is passed then the fighter
is under control and can act normally –
however, none of the special Frenzy rules
described above will apply. This control lasts
2 A model fighting hand-to-hand combat with a
hated foe can re-roll any Attack dice in the first
turn of any hand-to-hand combat engagement.
until the start of your following turn.

After the first turn the model has vented his


pent-up anger and fights as normal.

3
A model in hand-to-hand combat must use his 2"
follow-up move to engage a hated enemy if
possible. Otherwise he must use the follow-up
to move towards a hated enemy he can see. He
may not use follow-up to move away from hated
enemies or take cover if there are any hated
enemy models in sight.

31
NECROMUNDA

ARMOURY
This section of the Necromunda rulebook describes the different weapons which gang fighters carry as
well as other equipment such as armour and gunsights. In addition to commonplace weapons and
easily obtained items of equipment there are many unusual or exotic weapons and rare devices of
various kinds. These much sought after and expensive items are carried only by the richest and most
successful gangs, but they have been collated here for ease of reference.

Some of the items described on the following pages TYPES OF WEAPON


are used in the various scenarios given in the ‘Playing All weapons are divided into one of the following
a Campaign Game’ section (see page 109). For broad categories.
example, screamers and stummers are used with the
special rules in the Raid and Rescue scenarios, being Hand-to-Hand Combat Weapons
alarm devices and sound mufflers respectively. Players These are weapons designed for use purely at close
fighting these scenarios will appreciate how useful quarters such as swords, knives, axes and crude clubs.
such devices can be. Such weapons cannot be used for shooting but only
in hand-to-hand combat.
Other items are used in the context of the broader
Necromundan Underhive campaign described later in
Pistols
the ‘Playing a Campaign Game’ section (see page
Pistols are small hand-held firearms which can be
109). For example, the lobo-chip will cure a fighter of
used at close quarters or at longer range. A fighter can
the longterm effects of a head wound sustained in a
shoot with a pistol or use it in hand-to-hand combat.
previous game. Other devices can help to acquire
territory. For example, the Isotropic fuel rod enables
Basic Weapons
a gang to set up a new settlement, while the Ratskin
Basic weapons are larger, heavier firearms generally
map guides the gang through secret passages and into
carried and fired using two hands. You can shoot in
old treasure domes.
the shooting phase with such a weapon but it confers
Don’t worry about learning the rules for every no advantage in hand-to-hand fighting.
weapon and item of equipment as this isn’t necessary.
The pages that follow provide you with all sorts of Special Weapons
information which can be referred to as and when Special weapons are similar to basic weapons in terms
needed. There is a summary chart for the various of their size and the way they are used. However, they
weapons for convenience. To start with, players are more complex in design, costly, and far more
should familiarise themselves with the weapons their specialised in nature. Due to this, only the gang's
gang is armed with. Once players have mastered leader and heavies can use special weapons.
these, new weapons and unusual items of equipment
may be introduced as required. Heavy Weapons
Heavy weapons are even larger and heavier than basic
This section describes the different weapons that weapons, and are generally more powerful and have a
gang fighters can carry. Some of these weapons are longer effective range. Many can spit out vast amounts
common, simple and even cheap, whilst others are of bullets while others are designed to punch holes in
rare, technically complex and expensive. tanks or create large blasts. Heavy weapons are
A gang may be equipped with any weapons it can difficult to maintain and are cumbersome to fire so
afford within the limits discussed later. Models are only the gang's heavies can use them. In hand-to-hand
available with a wide variety of weaponry, and are combat a weighty weapon is a disadvantage and
always assumed to carry the weapons they are fighters carrying one will suffer a penalty.
depicted with. Holstered pistols can obviously
represent any pistol weapon, whilst grenades can be Grenades
assumed to be concealed, so a model not depicted Grenades are small bombs or grenades that are
with grenades can still carry them. All fighters are thrown by hand and which explode on impact. A
assumed to carry a knife even if the model itself does model can throw a grenade instead of shooting a
not visibly have one. weapon in the shooting phase.

32
NECROMUNDA

WEAPON PROFILES

HAND-TO-HAND RANGED WEAPONS


COMBAT WEAPONS Ranged weapons include pistols, basic weapons,
As the name suggests, hand-to-hand combat weapons special weapons and heavy weapons. These all have a
are used only in hand-to-hand combat, so usually slightly longer profile than hand-to-hand combat
have only a short profile. weapons, which describes their ability to make a
ranged attack by shooting at a target.
As an example, here is the profile of a chainsword, a
very typical weapon in the Underhive. As an example, here is the profile of a autogun, a very
typical weapon in the Underhive.
Range Strength Damage Save Mod.
Range To Hit Save Ammo
Close Combat 4 1 -1 Short Long Short Long Str. Damage Mod. Roll

Strength 0-12 12-24 +1 - 3 1 - 4+


The strength value of a hit inflicted by the weapon.
This is used to determine the chances of the target Short Range
being wounded by the attack. In this case, the The short range of the weapon, for example 0-12. The
chainsword has a strength of 4. Some hand-to-hand range given is always in inches, so in this case, the
combat weapons have no strength of their own, but autogun has a short range of 0-12”
instead act as a modifier to their wielder’s strength,
Long Range
e.g. As user +2.
The long range of the weapon, for example 12-24.
Damage The range given is always in inches, so in this case,
The number of wounds inflicted by a hit – usually 1 the autogun has a long range of 12-24”.
but large weapons can inflict more. Sometimes the
To Hit Short/Long
amount of damage will be random, e.g D6.
The hit modifiers applied when shooting at short and
Save Modifier long range. The to hit modifier for short range applies
The modifier applied to the target’s armour saving when shooting at a target within short range, so in
throw if he has one. In the case of weapons which act this example the autogun would gain a +1 ‘to hit’
as a bonus to their wielder’s strength, the weapons modifier when shooting at a target within 0-12”.
have no modifier of their own, so remember to
Strength
calculate the save modifier using the total strength
The strength value of a hit inflicted by the weapon.
after the bonus has been applied to the model itself.
This is used to determine the chances of the target
being wounded by the attack.

Damage
The number of wounds inflicted by a hit – usually 1
but in the case of larger weapons possibly more.
Sometimes the amount of damage will be random, e.g
D6 or even 2D6.

Save Modifier
The modifier applied to the target’s armour saving
throw if he has one.

Ammo Roll
The D6 dice score needed to pass an Ammo test. The
lower the number the more reliable the weapon, so
2+ is good and 6+ not so good. Some weapons fail
automatically and are indicated as ‘Auto’ (automatic
fail). Note although weapons with an 'Auto' Ammo
Roll automatically fail Ammo rolls they can still
benefit from items and skills that ignore failed Ammo
rolls. For example, even grenades can benefit from
Auto-repairers and Armourers.

33
NECROMUNDA

HAND-TO-HAND COMBAT WEAPONS


Hand-to-hand combat weapons include a whole variety of primitive weapons intended to inflict
vicious injuries up close and personal, as well as more advanced weaponry such as power axes. These
weapons cannot be used to shoot, they are used exclusively for hand-to-hand fighting.
Special Rules: All Necromundan fighters carry a knife in addition to whatever other weapons they carry. If not
apparent on the model it is assumed to be tucked into a boot or concealed by the fighter’s clothes.

CLUBS, MAULS & BLUDGEONS CHAINSWORD

Simple primitive weapons are often used by juves, The chainsword is a deadly if noisy weapon with a
impoverished fighters and the hordes of mutant powered chainsaw edge. Its rending saw-teeth are
creatures that plague the Underhive. This type of made from sub-atomically honed adamantium and
weapon comprises crude clubs or metal bars, can slice through plasteel. It is an expensive and
murderous hammers or axes, and other weighty blunt prestigious weapon favoured by gang leaders.
instruments such as spiked mauls and bludgeons.
They can be used with one hand, leaving the other Range Strength Damage Save Mod.
free to carry a pistol or another close combat weapon. Close Combat 4 1 -2
Because these weapons are crude and heavy they are
marginally more dangerous than bladed weapons, Parry: You can parry with a chainsword, as described
although it is impossible to use them to parry. in the game rules.

Range Strength Damage Save Mod. Noisy: This weapon emits a loud and distinctive
sound so must test to sound the alarm when used
Close Combat As user +1 1 - during scenarios such as The Raid.

MASSIVE AXE, SWORD OR CLUB CHAINS & FLAILS


A few unhinged individuals prefer to fight with a A length of chain or a chain fastened to a metal bar is
massive sword, club, metal bar, axe, hammer or some a dangerous and unpredictable weapon. Only the
other large and unlikely implement. A massive most maniacal fighters would use a weapon like this,
weapon is hard to swing because of its weight, but swinging it around their head with long powerful
when it strikes an enemy it will cut him in two or strokes. A fighter swinging a heavy chain is unable to
crush him to a pulp. use any other weapon in hand-to-hand combat
because of the concentration required to keep the
Range Strength Damage Save Mod. chain swinging. It is also a dangerous weapon to use
Close Combat As user +2 1 - because the wielder must struggle to keep his balance
whilst avoiding the chain itself.
Two-handed: It requires two hands to swing a
massive weapon so it can never be used together with Range Strength Damage Save Mod.
another weapon. Close Combat As user +1 1 -
Mighty Blow: The sheer mass of a massive weapon
combined with the momentum of a charge makes it Nullify: Each flail cancels out an opponent's parry.
difficult to retaliate against such an onslaught. If you Note any parries that nullify each other take
charged into combat that turn then your opponent precedence. For example, a fighter equipped with a
rolls one less attack dice for the duration of the turn flail and a sword cannot parry against an opponent
(to a minimum of 1). equipped with a sword.

Draws: Due to the ponderous lurching swing Clumsy: Each flail will double one of your fumbles.
required to wield this weapon your opponent is likely For example, if a fighter uses two flails then the first
to catch you on the upswing. If the combat ends in a two fumbles he rolls will each add +2 to your
draw then your Initiative is halved when working out opponent’s Combat Score.
which fighter wins.

34
NECROMUNDA

SWORDS & KNIVES POWER FIST

Every Necromundan fighter carries a knife of some The power fist is the most potent weapon of its kind,
kind. Heavy bladed single-edge fighting knives are the being even more deadly than a power axe. It is a very
most common type, but needle thin stilettos and long rare weapon and requires a powerful energy source
double-edged daggers are favoured by some fighters. for its large generator. The fist is a massive armoured
glove surrounded by a shimmering blue energy field.
Longer blades are carried by some fighters as well as
The demolecularisation field allows the user to tear
their knives. Short, broad-bladed weapons are easy to
and punch huge chunks out of his target. Whilst
carry and are well suited to fast and bloody combat.
fighting hand-to-hand it's impossible to hold another
Fighters make use of a great variety of other bladed
weapon in the power fist, but at other times it can be
weapons including cleavers and machetes. All of these
deactivated and used to hold another weapon.
bladed weapons are essentially similar and they have
the same weapon profile. The principle difference is Range Strength Damage Save Mod.
that fighters with swords are able to parry.
Close Combat As user +5 D3 -
Range Strength Damage Save Mod.
Close Combat As user 1 -
SHOCK MAUL
Parry: Fighters with swords are able to parry as
described in the game rules. Shock mauls are used by Arbitrators and Enforcers,
the uniformed guardians of Imperial justice.
Arbitrators are almost never seen in the Underhive.
POWER SWORD Their duties go beyond the laws of individual planets,
and their concerns rarely interfere with planetary
government except on the very highest level. None-
The power sword may look much like an ordinary
the-less, shock mauls can sometimes reach the
sword but it is actually a technically sophisticated and
Underhive where they make a prestigious alternative
very deadly weapon. The sword’s hilt and blade
to the power sword. The maul contains an adjustable
incorporate an energy source and a disruptor
energy generator that can produce a powerful
generator which sheathes the blade in a shimmering
electrical discharge. This allows the user to bash a
blue energy field. The field demolecularises any solid
hole through a wall or conveniently stun a victim.
matter allowing the sword to easily tear through even
the hardest of materials. Range Strength Damage Save Mod.
Range Strength Damage Save Mod. Close Combat 5 1 -2
Close Combat As user +2 1 -
Out of Action: A fighter who goes down to a blow
Parry: Fighters with swords are able to parry as from a shock maul will go out of action automatically,
described in the game rules. even in multiple combats where this would not
normally be the case.
Injury: Due to the unique nature of the shock maul,
POWER AXE any models taken out of action by it must roll on the
following injury chart instead of the normal Serious
The power axe is a large bladed weapon often as tall Injuries chart.
as a man. It utilises the same energy field technology
as the power sword and is even more devastating on D6 Result
account of its greater size and more powerful 1 Chest Wound
disruptor generator. Because of its size the weapon is 2 Shell Shock
often wielded with both hands, although it can be
used one-handed with a slight reduction in effect. 3 Old Battle Wound
4-5 Full Recovery
Range Strength Damage Save Mod.
6 Captured
Close Combat As user +3 1 -

Dual-handed: A power axe can be wielded in one


hand using the profile above. Alternatively you can
choose to wield a power axe with both hands, in
which case it receives a further +1 Strength bonus.

35
NECROMUNDA

PISTOLS
Pistols are small hand-held weapons that are especially useful for close ranged fighting and hand-to-
hand combat. At short ranges their lightness means they are easy to aim and fire, though at longer
ranges their lack of stability and power means they are inaccurate.

AUTOPISTOL STUB GUN

The autopistol is a rapid firing automatic pistol, The stubber or slugger is a primitive hand gun which
effectively a smaller and handier version of the larger fires solid bullets. It is recognisable as a revolver or
autogun. Auto weapons are easy to manufacture and small automatic of the kind used since the Twentieth
simple to use, and are amongst the most commonly century. Stub guns are made locally in the Underhive
employed weapons in the Underhive. and are readily available, simple to maintain, and
fairly reliable. The quality and appearance of
Most weapons are made in the factories of the Hive
individual weapons varies a great deal. Their
City and traded down through the hive. Crude but
effectiveness can be increased by using more
effective versions are made in the Underhive
powerful, if somewhat expensive, dum-dum bullets.
workshops themselves. Ammunition, spares and
repair facilities are relatively easy to find throughout Range To Hit Save Ammo
the Underhive, and traders always have guns and Short Long Short Long Str. Damage Mod. Roll
ammunition for sale. Because of its high rate of fire,
0-8 8-16 +1 -1 3 1 - 4+
the autopistol is astonishingly accurate at the short
ranges favoured by some gang fighters. Dum-dum Bullets: A stub gun can be loaded with
dum-dum bullets. A supply of these hand-made
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll bullets costs extra, but they are more powerful than
standard ammunition and add +1 to the Strength of
0-8 8-16 +2 - 3 1 - 4+ any hits (Strength 4 rather than 3). However, a stub
gun firing dum-dums must test to see if it explodes on
an Ammo roll of 1, 2 or 3 instead of just a roll of 1.
BOLTPISTOL

Bolt weapons are sophisticated weapons that fire self-


LASPISTOL
propelled explosive ammunition in the form of small
missiles called bolts. Bolt pistols and boltguns are
Laser weapons are manufactured in vast quantities in
manufactured in the factories of the Hive City, but the
the factories of the Hive City and are exported to the
fine engineering tolerances and quality materials
armed forces of the Imperium throughout the galaxy.
required means few if any are made in the Underhive.
Laspistols find their way into the Underhive via the
For the same reason bolt weapons are hard to
Guilder traders. Power packs come from the same
maintain, spares are rare, and ammunition is
source and some are made in local settlements.
expensive. Furthermore, ammunition made in the
Supplies of parts are plentiful and repairs are cheap.
Underhive is often unreliable. On the whole this is a
weapon best suited to the technically sophisticated Laser technology is reliable and easy to replicate, and
armies of Space Marines for which it was designed. although the weapons are not the most powerful they
are certainly the most trustworthy. A laser power pack
Despite its drawbacks the bolt pistol is still a highly
will last for many shots and can be recharged from a
favoured weapon. It may not always work, but when
standard power source or by exposing its thermal
it does the results are usually impressive. For one
cells to heat or light. In an emergency a pack can be
thing, it makes a lot of noise and creates a great deal
recharged by placing it in a fire, although such
of obvious damage. More deadly and far more
treatment tends to shorten the life of the pack and
obvious than an autopistol or laspistol, it makes the
increase the probability of it failing. Many
ideal side-arm for a gang leader keen to impress rivals.
experienced fighters prefer the laspistol over more
Range To Hit Save Ammo powerful weapons for these very reasons.
Short Long Short Long Str. Damage Mod. Roll
Range To Hit Save Ammo
0-8 8-16 +2 - 4 1 -1 6+ Short Long Short Long Str. Damage Mod. Roll
0-8 8-16 +1 - 3 1 - 2+

36
NECROMUNDA

NEEDLE PISTOL

The needle pistol or needler is a complex


laserpowered weapon. Its tight laser beam carries a
tiny toxic needle or dart which pierces the target’s
flesh to send its deadly poisons into their body. The
laser carrier beam will dissolve or blow away armour
or clothing and burrow into exposed flesh enabling
the darts to penetrate more deeply. The needler is a
rare and expensive weapon in the Underhive. Its chief
advantage is that it is virtually silent, and
consequently the favoured weapon for assassins and
other unwelcome characters.

Range To Hit Save Ammo


Short Long Short Long Str. Damage Mod. Roll PLASMA PISTOL
0-8 8-16 +2 - 3 1 -1 6+
Plasma weapons fire energy shells of bright glowing
Toxic Dart: No wound roll is required when shooting plasma – matter in a super-heated energised state.
a needler: if the target is hit then the toxins will When a plasma shell strikes its target there is a
automatically inflict 1 wound. Armour may still save a tremendous release of energy and the target blows
target as normal. Note this only applies against living apart in an almighty explosion. Plasma weapons are
targets. If a needle pistol hits an unliving target, such extremely effective and very dangerous, however, they
as a water still, then a normal to wound roll must be are also highly unstable, difficult to maintain and
made using the Strength shown in the profile. frequently malfunction. The user can mitigate this by
firing as short a blast as possible with slightly reduced
Injuries: A target suffering his final wound from a effectiveness.
toxic dart does not roll on the standard Injury chart.
Instead, roll on the chart below both when the injury Firing on Low Energy:
is inflicted and in subsequent recovery phases. Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
D6 Result
0-8 8-16 +1 - 4 1 -1 4+
1 No Effect: The toxin has no effect or wears off.
The target may continue to fight in the same way Firing on Maximum Power:
as if he’d suffered a flesh wound except that he Range To Hit Save Ammo
suffers no penalties on his WS/BS. Short Long Short Long Str. Damage Mod. Roll
2-4 Comatose: The target is knocked comatose and 0-8 8-16 +2 - 5 1 -2 6+
falls to the ground. The model counts as down
except he cannot move. Energy Levels: You can choose to shoot the plasma
pistol on a low energy setting or maximum power.
5-6 Out of Action: The target slumps lifelessly to the The profiles for each setting are different. If you shoot
ground. He may be dead or barely living, but is the plasma pistol on maximum power then after all
overcome by the toxin for the rest of the game. shots with the gun have been resolved you must roll a
Remove the model as you would any other that D6 on the Gets Hot table below to see if the weapon
was out of action. malfunctions. Note a plasma pistol cannot be fired on
If a needle pistol hits a model that is already down maximum power during hand-to-hand combat.
and inflicts a Comatose result, then the model must
continue to roll on the chart above in subsequent Gets Hot
recovery phases instead of the standard injury chart. 1-2 Critical: The weapon vents super-heated gases
Silent: This weapon emits no noise so when fired that inflict a D3 Strength hit against the user. The
doesn't test to sound the alarm during scenarios such weapon also cannot be fired again for a full turn.
as The Raid. 3-4
Overheat: The weapon cannot be fired again for
a full turn as it needs to cool down.
5-6
Stable: The weapon remains stable and can be
fired again as normal next turn.

37
NECROMUNDA

WEB PISTOL HAND FLAMER

The web pistol, or glue gun as it is cheerfully called, is Amongst the Underhive gangs this weapon is also
a common sight in the Hive City. It's used by known as the flame pistol or burner. It fires a short
enforcers or the Houses’ security forces to suppress burst of flaming chemical, an unstable sticky material
crowds and take captives without harming them. that ignites upon contact with air. This volatile fuel is
held within a small pressurised container that fits into
The weapon fires a tangle of gluey threads which
the weapon. A single container contains very little
envelop and ensnare their target, trapping and
fuel, so hand flamers often run out of ammo after a
rendering them immobile. The sticky mass quickly
few shots. The unstable and temperamental nature of
shrinks and hardens holding the target fast and
the fuel also means that some containers prove
preventing them from making the slightest move. A
useless whilst others explode unexpectedly as they
victim who struggles too hard may be strangled or
are loaded.
crushed by the constricting mesh. Web pistols are
bulky with a coned nozzle and a distinctive canister The flamer is a very dangerous weapon that spreads a
containing the web chemical. Although easily sheet of flame over a short distance. At this range it is
available uphive, both the weapon and its chemical almost impossible to miss and several victims can be
ammo are hard to get hold of by Underhive traders. claimed with a single shot.

Range To Hit Save Ammo Range To Hit Save Ammo


Short Long Short Long Str. Damage Mod. Roll Short Long Short Long Str. Damage Mod. Roll
0-6 6-9 - -1 - special - 6+ Template - - 3 1 -1 5+

Webbed Targets: Once a web pistol has hit its target Flamer: The hand flamer’s shot is represented by the
the victim is automatically enmeshed – there is no roll teardrop-shaped flamer template. This is used as
for wounds and no armour saving throw is allowed. described in the Shooting section.
This also applies in hand-to-hand combat, any extra Ammo Roll: The hand flamer must take an Ammo roll
hits that must be allocated to the pistol are wasted. each time it fires, except during hand-to-hand combat.
A webbed target cannot move or do anything else Catch Fire: Any models hit by a hand flamer catch fire
other than attempt to struggle free at the start of his on a roll of 5+. Note the hand flamer cannot set
turn. If the fighter wishes to make an attempt to hand-to-hand combat opponents on fire.
struggle free roll a D6 and add the model’s Strength.
If the total is 9 or more the victim frees himself from
the web and may continue normally. If the total is less
than 9 then he automatically suffers 1 wound, though
an armour save can be attempted if the victim has
armour. If a webbed model is involved in hand-to-
hand combat then treat him as if he was down.
Friendly fighters in base contact with a webbed model
at the start of their turn can help cut away the steely
webbing. The model cannot do anything else that
turn. If the fighter helps out in this way then his
Strength characteristic is added to the D6 roll.
Web Solvent: All web pistols incorporate a solvent
spray for removing the web material. Any model that
has a web pistol can automatically free a webbed
fighter at the start of the turn if he is in base contact
and doesn't do anything else that turn. However, a
model can never free itself from a web using a web
pistol, as the strands are far too tight to allow the
fighter to reach his solvent spray.
Capture: If a fighter equipped with a web pistol takes
an enemy model out of action in hand-to-hand
combat then he will be automatically captured on a
roll of 4+. Models captured in this way do not have to
make a roll on the Serious Injuries chart. Note this
rule only applies so long as the web pistol has not ran
out of ammo.

38
NECROMUNDA

BASIC WEAPONS
This section covers weapons designed to be carried and used with two hands like an automatic rifle or
sub-machine gun. These comprise some of the most common and effective weapons available to the
Underhive fighters.

AUTOGUN LASGUN

The autogun is a rapid firing automatic weapon. Auto Laser weapons are manufactured in vast quantities in
weapons are easy to manufacture and simple to use, the Hive City and are exported to the armed forces of
and are amongst the most commonly employed the Imperium throughout the galaxy. Lasguns are
weapons in the Underhive. traded in Underhive settlements and the Guilders
bring shipments from the factories above. Power
Autoguns are made in the factories of the Hive City
packs come from the same source and some are made
and traded down through the hive. Crude but
locally. Supplies of parts are plentiful and repairs
effective versions are made in the Underhive
easily effected.
workshops themselves. Ammunition, spares and
repair facilities are relatively easy to find throughout Laser technology is reliable and easy to replicate, and
the Underhive, and traders always have guns and although the weapons are not the most powerful they
ammunition for sale. are certainly the most trustworthy. A laser power pack
will last for many shots and can be recharged from a
Range To Hit Save Ammo standard power source or by exposing its thermal
Short Long Short Long Str. Damage Mod. Roll cells to heat or light. In an emergency a pack can be
0-12 12-24 +1 - 3 1 - 4+ recharged by placing it in a fire, although such
treatment tends to shorten the life of the pack and
increase the probability of it failing. Many
experienced fighters prefer the lasgun over more
BOLTGUN
powerful weapons for these very reasons.
The boltgun or bolter is the standard armament of the Range To Hit Save Ammo
Imperium’s finest fighting forces the Space Marines. It Short Long Short Long Str. Damage Mod. Roll
is a weapon made in limited quantities and to the
highest standards using the most costly materials. 0-8 8-24 +1 - 3 1 -1 2+
Boltguns require constant attention and regular
expert maintenance if they are to work properly.
Bolt weapons fire a self-propelled armour-penetrating HUNTING RIFLE
mass-reactive explosive missile called a bolt. Even
bolts are expensive to make and cannot be easily The bolt action hunting rifle is designed to accurately
fabricated in the Underhive. Overall, boltguns are deliver bullets over extreme ranges. Due to the
rare, expensive and prone to going wrong. However, claustrophobic and ruinous nature of the Underhive
they are very effective indeed. domes, hunting rifles aren't especially popular with
the gangs that live there. But they have garnered
Despite their drawbacks boltguns are still highly niche markets among hivers excelling in long ranged
favoured weapons. They make a great deal of noise combat and in particular open areas of the badzones,
and cause immense damage to any target they hit. such as the Ash Flat Wastes.
They are prestige weapons carried by gang leaders
and other fighters who are wealthy and don’t mind Range To Hit Save Ammo
advertising the fact. A fighter with a bolter means Short Long Short Long Str. Damage Mod. Roll
business. 0-8 8-32 -1 - 3 1 - 4+
Range To Hit Save Ammo
Head Shot: If a fighter shooting a hunting rifle
Short Long Short Long Str. Damage Mod. Roll
remained stationary that turn and rolled a to wound
0-12 12-24 +1 - 4 1 -1 6+ score of 6, then that wound will inflict D3 Damage.

39
NECROMUNDA
Manstopper Shell
SHOTGUN This is a particularly heavy solid cartridge with a
massive propellant charge. It is more powerful than a
A shotgun is a simple low velocity weapon which any normal solid shot and more accurate over longer
Underhive workshop can make to order. They vary in ranges. However, it is more expensive than an
appearance, often incorporating special features or ordinary solid shot.
decoration to the taste of the owner or the gunsmith.
Some are pump-action guns, fed from a tubular Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
magazine slung under the barrel, others have box
magazines or long ammo belts. The ammunition itself 0-4 4-18 +1 - 4 1 - 4+
is easy to make, and many owners make their own
shells. There are several recognised types, each Hot Shot Shell
tailored to a particular type of shot or range. The This is a hollowed out shot which contains a small
ingenuity of the Underhive gunsmiths is quite charge of flamer chemical. If a target is hit by a hot
remarkable in this respect. shot shell then he will catch fire on a roll of 5+.
Knock-back: The high impact of a shotgun is quite Range To Hit Save Ammo
capable of knocking a man off balance or even off his Short Long Short Long Str. Damage Mod. Roll
feet. To represent this a target making a roll for falling 0-4 4-18 +1 -1 4 1 - 6+
over an edge as a result of a shotgun hit from a solid
slug, manstopper or hot shot shell counts his Bolt Shell
Initiative with a -1 penalty. For example, if his I is 3 he This is a small self-propelled missile. In fact it is a
will fall on a score of 3-6 rather than 4-6. charge adapted from a boltgun round, and has similar
Ammo: A variety of shell types are available and you properties including being somewhat temperamental.
can decide which to use before shooting. Their
Range To Hit Save Ammo
different effects are summarised on the profile. Each Short Long Short Long Str. Damage Mod. Roll
type has its advantages. Some are effective but
expensive and often unreliable. If you fail an Ammo 0-4 4-24 +1 - 4 1 -1 6+
roll the weapon and all ammunition carried cannot
be used for the remainder of the game.

Solid Slug
This is the standard type of solid ammunition. It takes
the form of a heavy shell which is fairly inaccurate but
quite powerful.

Range To Hit Save Ammo


Short Long Short Long Str. Damage Mod. Roll
0-4 4-18 +1 -1 4 1 - 4+

Scatter Shot
This is a cartridge filled with lots of small pellets.
Although it’s not as powerful as other types of
ammunition it is very useful for blasting enemies out
of cover. The hundreds of pellets ricochet around and
often score hits on partially concealed targets. When
firing a scatter shot, disregard any cover modifiers for
hitting the target – the hundreds of pellets saturate
the area with shot and can catch partially concealed
targets as if they were in the open. In addition, roll a
dice for any other models in base contact with the
target model or within the range at which they could
normally be hit by stray shots (see the advanced
rules). Any such models are hit on a 4+, in a similar
way to blast weapons. Resolve hits as normal.
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
0-4 4-18 +1 -1 3 1 - 4+

40
NECROMUNDA

SPECIAL WEAPONS
Special weapons are similar in size and design to basic weapons and like them require both hands to
fire. These are expensive and technically sophisticated weapons which require above average care
and skill to use. For this reason not everyone can use such a weapon and they are mostly carried by
heavies or gang leaders.

FLAMER GRENADE LAUNCHER

The flamer fires a burst of flaming chemical, an A grenade launcher is a light tubular launcher capable
unstable sticky material that ignites upon contact with of firing most grenade types by means of a
air. This volatile fuel is held within a pressurised compressed gas charge. The most common grenades
container that fits underneath the weapon or is are explosive Frag grenades and implosive Krak
attached by a separate fuel pipe. A canister contains grenades which are designed for cracking open tough
little fuel, so flamers often run out of power after a and well armoured targets. These grenades are often
few shots. The unstable and temperamental nature of home-made affairs, simple devices manufactured in
the fuel also means that some containers prove the Underhive itself.
useless whilst others explode unexpectedly as they
The launcher is a very robust and straightforward
are loaded.
weapon. Its supply of compressed gas is soon
The flamer is a very dangerous weapon that spreads a expended, but recharging is a simple matter using a
sheet of flame over a short distance. At this range it is high pressure source to fill its internal tank.
almost impossible to miss and several victims can be
claimed with a single shot. Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
Range To Hit Save Ammo
0-14 14-28 - -1 - - - 6+
Short Long Short Long Str. Damage Mod. Roll
Template - - 4 1 -2 4+ Move or Fire: Because of its bulk and massive recoil, a
fighter cannot shoot a grenade launcher if he moves
Flamer: The flamer’s shot is represented by the in the same turn. He can move, or fire, but not both.
teardrop-shaped flamer template. This is used as
described in the Shooting section. Ammo: Grenades need to be specially modified in
order for them to be fired from a launcher, so they
Ammo Roll: The flamer is required to take an Ammo must be allocated their own supply of grenades.
roll each and every time it fires. Grenades allocated to the launcher cannot be thrown
Catch Fire: Any models hit by a flamer catch fire on a during a game. Likewise, grenades not allocated to
roll of 4+. the launcher cannot be fired from it. Grenades can be
easily modified by the gang so you can freely choose
whether a supply of grenades is allocated to the
launcher or not after each game.
Autoslugger

An autoslugger is a crude weapon assembled in the


Underhive workshops and rarely seen uphive. Their MELTAGUN
design widely varies and often incorporate canablised
parts from other guns, but they all share the same The meltagun is also known as the melter, cooker or
purpose, to rapidly fire a hail of bullets. They are vape gun. It works by means of sub-molecular
simple weapons and cheap to maintain so have thermal agitation, literally cooking, and eventually
become popular with the Underhive gangs, especially vaporising the target. A meltagun can melt plasteel
amongst outlaws who find it difficult to find, afford and its effect upon living tissue is horrible indeed.
and maintain the more powerful heavy weapons. The weapon itself makes no noise when fired.
However, the passage of the beam heats the air to
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll super-hot temperatures, causing a distinctive hiss
which becomes a roaring blast as living flesh is hit and
0-12 12-24 +1 - 3 1 - 5+ body moisture vaporises explosively.
Sustained Fire: 1 dice. Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
0-6 6-12 +1 - 8 D6 -5 4+

41
NECROMUNDA

NEEDLE RIFLE PLASMA GUN

The needle rifle is a sniper’s weapon and for this Plasma weapons fire energy shells of bright glowing
reason it is often referred to as a needle sniper rifle. It plasma – matter in a super-heated energised state.
is a complex laser powered device and relatively rare When a plasma shell strikes a target energy is released
in the Underhive. Its tight laser beam carries a tiny and the target blows apart in an almighty explosion.
toxic needle or dart which can easily penetrate flesh Plasma weapons are extremely effective and very
to send its deadly poisons into the target. The laser dangerous weapons, however, they are also highly
carrier beam will dissolve or blow away armour or unstable, difficult to maintain and frequently
clothing and burrow into exposed flesh enabling the malfunction. The user can mitigate this by firing as
darts to penetrate more deeply. The needler’s chief short a blast as possible which has slightly reduced
advantage is that it is virtually silent, and effectiveness.
consequently the favoured weapon for assassins and
other unwelcome characters. Firing on Low Energy:
Range To Hit Save Ammo
Range To Hit Save Ammo Short Long Short Long Str. Damage Mod. Roll
Short Long Short Long Str. Damage Mod. Roll
0-8 8-24 +1 - 5 1 -2 4+
0-16 16-32 +1 - 3 1 -1 6+
Firing on Maximum Power:
Toxic Dart: No wound roll is required when shooting Range To Hit Save Ammo
a needler: if the target is hit then the toxins will Short Long Short Long Str. Damage Mod. Roll
automatically inflict 1 wound. Armour may still save a
0-12 12-24 +1 - 6 1 -3 6+
target as normal. Note this only applies against living
targets. If a needle rifle hits an unliving target, such as Sustained Fire: 1 dice. Note that sustained fire can
a water still, then a normal to wound roll must be only be used when shooting on maximum power.
made using the Strength shown in the profile.
Energy Levels: You can choose to shoot the plasma
Injuries: A target suffering his final wound from a gun on a low energy setting or maximum power. The
toxic dart does not roll on the standard Injury chart. profiles for each setting are different. If you shoot the
Instead, roll on the chart below both when the injury plasma gun on maximum power then after all shots
is inflicted and in subsequent recovery phases. with the gun have been resolved that turn you must
D6 Result roll a D6 on the Gets Hot table below to see if the
weapon malfunctions.
1 No Effect: The toxin has no effect or wears off.
The target may continue to fight in the same way Gets Hot
as if he’d suffered a flesh wound except that he
suffers no penalties on his WS/BS. 1-2 Critical: The weapon vents super-heated gases
that inflict a D3 Strength hit against the user. The
2-4 Comatose: The target is knocked comatose and weapon also cannot be fired again for a full turn.
falls to the ground. The model counts as down 3-4
except he cannot move. Overheat: The weapon cannot be fired again for
a full turn as it needs to cool down.
5-6 Out of Action: The target slumps lifelessly to the 5-6
ground. He may be dead or barely living, but is Stable: The weapon remains stable and can be
overcome by the toxin for the rest of the game. fired again as normal next turn.
Remove the model as you would any other that
was out of action.
If a needle rifle hits a model that is already down and
inflicts a Comatose result, then the model must
continue to roll on the chart above in subsequent
recovery phases instead of the standard injury chart.
Silent: This weapon emits no noise so when fired
doesn't test to sound the alarm during scenarios such
as The Raid.

42
NECROMUNDA

HEAVY WEAPONS
This category covers particularly large and powerful weapons. They are too heavy and clumsy to be
used by all fighters, and are also difficult to maintain and repair. Only fighters with appropriate
technical skills can hope to own heavy weaponry of this kind, though most gangs have one or two
fighters who carry heavy weapons. These individuals are known as ‘heavies’ on account of the
weapons they carry and also because they tend to be big, muscular fighters able to bear the weight of
their weapon, ammunition and spares.
Special Rules: All of the heavy weapons described below are weighty, cumbersome affairs which take quite a bit
of physical strength and energy to carry and use. Spare parts, ammunition and a basic tool kit all add to the
weight a heavy must bear. Because of this, a fighter cannot fire a heavy weapon if it moved that turn. As this rule
applies to all heavy weapons it is not included in the special rules for individual weapons.

AUTOCANNON HEAVY PLASMA GUN

The autocannon is a heavy automatic weapon – a The heavy plasma gun, or sun gun, fires energy shells
larger and more powerful version of the autogun. It is of bright glowing plasma – matter in a super-heated
a rapid firing, high-velocity weapon capable of energised state. When a plasma shell strikes a target
spitting out a hail of deadly shells. The blaze of shells, energy is released and the target blows apart in an
scream of the loading mechanism and brutal recoil almighty explosion. Plasma weapons are extremely
mean that it is a difficult and energy sapping weapon effective and very dangerous and the heavy version is
to use. It is also extremely effective, and one of the the most deadly of all, however, they are also highly
most popular heavy weapons. unstable, difficult to maintain and frequently
malfunction. The user can mitigate this by firing the
Range To Hit Save Ammo weapon on a low energy discharge.
Short Long Short Long Str. Damage Mod. Roll
0-20 20-72 - - 8 D6 -5 4+ Firing on Low Energy:
Range To Hit Save Ammo
Sustained Fire: 1 dice. Short Long Short Long Str. Damage Mod. Roll
0-20 20-40 - - 7 D3 -4 4+
HEAVY BOLTER Firing on Maximum Power:
Range To Hit Save Ammo
All bolt weapons are highly advanced and technically Short Long Short Long Str. Damage Mod. Roll
sophisticated, and the heavy version is the most 0-20 20-72 - - 8 D6 -5 6+
effective and most complex weapon of its type. They
are extremely bulky and are often known as the ‘back Blast/Gas Cloud: A heavy plasma gun shot envelops
breaker’ by those who carry them. Like all bolters it is an entire area in a searing discharge so uses the blast
noisy and the shells explode when they hit their template. If it is fired on maximum power then it uses
target causing great devastation. the gas cloud template instead.
Only very experienced and relatively wealthy fighters Energy Levels: You can choose to shoot the heavy
can afford to own and use a heavy bolter. The plasma gun on a low energy setting or maximum
constant and demanding maintenance routine also power. If shot on maximum power then after the shot
makes it an unwise choice for a novice. For those who has been resolved you must roll a D6 on the Gets Hot
know what they’re doing it is a prestigious weapon table below to see if the weapon malfunctions.
carried by the most dangerous of fighters.
Gets Hot
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll 1-2 Critical: The weapon vents super-heated gases
that inflict a D3 Strength hit against the user. The
0-20 20-40 - - 5 D3 -2 6+
weapon also cannot be fired again for a full turn.
Sustained Fire: 2 dice. 3-4 Overheat: The weapon cannot be fired again for
a full turn as it needs to cool down.
5-6 Stable: The weapon remains stable and can be
fired again as normal next turn.

43
NECROMUNDA

LASCANNON HEAVY STUBBER

The lascannon is the most powerful of the laser This heavy and old-fashioned weapon is affectionately
technology weapons available in the Underhive. It is a known as the ‘big stubber’. It rattles off a hail of heavy
military weapon, made in the factories of the Hive bullets sufficient to stop a man in his tracks. The
City for the armed forces of the Imperium. Examples workshops of the Underhive can turn out weapons
find their way into the hands of gang fighters, though like this quite easily, all slightly different in design but
the Guilders are reluctant to trade such powerful basically the same in terms of their effect. It is a
weaponry into the anarchic Underhive. simple weapon to maintain and relatively cheap to
buy. Many gangs start out with a big stubber to back
The lascannon fires a powerful energy burst, a single
them up, and its deadly rain of bullets has put an end
mighty blast of energy that can burn up a target or
to the aspirations of many an Underhive fighter.
vaporise plasteel. It is designed for destroying large
armoured vehicles and other fighting machines, its Range To Hit Save Ammo
massive energy discharge is reckoned unnecessarily Short Long Short Long Str. Damage Mod. Roll
potent in the cramped Underhive where targets are
0-20 20-40 - - 4 1 -1 4+
generally living men. As a result it is not highly
favoured, most fighters preferring something which Sustained Fire: 2 dice.
spreads its shots over a wide area or fires rapidly.

Range To Hit Save Ammo


Short Long Short Long Str. Damage Mod. Roll MISSILE LAUNCHER
0-20 20-60 - - 9 2D6 -6 2+ The missile launcher is a complex and weighty piece
of machinery. Although expensive the weapon is
Terrifying Force: The effects of a lascannon blast on a
highly regarded on account of its versatility, and those
living target are horrifying to behold. Usually if a
who can afford the exorbitant costs of maintenance
ganger goes down or out of action then friendly
and ammunition often choose to carry a missile
fighters within 2" must take a nerve test, however, this
launcher. Not all launchers are identical but most are
range is extended to 6" when struck by a lascannon.
similar, deriving from the armaments factories of the
Hive City rather than individual workshops in the
Underhive. A few Underhive gunsmiths will adapt or
HEAVY FLAMER modify missile launchers, but this requires
considerable skill. Powered missiles are fed into the
The heavy flamer fires a concentrated tide of flaming weapon by means of a magazine or hopper, though
chemical, an unstable sticky material that ignites upon some versions must be loaded one shot at a time.
contact with air. This volatile fuel is held within
pressurised canisters carried in a backpack which Range To Hit Save Ammo
contains a reasonable amount of fuel but can only be Short Long Short Long Str. Damage Mod. Roll
expected to make a few short bursts of fire. The heavy 0-20 20-72 - - - - - 6+
flamer spreads a sheet of flame over a short distance.
At this range it is almost impossible to miss and
Super Krak Missile
several victims can be claimed with a single shot, even
This missile contains a powerful implosive charge
those hunkering behind cover.
designed to crack open heavy armour. As such it is
Range To Hit Save Ammo intended to destroy armoured fighting machines and
Short Long Short Long Str. Damage Mod. Roll other well armoured targets.
Template - - 5 D3 -3 3+ Strength Damage Save Mod. Special
8 D6 -5 High Impact
Move And Fire: Unlike other heavy weapons the heavy
flamer has no recoil and requires little aiming, so a
fighter can move and fire it just like a normal gun. Frag Missile
This missile explodes upon impact, scattering
Flamer: The heavy flamer’s shot is represented by the shrapnel over a wide area. The missile is ideal for
teardrop-shaped flamer template. This is used as scything down groups of exposed fighters.
described in the Shooting section.
Strength Damage Save Mod. Special
Ammo Roll: The heavy flamer is required to take an
Ammo roll each and every time it fires. 4 1 -2 Gas Cloud

Catch Fire: Any models hit by a heavy flamer catch fire Gas Cloud: A frag missile spills its explosive contents
on a roll of 3+. over a large area, and so uses the gas cloud template.

44
NECROMUNDA

GRENADES
Grenades are thrown by hand or can be fired from a grenade launcher, a tubular device powered by
compressed gas or an electromagnetic charge. There are many different kinds of grenade available in
the Underhive, including strange and unreliable devices concocted by the Underhive fighters
themselves, but the most common by far are Frag and Krak grenades.

Whatever type of grenade you carry, a grenade throw


counts as a ‘shot’ in the shooting phase, so a fighter FRAG Grenades
can shoot a gun or throw a grenade, but not both. For
the rules on grenades see the Shooting section of the A Frag grenade contains an explosive charge as well as
main rules. a casing which is designed to fragment into deadly
shrapnel. It is a common weapon, easy to make and
When you equip a fighter with grenades he is
effective in use. Frag grenades are often home-made
assumed to carry enough actual grenades to last the
in Underhive workshops or by the gang fighters
entire encounter. His supply of grenades will
themselves.
automatically run out if an Ammo roll is required, ie
the Ammo roll is ‘auto’ for all grenades. Strength Damage Save Mod. Special
3 1 -1 Gas Cloud
KRAK Grenades Gas Cloud: As the name would suggest, a
fragmentation or 'frag' grenade spills its explosive
Krak grenades are designed to pierce armoured contents over a substantial area, and hence uses the
targets by means of a concentrated implosive charge. gas cloud template.
Although a Krak grenade can easily kill a man, its
contained blast makes it less useful than Frag
grenades for Underhive fighting. However, it is very
effective at destroying hard targets, building MELTA BOMBS
structures, and for blasting into defended holes.
Melta bombs or thermal bombs contain a subatomic
Strength Damage Save Mod. Special thermal charge capable of melting through a sheet of
plasteel or vaporising flesh. The intense heat caused
6 D6 -3 -
is very localised in effect, so the weapon is little use in
-1 to Hit: A krak grenade is a heavy and cumbersome conventional fighting, its primary purpose is as a
grenade with a concentrated blast. It is therefore demolition charge to melt doors or machines. For
harder to hit a target with a krak grenade than with these purposes it has a special contact plate used to
other grenades and a -1 to hit penalty is imposed affix it to stationary targets.
when throwing one. Note this penalty doesn't apply
Strength Damage Save Mod. Special
to krak grenades fired from a grenade launcher.
8 2D6 -5 -
Scatter: Although the grenade has no blast area it will
still scatter if it misses in the fashion of any other Demolition Only: The melta bomb cannot be thrown
grenade. The grenade must scatter directly on top of like an ordinary grenade and its size prevents its use
a target in order to hit it. in a grenade launcher. Instead it may be affixed to any
stationary structure as explained in the Attacking
Demolition: The krak grenade can be affixed to any
Terrain part of the Advanced Rules section.
stationary structure as explained in the Attacking
Terrain part of the Advanced Rules section. Note krak
grenades allocated to a grenade launcher cannot be
used in this way.

45
NECROMUNDA
Scare
GAS GRENADES A fighter affected by scare gas is sent into a mindless
panic and is immediately broken, just as if he had
There are many different kinds of gas grenades or gas failed a nerve test. The effect of the gas wears off once
bombs. Some of these weapons are made in the he manages to recover his nerve.
factories of the Hive City, others are fabricated by
cunning armourers in the Underhive itself. All of Hallucinogen
these weapons are rare and somewhat specialised in Fighters affected by this dangerous hallucinogenic gas
nature, so they are not commonly used by gang become subject to all kinds of strange delusions and
fighters. The different effects of the various gas can behave in an extraordinary manner. If an affected
grenades are discussed below. model is within the gas cloud at the start of his turn
roll a D6 and consult the chart below. Note if a
When you throw a gas grenade choose your target hallucinogen cloud dissipates it still affects models
and work out where the grenade hits. Place a gas within it at the start of the turn, and if a cloud drifts it
cloud marker, or a patch of cotton wool, to represent affects all models ‘hit’ by the gas as it drifts. If a model
the gas. Models within the cloud are hit automatically; fails the original Toughness test when struck by the
models partially within the cloud are hit on a D6 roll grenade then he's automatically affected by the gas at
of 4 or more, exactly as for ordinary weapons. the start of the turn.
Fighters hit by gas are not pinned as a result. In other
words, although ‘hit’ the targets are not actually 1 Resist! Wild and dizzying visions spin before the
struck or hurt so the hit doesn’t count in quite the victim’s eyes as he battles to overcome his inner
same way as a regular weapon hit. madness. Roll a further D6. On a score of 1-3 the
victim resists the visions and is unaffected. On a
Any model hit by gas must take a Toughness test. If 4-6 roll again on this chart.
the test is passed then they are unaffected by the gas.
If the test is failed then they cannot do anything 2 They’re Crawling All Over Me! The victim is
except as described below. A model that is not already convinced that he is covered with spiders, plague
affected by the gas must make this roll if it finds itself rats, or other unpleasant creatures. The victim is
within the gas cloud at the start of its turn. Fighters pinned in place by sheer horror just as if he had
can move into a gas cloud but must test to see if they been hit by a shot. He cannot test to avoid this
are affected as soon as they enter it and are 'hit' and can do nothing for his next turn.
following the usual template rules. 3 Over There! The victim is convinced the enemy is
Gas clouds can last for several turns, or slowly all around him, hiding behind every piece of
disperse or drift away altogether. Test at the cover, lurking just out of sight, ready to drop from
beginning of both players’ turns. At the start of each above. The victim doesn't move this turn but must
turn roll a D6. Note if a cloud dissipates it still affects blast off a random weapon once in a random
models within it at the start of the turn, and if a cloud direction. The nearest model, friend or foe, that
drifts it affects all models ‘hit’ by the gas as it drifts. lies in the 90 degree arc becomes the shot's target.
If there is no eligible target then roll a dice
1-2 The cloud shrinks to a blast template in size. If the anyway to see if an Ammo roll is required.
cloud has already been shrunk then it dissipates
with no further effect. 4 Run For It! The victim is overcome with terror,
his eyes widen and he starts to dribble and gibber.
3-5 The cloud remains where it is. The model is automatically broken as if he had
6 The gas cloud drifts D6" in a random direction. failed a Leadership test and broke his nerve. Move
Models will be hit by the moving cloud following the model 2D6" away from the enemy – this
the usual template rules. If the cloud drifts from constitutes the model’s movement for that turn.
above ground level off over a ledge, then the 5 Traitors! The victim becomes convinced his
cloud dissipates in mid-air unless it reaches fellow fighters are out to get him and that the
another ledge of the same level. whole thing is a set-up. The victim doesn't move
this turn but pivots to shoot at the nearest friend
Choke that he can draw a line of sight to. He shoots with
Fighters affected by Choke fall to the floor and are the highest Strength weapon that is within range
helpless whilst they remain in the cloud. Models can and if he can shoot multiple times then he will try
crawl 2" and attempt to leave the cloud, but they to hit as many different friendly fighters as many
cannot shoot, fight or do anything else if within the times as possible starting with the nearest.
cloud at the start of their turn. If an affected model is
involved in hand-to-hand combat then he will be 6 Errrr... The victim lapses into a mindless
taken out of action, just as if he was down. Once they slackjawed state for the remainder of the game.
have crawled free of the choking gas or it has The fighter is immediately taken out of action but
dispersed they recover by the end of the turn. is automatically assumed to roll a Full Recovery
result on the Serious Injuries chart.

46
NECROMUNDA
Any models that fail the Initiative test are blinded.
PLASMA Grenades Blinded fighters are unable to see so cannot do
anything except stagger around in a haphazard
Plasma is a dangerous and unstable matter in a highly manner. If they do decide to move then they do so at
energised state. When a Plasma grenade explodes it half speed and in a random direction. If engaged in
creates a plasma ball like a miniature sun. hand-to-hand combat they can fight but their WS is
reduced to 1.
Strength Damage Save Mod. Special
A model who is blinded remains blinded, but can test
5 1 -2 Blast at the start of each of his subsequent turns to recover
his sight. Roll a D6. On the score of a 5 or 6 the
Using Plasma Grenades: Throw the grenade as
model regains his sight and can see and move
normal and when you have established where it lands
normally once more.
place a blast template on the spot. Work out damage
on the targets within the plasma ball in the usual way. If the target carries a weapon fitted with a monosight,
Once casualties have been determined do not remove red-dot laser sight or infra-red sight, roll a D6. On the
the marker as you normally would but leave it in score of a 6 the sight is damaged beyond repair and is
place. The area indicated is undergoing a matter premanently destroyed.
energy transformation and is glowing like a small sun.
A plasma ball can persist for several turns. Test at the
beginning of each player’s turn. At the start of each SMOKE BOMBS
turn roll a D6.
A Smoke grenade or smoke bomb releases a cloud of
1-3 The plasma ball collapses in upon itself and oily smoke that is impossible to see through without
disappears causing no further damage. special visual devices such as bionic eyes.
4-5 The plasma ball remains in place. Any fighters that When you throw a Smoke grenade you must aim at a
move into the ball or end the turn in contact with specific point of ground – this counts as a small target
it are hit following the usual template rules. at -1 to hit. Work out where the grenade lands and
6 The plasma ball expands to a gas cloud template place a a gas cloud template to show the extent of the
size before collapsing in upon itself. Any models smoke cloud. You can use a patch of cotton wool to
that come into contact with it are hit following the represent this if you like. The height of the cloud is
usual template rules. Any models that started the assumed to be 2".
turn inside the ball also suffer a hit. Models cannot see through smoke unless equipped
Because of the nature of the shining plasma ball it's to do so, and therefore cannot fire through it. Models
not possible to see or to shoot through it. The height within a smoke cloud can see nothing so cannot do
of the plasma ball is assumed to be 2". anything except attempt to move out of the cloud in
their movement phase. Models moving within a cloud
always move in a random direction (established using
the Scatter dice) and at half speed.
PHOTON FLASH FLARES
If any fighters find themselves engaged in hand-to-
Also known as the flash bomb, Photon grenade or hand combat within a smoke cloud they still fight, but
simply as a flare, this device explodes with a burst of their Weapon Skill is halved.
intense light, blinding or stunning those nearby. A
A smoke cloud can last for several turns, slowly
Photon grenade can dazzle fighters and damage
disperse or drift away altogether. Test at the
sensitive range finding equipment such as targeters.
beginning of both players' turn. At the start of each
Strength Damage Save Mod. Special turn roll a D6.
- - - Blast 1-2 The cloud shrinks to a blast template in size. If the
cloud has already been shrunk then it dissipates
Using Photon Flash Flares: Throw the grenade and with no further effect.
place the template as normal. Models hit by the flash
may be affected as described below. Note, however, 3-5 The cloud remains where it is.
that fighters hit by a flash are not pinned as a result.
6 The smoke cloud drifts D6" in a random direction
In other words, although ‘hit’ the targets are not
established using a Scatter dice. If the cloud drifts
actually struck or hurt so the hit doesn’t count the
from above ground level off over a ledge, then
same as a regular weapon hit. Each model hit by a
the cloud dissipates in mid-air unless it reaches
photon flare must take an Initiative test. If a fighter
another ledge of the same level.
passes the Initiative test then he is merely dazzled for
the remainder of the turn, counting his WS and BS as
1. Otherwise the fighter is unharmed.

47
NECROMUNDA

ARMOUR
The armed forces of the far future make use of advanced powered armoured suits and energy fields
which are necessary to protect them against the awesome weaponry used on the battlefields of the 41st
millennium. Armour is much less useful in the depths of the Underhive. Its bulk hinders movement
amongst the tangled ruins and its cost is beyond the reach of most gangs. Although advanced armour
is sometimes traded, by far the most common forms of protection are the simpler types of armour.
Special Rules: A fighter can only wear one suit of armour at a time, either flak, mesh or carapace armour.

MESH ARMOUR FLAK ARMOUR

Mesh armour is a fabric-like material made from tiny Flak armour is made from high-tensile padded fabric
cells of bonded thermoplas. The resultant mesh is usually in the form of a sleeveless jacket which covers
light but very strong and can be fashioned into the upper torso. Flak is rather uncomfortable and not
garments or used as a protective lining. Mesh absorbs especially popular despite its low cost. It offers
physical blows or heat energy by becoming minimal protection against low powered weapons
momentarily solid, effectively absorbing the energy of and is most useful against blasts and explosive impact
an attack to switch from one morphic state to from near-misses.
another. Repeated hits to the same area will tend to
Armour Save: A fighter wearing flak armour has a
erode this effect and reduce the protective value of
basic D6 saving throw of 6 against a wound. This is
the mesh.
increased to 5 or 6 against weapons which use a
Armour Save: A fighter wearing mesh armour receives template as these are generally the low velocity
a 5+ armour saving throw. weapons that flak is most effective against – flamers,
blast weapons and Frag grenades, for example. The
save modifiers for these weapons may reduce or
cancel out this save in many cases.

CARAPACE ARMOUR

Carapace armour is made of rigid plates of armaplas


moulded to fit parts of the body. A typical suit of
carapace covers the vital chest region, with separate
plates for the arms and legs. The armaplas plates offer
quite good protection from low-powered weaponry
but are rather heavy.
Armour Save: A fighter wearing carapace armour
receives a 4+ armour saving throw.
Initiative: Because of its cumbersome weight a fighter
wearing carapace armour suffers a -1 Initiative
characteristic penalty.

FORCE FIELD

Force fields are the simplest and most common form


of protective energy shield used throughout the
Imperium. Nevertheless, personal force fields are
expensive and rare in the Underhive, only gangs with
the right connections can ever hope to own one.
All ranged attacks made against a fighter protected by
a force field suffer a -1 penalty to their Strength and
Save Modifier. Note a force field offers no protection
against hits struck in hand-to-hand combat.

48
NECROMUNDA

AMMUNITION & GUNSIGHTS


This section covers special types of gun ammunition and advanced gunsights which are rare and
highly sought after in the depths of the Underhive.
Special Rules: Alternate ammo and sights are specific to individual guns so you must note down which weapon
it's for. A weapon can be fitted with any number of sights, though a fighter can only benefit from using one sight
per shot unless noted otherwise. Before taking a shot you must declare which sight and ammo type the model is
using. You can decide not to use a sight, which can be useful to avoid the target spotting the dot from a laser
sight. If a gun is bought alternate ammo then the fighter will still also have a supply of regular ammo. If a model
can make multiple ranged attacks in the same turn then it must use the same weapon combination for all shots.

HOTSHOT LASER POWER PACK HELLFIRE BOLTS

The hotshot pack uses a more expensive and less The core of hellfire bolts contain highly corrosive
robust power matrix, with the advantage that it can acids that inflict horrendous wounds on unprotected
force more power through a standard laser weapon. flesh. Poorly maintained hellfire bolts are notoriously
However, the risk of burning out the weapon or explosive as any leaking acid can eat away at the bolt
exhausting the pack itself is much greater. weapon's innards.
A laspistol or lasgun firing hotshot packs receive a +1 A hit from a bolt pistol or boltgun firing hellfire bolts
Strength bonus. However, the weapon’s Ammo roll is inflicts D3 Damage. However, a gun firing hellfire
reduced to 5+ if a hotshot pack is fired. bolts must test to see if it explodes on an Ammo roll
of 1, 2 or 3 instead of just a roll of 1.

INFRA-RED SIGHT
RED-DOT LASER SIGHT
An infra-red sight is calibrated to register infra-red
rather than visible light. The enhanced image appears This sight shines a continuous low-powered red laser
in the scope and makes it easier to pick out targets beam, placing a red dot wherever it's aimed. Wary
that are concealed behind cover. Like a telescopic fighters look out for the glint of the laser beam and
sight, the infra-red sight works most effectively from a take cover if they spy a red-dot scanning nearby.
stable platform and is of no advantage to a shooter A red-dot sight can be fitted to either a pistol, basic
whose own movement disrupts the sensor's image. weapon or special weapon. A fighter using a weapon
An infra-red sight can be fitted to either an autogun, with a red-dot sight receives a +1 to hit bonus.
lasgun, boltgun, hunting rifle or needle rifle. A A fighter hit by a weapon with a red-dot sight stands a
stationary fighter using a weapon with an infra-red chance of spotting the red dot and ducking aside. If
sight reduces the to hit penalty when shooting at a the shooter is within the vision arc of the target then
model in cover by 1. So, partial cover is ignored and he receives a 6+ special save. If the target is a sentry
cover counts as -1 to hit rather than -2. This bonus and spots the dot then the alarm will also be raised.
doesn't apply if shooting at an appearing,
disappearing, or charging target from overwatch.
TELESCOPIC SIGHT
MONO-SIGHT A telescopic sight is a simple optical aid to accuracy.
The sight can be fitted to most rifle type weapons to
A mono-sight is an optical sensor worn over one eye, increase the shooter’s chances of scoring a hit at
attached to the fighter’s weapon by a power link. The extreme range. It requires concentration to use and is
fighter sees an enhanced image and superimposed only a benefit to shooters who stop and aim carefully.
targetting reticule with its crosshairs clearly showing
where his shot will land. The high resolution of the A telescopic sight can be fitted to an autogun, lasgun,
image makes this sight useful only from a stable boltgun, hunting rifle or needle rifle. The sight can be
platform, it is of no advantage to a moving shooter. used in conjunction with a red-dot sight or an infra-
red sight, but not both. A stationary fighter using a
A mono-sight can be fitted to either a basic, special or weapon with a telescopic sight increases the weapon's
heavy weapon. A stationary fighter using a weapon Long Range by a number of inches equal to its Short
with a mono-sight receives a +1 to hit bonus. This Range – eg, a lasgun's maximum range becomes 32".
bonus doesn't apply if shooting at an appearing, This bonus doesn't apply if shooting at an appearing,
disappearing, or charging target from overwatch. disappearing, or charging target from overwatch.

49
NECROMUNDA

BIONICS
The Underhive presents a weird mixture of advanced technology and primitive technical
improvisation. Conditions are rough and ready in the settlements, and those who live there are used
to making compromises. To the wealthy inhabitants of the Spire bionic implants and transplants of
living tissue are readily available and affordable solutions to disease and injury. In the Underhive
people cope as best they can, making do with simple prosthetics and putting up with debilitating
injuries. However, even in the Underhive there are a few skilled bio-surgeons able to perform
transplants for those who are able to pay the price.
Special Rules: Bionics are specially modified by the bio-surgeons to suit the host before implantation to become
a living extension of the body. Because of this, once a fighter is implanted with a bionic it's not possible to remove
it by any means. So for example, it's not possible to swap a skull chip between gang members once it has been
installed nor can you steal a bionic from a captive sold into slavery.
Bionic Injury: If a model suffers a serious injury to an area replaced with a bionic arm, eye, chest or leg then roll
a D6. On a roll of 4+ the bionic is repaired and the fighter suffers no lasting injury. On a roll of 1-3 the bionic is
damaged and the fighter suffers from the serious injury following the usual rules.

BIONIC EYE BIONIC ARM

A bionic eye's photosensitive cells offer protection A bionic arm is a particularly expensive device which
against photon flash flares and enable the fighter to offers greatly amplified strength, grip and dexterity
see in darkness and through smoke. compared to a normal arm.
A fighter that is Partially Blinded can be implanted A fighter suffering from an Arm Wound or Hand
with a bionic eye, in which case all serious injuries to Injury can be implanted with a bionic arm, in which
a chosen eye are struck from the gang roster. case all Arm Wounds and Hand Injuries that a chosen
arm suffers from are struck from the gang roster.
A fighter implanted with a bionic eye counts as
wearing a photo-visor and infra-red goggles. The A fighter implanted with a bionic arm receives a +2
model is also unaffected by smoke clouds, though any Strength bonus when using that arm. He also receives
shots through the cloud suffer a -1 to hit penalty. a +2 Initiative bonus during hand-to-hand combat or
when testing to see if the fighter falls off a ledge.

BIONIC LEG
BIONIC CHEST
A bionic leg is very much stronger than an ordinary
leg and affords the fighter the opportunity of making A bionic chest is a toughened membrane that
a devastating kick attack. sheathes the sternum and frontal rib cage. The
material absorbs impact trauma and spreads the
A fighter suffering from a Leg Wound can be energy throughout the membrane thus reducing the
implanted with a bionic leg, in which case all Leg chance of penetration.
Wounds that a chosen leg suffers from are struck from
the gang roster. A fighter suffering from a Chest Wound can be
implanted with a bionic chest, in which case all Chest
A fighter implanted with a bionic leg gains +1 to his
Wounds are struck from the gang roster.
Attacks characteristic in hand-to-hand combat. In
addition, if the fighter attempted to jump down from A fighter implanted with a bionic chest counts as
a ledge and the Initiative test is failed, roll a D6. On a wearing a respirator and also receives a 6+ armour
roll of 4+ the bionic leg takes the brunt of the force. saving throw.
The fighter suffers no damage and may continue his
move, just as if the Initiative test was passed.

50
NECROMUNDA

MISCELLANEOUS EQUIPMENT
The Underhive merchants sell all kinds of equipment ranging from advanced gear smuggled down
from Hive City, ancient archeotech devices, mystical items fashioned from the flora and fauna unique
to Hive Bottom as well as simple accessories made to make Underhive life a little more bearable.

AUTO-REPAIRER BIO-SCANNER

An auto-repairer is a large device kept back in the A bio-scanner detects life signs within the proximity of
gang’s hideout or in one of its workshops. The the user. The device is small, about the size of a
machine is used by a gang’s heavies to check and pistol, and can be worn upon a belt or around the
repair equipment, scan for hidden structural owner’s neck. A fighter who carries such a device
weaknesses and test batteries, power packs and improves his chances of spotting enemy intruders.
internal generators.
A model carrying a bio-scanner trebles the range at
If a gang has an auto-repairer it can be used in which he can see hidden enemies. For example, a
between fights to check out the gang’s weapons. The fighter with I4 will spot hidden enemies at 12" rather
gang must include a heavy that did not go out of than 4".
action to do this and you must assign a fit ganger to
In scenarios which involve sentries and intruders (eg
help him. The ganger cannot collect income from
Raid and Rescue) the bio-scanner trebles his spotting
territories or search for rare trade goods if he is
distance as explained above and adds +1 to their
helping the heavy.
chance of spotting all intruders.
In the next game, any weapon that fails its Ammo roll
may roll a D6 and ignore the failed Ammo roll on a
roll of 4, 5 or 6 regardless of the kind of weapon it is. BLINDNSnAkE POUCH
Weapons which automatically fail an Ammo roll can
still ignore it on a 4 or more. The Ratskins milk venom from the albino blindsnake,
Note that the auto-repairer is kept in the gang’s mix the toxin with certain secret fungi, and place the
territory and is not associated with any specific heavy. resultant paste into a small leather pouch which is
As it does not belong to a specific model its value is worn around the neck. The spirit of the blindsnake is
not included in the gang’s rating. If the gang is raided said to watch out for bad spirits and to guide its
in the Raid scenario then the auto-repairer is owner in the darkness. The mixture in the leather
automatically destroyed if the encounter is lost. pouch is absorbed by the fighter’s skin and enhances
his natural psychic sensitivity, endowing him with a
sort of rudimentary sixth sense.
BIO-BOOSTER A fighter who carries a blindsnake pouch can sense
when an enemy is waiting to shoot at him. If a fighter
A bio-booster is a small chemical charge that fits into a is shot at and hit from overwatch, he has a chance of
wrist band or similar. The booster’s bio-sensor is ducking or weaving to avoid the shot. The model
activated when the wearer is injured, administering a receives a 4+ special save against overwatch shots.
shot of booster chemical into the bloodstream by
means of a pressure diffuser. The bio-booster is self-
administering and completely automatic.
If a fighter is wearing a bio-booster then on his first
Injury roll 1-3 counts as a flesh wound, 4-5 is down
and 6 is out of action. This only applies to the
fighter’s first Injury roll – ie, the roll made when his
last wound is gone – not to subsequent Injury rolls in
the recovery phase.
The bio-booster will only work once per game. If a
fighter recovers and is then injured for a second time
his bio-booster will have no further effect as it has
been discharged.

51
NECROMUNDA

CLIP HARNESS FILTER PLUGS

Fighters who must constantly climb the sheer ruins Filter plugs, or ‘flugs’, are simple filters which
and crumbling superstructure of the Underhive often Necromundans stick firmly up their nostrils to purify
choose to make use of a clip harness to save them the air they breathe. Cheap and disposable, these are
from falling. The harness is nothing more than a used in their millions throughout the lower regions of
safety line that is fastened round the body, with a Hive City and the Underhive, where hive smog,
strong steel clip or magnetic clasp which can be pollutant clouds and toxic gases are constant hazards.
attached to a nearby object. If the wearer should fall Flugs sieve out the worst of the pollution including
the harness will save him and enable the fighter to most harmful substances.
scramble to safety.
A fighter wearing flugs can re-roll a failed Toughness
The end of the safety line must be fastened for it to test against dangerous gases including Choke,
work. A model can fasten a harness if it does not Hallucinogen and Scare.
move in its movement phase. The fighter can still
perform other actions in addition to fastening the
harness, such as shoot or go onto overwatch. The GRAV CHUTE
harness is automatically unfastened when the model
moves or enters a hand-to-hand combat. The grav chute is a passive gravitic repeller which
If the model becomes pinned or goes down within 1" reduces the downward pull of gravity to a fraction of
of an edge then he does not have to test to fall. The its normal strength. It enables the wearer to float
fastened harness prevents him from falling, just as if from a great height and land softly, even from a fall of
he had passed the Initiative test. several hundred feet.
A fighter wearing a grav chute takes no damage from
falling or jumping regardless of the height he falls.
CONCEALED BLADE

Although it is possible to hide any small blade about GRAPNEL


your person, the concealed blade is something a little
different. This tiny blade is cunningly concealed in a The grapnel consists of a magnetic grapnel attached
specially designed boot heel, or inside a small to a long wire which is fired from a small launcher.
biocompartment under the owner’s skin. The blade is
not used unless the owner is captured, in which case A fighter can fire the grapnel in the shooting phase
he can use it to try and escape. instead of shooting with a weapon. Choose the spot
you wish to aim for, counting it as a small target, and
A captured fighter can try and escape if he has a roll to hit as for weapons fire. If you miss the target
concealed blade. Roll a D6. then it fails to grapple and is recoiled ready for the
1 The fighter is killed while trying to escape. next shot. If you hit then the magnetic grapnel sticks
to the point indicated and this can be marked with a
2 The fighter is recaptured immediately. suitable counter. In its following movement phase the
3 The fighter escapes but loses all his weapons and model may winch itself to the position of the marker.
equipment to the capturing gang. If the fighter elects to winch himself then he cannot
do anything else that turn. If the fighter is forced to
4-6 The fighter escapes together with his weapons move before managing to winch himself, such as
and equipment. because he loses his nerve, then the grapnel is
A concealed blade is only good for one escape automatically recoiled. Note the grapnel can be aimed
attempt. at the edge of a level from below, thus allowing the
model to scale up on to a ledge above.
The grapnel isn’t really a weapon, but the chances are
someone will want to use it as such, so it has a
standard weapons profile. It also has an Ammo roll
taken in the normal way for weapons.

Range To Hit Save Ammo


Short Long Short Long Str. Damage Mod. Roll
0-8 8-16 +2 +1 2 1 - 6+

52
NECROMUNDA
If you are offered a Mung vase then the chances are it
INFRA-RED GOGGLES is a worthless copy or a damaged or restored example
of only token value. Canny investors will no more
These take the form of a pair of goggles or visor touch a Mung vase than a festering sore on a rabid
which allows a fighter to see the thermal images of plague rat. Unfortunately, not everyone is so
enemy fighters in the Underhive. This enables the circumspect. If you have dispatched a ganger to
wearer to see foes who are hiding or who are partially search for rare items then he must buy a Mung vase if
concealed behind cover. one is offered. You can buy the vase if you’re feeling
lucky (some would say gullible).
A fighter wearing infra-red goggles can spot hidden
enemy at triple his normal distance as long as they are You must commit to buying the vase before
within his arc of sight – ie, his Initiative x3 rather than establishing the cost (this represents the process of
just his Initiative distance in inches. In scenarios lengthy haggling involved in all such transactions).
which involve sentries (eg Raid and Rescue) goggles The vase costs D6 x 10 credits.
triple his spotting distance as explained above and
You can sell the vase in any subsequent trading
add +1 to their chance of spotting intruders in partial
session. Meanwhile it is kept hidden in a secret place
or complete cover.
known only to the gang’s leader. If the leader is killed
the location of the vase is lost forever. The vase’s cost
is not included in the gang’s rating.
ISOTROPIC FUEL ROD
When you decide to sell the vase roll a D6.
This is the basic fuel rod used to provide power for
almost everything in the Underhive. Rods come from 1 The vase is an obvious and worthless fake.
uphive where they are made in Hive City, and Whoever you attempt to sell it to throws you and
sometimes turn up as archeotech. your vase out into the street. The vase is broken
and you have wasted your cash.
If a gang has a fuel rod it can convert any one piece of
territory into a Settlement. The gang sets up a small 2 It’s a fake but quite a nice one and the trader gives
out-hole in the waste using the fuel rod to power its you D6 credits for it. You accept the credits and
air-pumps, water still and generator. The fuel rod can thank the trader for his generosity. The following
be used only once. day you learn that he has left town in a hurry. He
is never seen again.
3 You sell the vase for 30+4D6 credits.
LOBO-CHIP
4 You sell the vase for 30+6D6 credits.
The lobotomy chip is similar in general function to a 5 You sell the vase for 5x2D6 credits.
standard skull chip. The effect is to anaesthetise part
of the brain, reducing the wearer’s sensitivity and 6 You sell the vase for 10x2D6 credits.
curbing excessive and violent behaviour.
A fighter fitted with a lobo-chip is immune from the
effects of stupidity, frenzy, hatred, fear and terror. The MEDI-PACK
model also cannot ever be broken. However, the
model's Initiative characteristic is reduced to 1 and it The medi-pack is a diagnostic medical computer that
cannot be modified in any way. can alleviate the major symptoms of wounds by
means of electro-chemical impulses.
Bionic: A lobo-chip is a bionic so cannot be removed
once implanted into a fighter. A fighter who carries a medi-pack can use it upon a
friend who is down and in base contact. The fighter
must move base-to-base, not run, and then spend the
rest of the turn attending to his comrade. He cannot
MUNG VASE
shoot, fight hand-to-hand or do anything else. At the
end of the turn in the recovery phase an Injury roll is
The Mung vase is a much sought after and extremely
made for the down model as normal except that a
rare kind of archeotech. Genuine vases are prized by
score of 1-4 recovers the injured fighter to flesh
collectors amongst the noble houses of Necromunda
wound, a 5 is down, and a 6 is out of action.
and first class examples are said to change hands for
millions of credits. For every genuine vase uncovered Note that a fighter cannot use a medi-pack on himself,
in the wastes a thousand replicas are made in the nor may another individual use the medipack once its
shanty towns of the Underhive. owner is injured or otherwise incapacitated.

53
NECROMUNDA

ONE IN A MILLION WEAPON SKULL CHIP

The One in a Million Weapon is a rare example of the This is a small bio-chip that looks like a tiny metal
weaponsmiths’ art, made from the best materials to plate covered in circuitry. It is attached to the skull by
the finest standards and the most exacting tolerances. means of a fine needle-like pin which fixes straight
Such weapons are prized beyond mere cash. Men into the brain. The chip melds with the wearer’s mind
have fought and died to own a weapon such as this. improving his reaction time and memory functions.
The weapon is normal for its type but automatically A fighter wearing a skull chip can re-roll any failed
passes any Ammo roll it's required to make. Roll a D6 Initiative tests, such as when testing to avoid pinning
to find out what kind of weapon you have been early or when seeing if the model falls off a ledge.
offered: 1-2 pistol, 3-4 basic, 5 special, 6 heavy. You However, if the re-rolled dice fails the test then the
can choose any weapon from the category rolled. chip's effect is exhausted and it will no longer have
any effect for the remainder of the game.
Note only the base cost of the weapon is used to
determine its cost. The cost of extra ammunition Bionic: A skull chip is a bionic so cannot be removed
types is not doubled. once implanted into a fighter.

PHOTO-CONTACTS RATSKIN MAP


Photo-contacts are multi-layered plastic lenses worn It is commonly supposed that the Underhive contains
on the eyes to enhance vision in poor light huge amounts of treasure: collapsed tunnels leading
conditions. They also incorporate a photochromatic to untapped mines, caverns containing piles of
layer which protects the wearer’s sight against sudden gemstones and long lost domes brimming with
bright flashes. archeotech. It is also common knowledge that the
A fighter wearing photo-contacts cannot be blinded Ratskins know of many such places as well as paths
by a photon flash flare, instead they are always only through and under the hive that no ordinary man has
dazzled. ever travelled. It is equally common knowledge that
anyone trying to sell you an ancient Ratskin treasure
Smoke: A fighter wearing photo-contacts can see and map is inevitably on the make. On the other hand, the
move through smoke without penalty. He can shoot map looks real, it’s certainly very old, and the trader
through smoke but suffers a -1 to hit penalty when sounds genuine. Dare you take the risk?
doing so.
If you decide to buy the map roll to see how accurate
it is before you play your next game. If the map is
accurate it will enable you to manoeuvre round your
PHOTO-VISOR enemy, and gives you an advantage when deciding
which scenario to fight. If it’s a good one you can use
A photo-visor is a special visor that enhances vision in the map from then on. Roll a D6:
poor light conditions. It also incorporates a
photochromatic layer that protects the wearer against 1 Fake: Your opponent can choose the next
sudden bright flashes. scenario automatically, there is no need to roll.
A fighter wearing a photo-visor is immune to the 2 Treasure map: The map shows the whereabouts
effects of a photon flash flare. of an ancient archeotech hoard. Roll a further D6
Smoke: A fighter wearing a photo-visor can see and to determine whether it is real or a fake. On a 1-5
move through smoke without penalty. He can shoot it is a fake. On a 6 the map is genuine and you can
through smoke but suffers a -1 to hit penalty when add an Archeotech Hoard to your territory for
doing so. free. The map has no further use.
3 Vague and inaccurate: The map is a vague and
inaccurate copy but it does reveal some
SILENCER worthwhile information. When you fight a battle
you may add or subtract 1 from the Scenario chart
A silencer damps out the sound of weapons fire as to decide which scenario is played.
well as any tell-tale muzzle flash.
4 Worn and incomplete: Though badly worn and
An autopistol, stub gun, autogun, hunting rifle or incomplete the map is essentially accurate. When
autoslugger can be fitted with a silencer. When you fight a battle you may add or subtract up to 2
equipped with a silencer the weapon is effectively from the Scenario chart to decide which scenario
silent, a useful factor in some of the scenarios. is played.

54
NECROMUNDA
5 Ancient and faded: Barely legible though it is the Stummers
map is a genuine ancient relic. When you fight a Stummers can only be used for one game after which
battle you may add or subtract up to 2 from the they are expended. The price at the Trading Post buys
Scenario chart to decide which scenario is played. enough stummers to last for one game.
In addition, the map reveals the location of
If a gang has stummers they can be used in the Raid
ancient service ducts. You can choose to add
and Rescue scenarios where the defenders are initially
either a Vents or Tunnels territory to your gang
unaware of the intruders. If the intruding gang has
roster – you must do this immediately or never.
stummers then reduce all chances of setting off the
6 Recent and accurate: The map is recently made alarm by -1. In addition, if any attackers shoot or use a
and accurate. When you fight a battle you may noisy weapon then the Strength of the weapon is
add or subtract up to 3 from the Scenario chart to halved for the purposes of setting off the alarm.
decide which scenario is played. Stummers also nullify screamers completely. Note the
choice to use stummers is taken after your opponent
The map is carried by the gang’s leader and is lost if
decides whether or not to use screamers.
he is killed. Its cost is therefore included in the
leader’s value and gang rating in the normal way. The Stummers are not carried by any particular model and
cost paid for the map is its value. their value is not included in the gang rating.

RESPIRATOR weapon reload


Respirators are an essential item in the lower regions When a fighter carries a weapon such as an autogun
of Hive City and the Underhive, where hive smog, or bolter, which fires a great many individual shells in
pollutant clouds and toxic dust are everyday hazards. a short burst, he is assumed to carry extra
Respirators remove the worst of the pollution ammunition to last most of the battle. However, a
including most harmful substances. fighter can, if he wants, carry additional magazines,
batteries, power packs and fuel over and above the
A fighter wearing a respirator is immune to the effects
normal amount. This extra ammo is carried in the
of dangerous gases including Choke, Hallucinogen
form of reloads. Carrying extra ammo is expensive,
and Scare.
but it goes some way to ensure you won’t run out of
firepower at the critical moment.
SCREAMERS & STUMMERS Although a reload is helpful it doesn’t guarantee a
fighter will pass an Ammo roll. The Ammo roll
Screamers are small proximity alarms used to protect doesn’t just represent the chance of running out of
a gang’s hideout. Individual screamers are tiny but ammunition or carrying a defective magazine, it also
the noise they make is horrendous. A gang will scatter represents the possibility of a gun jamming,
dozens around the perimeter of its hideout in order overheating or proving defective and of course extra
to warn of approaching intruders. ammo is useless if the gun explodes.
Stummers look like screamers (see above). They are If a fighter carries a reload for the weapon he is using
spread about by intruders as they move. Where and the weapon fails an Ammo roll then roll a D6. On
screamers make a loud noise stummers stop noise a roll of 4+ the extra ammo comes in handy and the
dead. Once stummers are activated all sound within a failed Ammo roll is ignored. This only applies to the
few metres is momentarily muffled and even loud first failed Ammo roll. If the weapon fails a second
noises are barely audible. Ammo roll then it really has ran dry. Note even
weapons with an 'Auto' Ammo Roll can be bought a
Screamers
weapon reload, such as grenades.
Screamers can only be used for one game after which
they are expended. The cost at the Trading Post buys Reloads are specific to individual weapons; when a
enough screamers to last for one game. reload is bought the player must note down which
If a gang owns screamers they can be deployed in the specific weapon the reload is for. When working out
Raid and Rescue scenarios where the defenders are the cost of a reload only the base cost of the weapon
initially unaware of the intruders. If any intruder is used. The cost of any extra ammunition types
models move in their movement phase then roll a D6 bought for the weapon are ignored and you only
for each model that moved. On a roll of a 6 one of the need to buy a reload for the weapon itself, not for
intruders steps on a screamer and sets off the alarm. each individual ammo type. Reloads which are used
during a game will be replaced before the next game
Screamers are not carried by any particular model and as part of the gang’s usual expenses.
their value is not included in the gang rating.

55
NECROMUNDA

SUSPENSOR DRUM MAGAZINE

Suspensors are sophisticated devices that are able to Many gunsmiths have the expertise to modify an
manipulate magnetic fields. They are used extensively autogun's firing mechanisms to use larger ammo
within the industrial Hive City workshops to reduce feeds. Such guns commonly use 'drum' magazines
the effects of gravity on heavy loads, such as when capable of supplying a vast ammunition expenditure,
moving large containers or machinery. Smaller though belt-fed devices are also used.
personal units are used by nobles throughout the
Any autopistol, autogun and autoslugger can be
Spire for recreation and in every day life. Naturally
modified and fitted with a drum magazine. Before the
Underhive gangs have found numerous ways to
fighter shoots you can elect to use the full capabilities
exploit the suspensors unique magnetic altering
of the gun mod. If you decide to do so then the
effects, one of which is to lighten heavy weapons to
model receives a +1 to hit bonus. However, the shot
allow gangers to more easily bring them to bear on
will always cause an Ammo roll, even if the hit roll
their rivals during a fight.
didn't score a 6.
Any heavy weapon can be fitted with a suspensor. A
heavy weapon fitted with a suspensor ignores the
normal move or fire restriction allowing the model to BIONIC IMPLANT
both move and shoot in the same turn, just like a
normal gun. However, if the model both moves and Bionic implants cover a variety of small cybernetic
shoots then he suffers a -1 to hit penalty when firing devices tailored to an individual hiver to remove the
the heavy weapon. negative effects of a lasting injury.
If you decide to fit a bionic implant to a model then
you can choose for it to nullify the effects of one
STINGER POUCH
serious injury. A bionic implant is a one use only
item, after it has been used both the injury and the
The healing stinger mould blooms are such a rare
bionic implant are struck from the gang roster.
fungi that merchants commonly split their stock and
combine it with other curious substances to maximise
their profits. They are sold in small pouches so that
they can be easily stored and carried around by
gangers for when it's needed most.
If a fighter equipped with a stinger pouch ends the
game down and goes out of action due to rolling a
4-6, then he can use the curative stinger paste on his
wounds. If used the model doesn't suffer a serious
injury, instead it's assumed a Full Recovery result is
rolled. A stinger pouch is a one use only item, after it
has been used it must be struck from the gang roster.

BERSERKER CHIP

Berserker chips are small bio-plates that attach to the


skull by means of a fine needle-like pin which plunges
straight into the brain. The chip's circuitry melds with
the wearer's mind and on command can flood the
body with adrenaline and other chemicals.
A fighter implanted with a berserker chip can activate
it at the start of any of his turns. If the chip is activated
then the model gains a +2 bonus to his Movement
and Strength characteristics and follows the rules for
frenzy. The effects of the chip last until the start of the
fighter's following turn. However, the chip is taxing to
use so once its effects wear off the model's Initiative is
reduced to 1 for the remainder of the game.
Bionic: A berserker chip is a bionic so cannot be
removed once implanted into a fighter.

56
NECROMUNDA

CREATING A GANG
Before you are ready to play Necromunda, you need to start a gang. A gang can be from any one of the
six houses which we have already described. You could start with one of the boxed set gangs, available
from Games Workshop, by simply working out a gang based on the fighters and weapons that come in
the box, or you could work out which figures you need and purchase them individually.

CHOOSING A GANG GANG ROSTER


A gang can be any size from three models upwards. You’ll need a gang roster sheet to write down the
To start your gang refer to the Gang Recruitment list details of your gang. You’ll find a blank roster sheet at
printed at the end of this section. The list explains the beginning of this document. We suggest you
how much it costs to recruit and equip the different photocopy or copy as many sheets as you need, so
gang fighters. You have a total of 1000 Guilder credits that you can keep a neat and accurate record of your
with which to recruit your gang. gang as it changes from game to game.
A gang is always made up of fighters from one of the When you have chosen your gang take a gang roster
rival Hive City Houses – Orlock, Goliath, Van Saar, sheet and write down the details of each fighter in the
Escher, Cawdor or Delaque. You can choose any one spaces provided. It’s a good idea to work out the gang
of these Houses for your gang. on a piece of scrap paper first, as you will have to
juggle the weapons and fighters to get as close to the
GANG FIGHTERS permitted 1000 points as possible. If you have any
There are four types of gang fighter available for hire: credits left after choosing your gang write this down
Gang Leaders, Gangers, Heavies, and Juves. in the space marked ‘stash’.

The Gang Leader The gang roster is a record of your gang and is useful
Your gang must be led by a gang leader. This model to keep beside you as you play. During a battle you
represents the player himself in his guise as a ruthless may wish to make notes on the sheet itself, to record
Underhive fighter. A gang can only have one leader. incidental details such as exploding weapons, flesh
wounds, and such like.
Gangers You will need to give your gang a name, and also
The ordinary gang fighters are called gangers. name all your fighters. We leave it to you to invent
Gangers can be found and hired in the Underhive suitable names, though you’ll find many examples
bars and trading stations. They are experienced, and ideas for Necromundan names in the this book.
competant and trustworthy fighters who make up the
bulk of most gangs.
TERRITORY RECORDS
Heavies The gang roster includes space to keep track of your
Fighters armed with special weaponry or technical gang’s territories. When you are playing a campaign
equipment are called heavies. They are bigger and game each gang has a number of territories which
burlier than ordinary gangers on account of the represent trading contacts, property owned by the
weight of the gear they carry! Heavies are also gang, and areas they commonly have access to. As you
technicians – good at fixing or making things. This is fight more games you may win new territories, or
necessary because their weapons are more complex even lose territory to the enemy. Territories generate
than those of other fighters and must be kept in a funds that you can spend on hiring more fighters or
good state of repair. buying more weapons, as explained later.

Juves
Juves are young inexperienced fighters. The
settlements are full of wannabe fighters eager for a
chance to join a gang and see some real action. Often
juves are younger brothers or cousins of the
fullblooded gangers, included by way of teaching
them how to fight. Juves are inevitably poor shots and
prone to running off.

74
NECROMUNDA

GANG RECRUITMENT
The following list is used to recruit and equip your gang. To start with you have 1000 Guilder credits
with which you must recruit at least three fighters including a leader. Any credits unspent are added
to the gang’s stash and can be used later or hoarded to buy something more expensive.

CHOOSING THE GANG


You have 1000 Guilder credits to spend on recruiting and arming your gang within the following guidelines.
• Minimum 3 Fighters: A gang must have at least three models.
• Leader: Your gang must have one leader. Not more. Not less!
• Gangers: You can include as many gangers as you can afford.
• Heavies: A gang can have up to two heavies but no more.
• Juves: No more than half the gang can be made up of juves.
• Knives: All fighters are recruited together with a free knife. Fighters cannot unequip or sell their free knife
and their cost is not added to the gang rating. Any 'free' knives captured from enemy fighters are treated as
regular knives that follow the usual rules.

GANG LEADER GANGER


Cost to recruit: 120 credits Cost to recruit: 50 credits
Every gang needs a leader – the biggest, toughest and Gangers usually form the bulk of every gang. They are
brightest fighter of the bunch. He keeps the gang in dependable and experienced fighters.
line and decides when and where to fight, when to
recruit new fighters, and how to spend the gang’s M WS BS S T W I A Ld
hard-earned stash. The gang leader is the most 4 3 3 3 3 1 3 1 7
respected and formidable fighter in the gang
Weapons: Gangers can be armed with weapons
M WS BS S T W I A Ld chosen from the Hand-to-Hand, Pistols, Basic
4 4 4 3 3 1 4 1 8 Weapons and Extras lists.

Weapons: The gang leader can be armed with


weapons chosen from the Hand-to-Hand, Pistols,
Basic, Special Weapons and Extras lists.
Leader: The gang’s leader is unlike the rest of the
gang in that he can fight efficiently even on his own.
He always counts as having a friend within 2",
regardless of whether this is the case or not. This
means he can always test to avoid being pinned early.
Any fighter within 6" of the leader can use the
Leadership characteristic of the gang leader when
taking any Leadership tests. This only applies to
Leadership tests to see if a fighter loses his nerve and
also to tests to see if the fighter recovers his nerve
when broken. In addition, any fighters within 6" of
the gang leader can use the Initiative characteristic of
the leader when testing to escape pinning early. This
represents the leader’s ability to encourage and
inspire his fellow gang members and push them
beyond their normal limits.
However, a leader cannot confer these benefits if he is
down or broken. The sight of an injured gang leader
bleeding out is far from encouraging.

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NECROMUNDA

JUVE
Cost to recruit: 25 credits
Juves are inexperienced youngsters eager to join a
gang and become fighters. They are poor fighters and
unreliable, but with time they will improve and
become valuable gangers.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 6

Weapons: Juves can be armed with weapons chosen


from the Hand-to-Hand, Pistols and Extras lists.

Heavy
Cost to recruit: 60 credits
Heavies are heavily built or physically fit individuals
well suited to lugging round heavy weaponry. They
are also technically competent. This is a good thing
because their weaponry requires constant repair and
maintenance if it is to function properly.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons: Heavies can be armed with weapons


chosen from the Hand-to-Hand, Pistols, Basic, Special,
Heavy Weapons and Extras lists.

ARMING YOUR MODELS


A gang fighter's weapons must be represented on the model itself. The exceptions are knives and
grenades, which are assumed to be tucked inside clothing, and pistols contained in holsters can
represent any type. Otherwise models are armed as depicted, so it is a good idea to decide how you’d
like to arm new recruits before assembling and painting your models.

A fighter who changes his weaponry after a game must be represented by a new model, or can be
converted to carry the appropriate weapons. Other items don't always need to be modeled onto the
miniature, such as photo-visors. It's up to the player to decide how much detail they want to add.
Unless specifically mentioned otherwise, it's not possible for a gang fighter to modify or change his
equipment mid-game. For example, a fighter cannot switch a telescopic sight from one gun to another,
or give a weapon to a fellow gang member, nor can he steal the equipment of enemy fighters.

77
NECROMUNDA
HOUSE CAWDOR WEAPON LIST
WEAPONS Leader Only Weapons Cost
Each fighter you recruit can be armed with one or Chainsword 25
more of the weapons listed on the relevant weapons Boltgun 35
list for their house. In addition to being restricted to Autoslugger 45
weapons available to their house, different types of Hand-to-Hand Weapons
fighter are restricted to different types of weapon. Knife (first knife free) 5
Juves, for example, can only have hand-to-hand Chain or Flail 10
weapons, pistols and grenades. Club, Maul or Bludgeon 10
A fighter can carry only one heavy weapon – eg, he Massive Axe, Sword or Club 15
can carry a heavy stubber or a lascannon, but not Sword 15
both. He can have any number of other weapons. The Pistols
model is always assumed to be using the weapon Stub Gun 10
depicted in his hands unless the player declares Autopistol 15
otherwise. Remember, additional weapons must be Laspistol 15
identifiable on the model itself. Hand Flamer 20
A fighter can carry grenades even if the model does Basic Weapons
not actually include them, as they are assumed to be Autogun 20
stowed inside pockets, pouches or bags. The cost is Shotgun 20
the price of equipping the model with a supply of Lasgun 25
grenades – not the cost of a single grenade. Once
equipped with grenades a fighter may use them in Special Weapons
every battle. Flamer 40
Meltagun 95
Leader Only Weapons Heavy Weapons
When a gang is first created, certain weapons are Heavy Flamer 100
restricted to their leader, as noted in the weapon lists. Heavy Stubber 120
A Gang Leader can be recruited with up to two Leader Missile Launcher 140
Only Weapons and must be equipped with them for
the first game. After the first game the Leader Only
Weapons section of the weapon list is removed. Any HOUSE GOLIATH WEAPON LIST
fighter can buy and use such weapons after the first
Leader Only Weapons Cost
game following the usual rules for buying weapons
Chainsword 25
not on your house weapon list.
Hand Flamer 20
Extras Meltagun 95
Regardless of which house the fighter belongs to, the Hand-to-Hand Weapons
same grenades, ammo and miscellaneous equipment Knife (first knife free) 5
can be bought, as shown below. Chain or Flail 10
Club, Maul or Bludgeon 10
Grenades Cost Massive Axe, Sword or Club 15
Frag Grenades 25
Krak Grenades 40 Pistols
Stub Gun 10
Missiles Autopistol 15
Frag Missiles 35 Bolt Pistol 25
Super Krak Missiles 50
Basic Weapons
Ammunition Autogun 20
Dum-dum Bullets 5 Shotgun 20
Manstopper Shells 5 Boltgun 35
Hot Shot Shells 5
Bolt Shells 15 Special Weapons
Autoslugger 45
Miscellaneous Grenade Launcher 60
Clip Harness 10
Filter Plugs 10 Heavy Weapons
Photo-contacts 15 Heavy Stubber 120
Lobo-chip 20 Heavy Bolter 180
Weapon Reload Weapon ÷2 Autocannon 260

78
NECROMUNDA
HOUSE DELAQUE WEAPON LIST HOUSE ORLOCK WEAPON LIST
Leader Only Weapons Cost Leader Only Weapons Cost
Sword 15 Chainsword 25
Hand Flamer 20 Boltgun 35
Grenade Launcher 60 Grenade Launcher 60
Hand-to-Hand Weapons Hand-to-Hand Weapons
Knife (first knife free) 5 Knife (first knife free) 5
Chain or Flail 10
Pistols
Club, Maul or Bludgeon 10
Stub Gun 10
Sword 15
Autopistol 15
Laspistol 15 Pistols
Bolt Pistol 25 Stub Gun 10
Plasma Pistol 30 Autopistol 15
Laspistol 15
Basic Weapons
Bolt Pistol 25
Autogun 20
Plasma Pistol 30
Shotgun 20
Hunting Rifle 25 Basic Weapons
Lasgun 25 Autogun 20
Boltgun 35 Shotgun 20
Lasgun 25
Special Weapons
Flamer 40 Special Weapons
Plasma Gun 80 Flamer 40
Meltagun 95 Autoslugger 45
Heavy Weapons Heavy Weapons
Heavy Stubber 120 Heavy Stubber 120
Heavy Bolter 180 Missile Launcher 140
Heavy Plasma Gun 240 Heavy Bolter 180
Lascannon 300
HOUSE VAN SAAR WEAPON LIST
HOUSE ESCHER WEAPON LIST
Leader Only Weapons Cost
Leader Only Weapons Cost Sword 15
Chainsword 25
Hand-to-Hand Weapons
Boltgun 35
Knife (first knife free) 5
Meltagun 95
Chainsword 25
Hand-to-Hand Weapons
Pistols
Knife (first knife free) 5
Stub Gun 10
Chain or Flail 10
Autopistol 15
Club, Maul or Bludgeon 10
Laspistol 15
Sword 15
Bolt Pistol 25
Pistols Plasma Pistol 30
Stub Gun 10
Basic Weapons
Autopistol 15
Autogun 20
Laspistol 15
Shotgun 20
Plasma Pistol 30
Hunting Rifle 25
Basic Weapons Lasgun 25
Autogun 20 Boltgun 35
Shotgun 20
Special Weapons
Lasgun 25
Grenade Launcher 60
Special Weapons Plasma Gun 80
Flamer 40 Meltagun 95
Plasma Gun 80
Heavy Weapons
Heavy Weapons Heavy Stubber 120
Heavy Flamer 100 Heavy Bolter 180
Heavy Stubber 120 Heavy Plasma Gun 240
Heavy Plasma Gun 240 Lascannon 300

79
NECROMUNDA

NECROMUNDA CAMpaigns
Although it is perfectly acceptable to fight one-off games, part of the challenge of Necromunda is to
campaign a gang over a period of time and many fights. This gives you the opportunity to watch your
gang develop, to see old fighters gain new skills while new fighters join and the gang grows ever more
famous. This section explains how the Campaign rules allow a gang to progress from modest and
obscure origins to power, glory and inestimable wealth.

STARTING THE CAMPAIGN PLAYING THE CAMPAIGN


To start a campaign you’ll need at least two players To start the campaign two players simply take their
and preferably three or more. The more players the gangs and select one of the scenarios to fight (see
better! Each player can have more than one gang, but page 109). At the end of each game the players work
our experience is that players prefer to run one at a out how much ‘experience’ the gang fighters have
time as this allows each gang to fight the most games earned and how much ‘cash’ the gang collects by
in as short a time as possible. trading.
Gangs come from the area around one of the Experience is expressed as Experience points which
Underhive settlements. They hang around the trading individual fighters receive for surviving each game
posts and drinking holes, waiting for news of local and doing particularly well in the fighting. This is
finds or offers of work. When not fighting the gangs covered in detail later in the Experience section.
are repairing their gear and trading with the locals. When a fighter has sufficient Experience points he
This gives each gang a certain amount of income, receives an ‘advance’. An advance might improve his
which they can spend on recruitment and new characteristic profile, adding to his WS, BS, S etc, or it
weapons, or save as credit with the local Guilders. might be a special skill such as ‘Dodge’ or ‘Fast Shot’.
You can start the campaign as soon as two players Cash is collected after each game in the form of extra
have recruited their gangs. New players can join the Guilder credits which are added to the gang’s total
campaign at any time thereafter. Although new gangs cash reserve or stash. This represents the profits
will be less developed they will soon learn new skills. earned by the gang after taking into account living
Fighting other, more powerful gangs will enable them expenses and the cost of replacing ammunition and
to develop more quickly. damaged weapons. You can spend the stash on
recruiting more fighters or buying new weapons as
explained in the Trading Post section.

THE GANG RATING


Each gang has what we call a gang rating – the higher
the rating the better the gang. The gang rating is
simply the total value of all the fighters in the gang
plus their total Experience points.
GANG RATING: VALUE OF FIGHTERS+EXPERIENCE
A gang’s gang rating will change after every game
because surviving fighters will gain extra experience,
fighters might be killed, new fighters added, or you
could add to the value of fighters by buying new
weaponry. Hopefully your gang rating will go up,
signifying your gang’s increasing power! The player
whose gang has the highest gang rating is winning the
campaign – his gang is top of the heap and its leader
is the most feared and respected in the area.
A gang cannot win the campaign in any outright
sense, but sometimes one gang rises so far above the
rest that no-one is prepared to come out and fight it.
If this happens then the player can retire the gang – it
moves on to more dangerous and profitable
territories – and start a new one.

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SERIOUS INJURIES
Gang fighters that are wounded during fights stand a chance of picking up long-term serious injuries,
and those are the lucky ones. Other fighters may be captured or even die as a result of their injuries.

During a game some fighters will go out of action and


are removed from play. During the game it doesn’t
HIGH IMPACT INJURIES
If a fighter is taken out of action by a high impact
matter whether a man who goes out of action is dead,
weapon then there is a chance he will be simply
unconscious, or badly injured – in terms of the game
ripped apart by the devastating force. The model rolls
he is no longer capable of fighting and that is all that
for serious injuries as normal, however, if a double is
matters.
rolled then the unfortunate fighter has been reduced
When you are playing a campaign it matters a great to nothing more than gibs. So for example, on a roll
deal what happens to fighters who go out of action! of 11, 22, 33, 44, 55 or 66, all that now remains of the
They might recover completely ready to fight in the gang fighter is a red smear on the dome floor. This is
next battle, or they might sustain debilitating injuries. treated as a Dead result, however, it cannot be re-
Possibly they are captured by the enemy, or maybe rolled or modified in any way. Ratskins are just as
they have to spend a while recovering their strength. susceptible to being obliterated as any other hiver
Worst of all they might die or be so badly injured they and even the finest Medics cannot put all of the
have to retire. pieces back together again.
You will notice that the Serious Injuries chart doesn’t
just include serious injuries, it covers a whole range DEATH OF A GANG LEADER
of things that might befall your fighter. He might for Even hardened and much loved Gang Leaders can fall
example be captured by a rival gang or become lost in victim to the twists of fate. If the leader of your gang
the hive depths and have to fight his way back home. dies or is sold to slavers then don't despair, your gang
Bear in mind that only models which go out of action will live on to avenge his untimely demise!
are obliged to roll on this chart. Models that suffer It's not possible to recruit a new Gang Leader mid-
flesh wounds do not sustain serious injuries and will campaign, instead the Ganger with the highest
always recover fully in time for the next battle. Leadership characteristic will take over as the new
In addition to fighters who go out of action during leader of your gang. If multiple Gangers have the
the game, fighters who are down at the end of a game same Leadership value then the Ganger with the most
may also go out of action. Roll a D6 for each fighter Experience points out of those will take command.
who is down when the game ends. On a D6 roll of a Heavies and Juves cannot become the gang's new
1-3 the fighter recovers without further effect. On the leader. Heavies spend all of their time tinkering with
D6 roll of a 4-6 he goes out of action. weapons and gubbins while a gang led by a Juve
To find out what happens to fighters who go out of would hardly be respected or feared.
action roll two dice and consult the Serious Injuries The new leader from then on follows all of the usual
chart. The first dice roll represents ‘tens’ and the rules associated with a Gang Leader. For example, he
second ‘units’ so a roll of 1 and 5 is 15, a roll of 3 and will gain access to new skills and special weapons and
6 is 36, and so on. This type of dice roll is referred to will no longer be able to work territories. Note the
as a D66 roll. cost value of the new leader remains at 50 credits.
Over the course of a campaign fighters can suffer the
same serious injury multiple times. Many of the Missing games
injuries have cumulative effects if they are rolled Sometimes a gang fighter will be forced to miss a
again. For example, a model suffering from two Shell game. This is usually due to a serious injury, such as a
Shock injuries suffers a -2 Leadership penalty. Some fighter suffering from an Infected Wound or Old
injuries though once rolled multiple times may not Battle Wound, but also a ganger might miss a game
have a cumulative effect. Injuries such as Horrible due to being thrown in a Guilder pit if captured by a
Scars if rolled for a second time have no effect, as do Bounty Hunter. Such fighters automatically count as
injuries that modify values already reduced to 1. out of action for the purposes of post game actions.
However, even these types of injuries must be noted For example, the ganger would not be able to work a
on the gang roster. This is important to remember as territory or look for rare trade, nor could he use his
some gang fighters can become so terribly injured Medic or Inventor skills.
that not even an Experience advance or bionic
implant will improve his condition.

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SERIOUS INJURIES CHART


11-15: DEAD 33: HAND INJURY
The fighter is killed in action and his body abandoned The fighter has badly wounded a random hand. An
to the mutant rats of the Underhive. All the weapons injured hand confers a -1 Weapon Skill penalty. If the
and equipment carried by the fighter are lost. hand is injured again then it confers another -1 WS
penalty. Further injuries to the hand have no effect.
16: MULTIPLE INJURIES
The fighter isn't dead but has suffered many serious 34-36 OLD BATTLE WOUND
wounds. Roll a further D3+1 times on this chart. All The fighter recovers but his old wound sometimes
Dead, Multiple Injuries, Captured and Full Recovery affects his health. Roll a D6 before each game for each
results must be rolled again. Old Battle Wound suffered. On the roll of a 1 the
fighter’s old wound is playing up and he is unable to
21: INFECTED WOUND
take part in the forthcoming battle.
The fighter eventually recovers but it takes time for
the wound to fully heal. The model must miss the 41-55: FULL RECOVERY
next D3 games. The fighter has been knocked unconscious or suffers
a mildly incapacitating wound from which he makes a
22: CHEST WOUND full recovery.
The fighter has been badly wounded in the chest. He
recovers but is weakened by the injury and his 56: BITTER ENMITY
Toughness characteristic is reduced by -1. Although he makes a full physical recovery, the fighter
has been mentally scarred by his experiences. He
23: LEG WOUND develops a bitter enmity for the gang responsible for
The fighter has smashed a random leg. An injured leg his injury. Roll a D6 to see who he now hates.
confers a -1 Movement characteristic penalty. If it's
injured for a second time then the model can run/ 1-4: The individual enemy who inflicted the injury (if
charge -1". Further injuries to the leg have no effect. unknown, roll a random enemy model).
For example, a model suffering from two Leg Wounds 5-6: The leader of the gang who inflicted the injury.
in the same leg can move 3" and run/charge 5". 61-63: CAPTURED
24: ARM WOUND The fighter is captured. If both gangs hold captives
The fighter has gashed a random arm. The fighter’s then they must be exchanged on a one-for-one basis
Strength characteristic is reduced by -1 when using with their gear, starting with models of the highest
that arm – eg when throwing a grenade or striking in value. Remaining captives must be ransomed back to
hand-to-hand combat. their gang. There is no fixed value for ransoms, it's up
to the players to negotiate deals on captives, their
25: HEAD WOUND gear and how they are paid – either with credits,
A serious head injury leaves the fighter unhinged. At equipment, territories etc. If a player refuses to pay a
the start of each game roll a D6 for each Head Wound ransom then the captive can be sold to the guilders as
to determine how he is affected. On a 1-3 the fighter slaves earning the captor D6x5 credits. Captives who
is dazed and confused – he is affected by the rules for are exchanged or ransomed keep their equipment; if
stupidity. On a roll of 4-6 the fighter is enraged and captives are sold their gear is kept by the captors. Any
uncontrollable – he is affected by the rules for frenzy. credits earned are added straight to your stash.
26: PARTIALLY BLINDED 64: HORRIBLE SCARS
The fighter's sight in a random eye is impaired. An The fighter recovers but is left horribly disfigured. His
injured eye confers a -1 Ballistic Skill penalty. If the scarred and distorted features means he causes fear.
eye is injured again then it confers another -1 BS
penalty. Further injuries to the eye have no effect. 65: IMPRESSIVE SCARS
The fighter recovers and is left with impressive scars
31: PARTIALLY DEAFENED as testament to his bravery. The model receives a +1
The fighter survives but is partially deafened as a Leadership bonus. This bonus applies only once.
result of his injuries. His Initiative characteristic is
66: SURVIVES AGAINST THE ODDS
reduced by -1.
The fighter regains consciousness alone in the
32: SHELL SHOCK darkness, given up for dead by his companions and
The fighter survives but is extremely nervous and overlooked by his enemies. Despite his injuries he
jumpy due to the traumatic injuries he has suffered. makes his way back home. He recovers fully and his
His Leadership characteristic is reduced by -1. uncanny survival earns him +2D6 Experience points.

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NECROMUNDA

experience
As gangers take part in fights, those who survive become more experienced, and improve their battle
skills. This is represented in the campaign game by experience.

Gang fighters earn Experience points when they take


part in a battle. Once a gang fighter has enough
UNDERDOGS
When a gang fights an enemy gang with a higher gang
Experience points he gains an advance. This takes the
rating then its fighters earn extra Experience points.
form of either an increased characteristic or a special
The higher the enemy gang’s gang rating the more
skill. Gang fighters who survive long enough may
points the underdog earns. The number of bonus
progress to become mighty heroes with many special
points is shown on the table below. This shows the
abilities that they have picked up over the course of
extra points earned for each fighter who survives the
their combat career.
battle both for a win and a defeat.
When fighters are recruited they already have some
experience. This is determined as soon as they join Difference in Experience Bonus
the gang. The table below shows how much Gang Rating Win / Lose
experience the different types of fighters have to 1-49 +1 / +0
begin with. Make the appropriate dice rolls and 50-99 +2 / +1
record each new fighter’s Experience points on your
gang roster. 100-149 +3 / +2
150-199 +4 / +3
Fighter Type Initial Experience 200-249 +5 / +4
Juve 0 250-499 +6 / +5
Ganger 20 +1D6 500-749 +7 / +6
Heavy 60 +1D6 750-999 +8 / +7
Leader 60 +1D6 1,000-1,499 +9 / +8
1.500+ +10 / +9
EARNING EXPERIENCE
The Experience points your fighters can earn will EXPERIENCE ADVANCES
depend on the scenario you choose to fight. Different As fighters earn more Experience points they are
scenarios have different objectives, and consequently entitled to make Advance rolls. The table on page 86
the fighters earn experience in slightly different ways. shows how many Experience points a fighter must
In the Scavenger scenario for example, a fighter earns earn before he can make a further roll. The roll must
1 extra Experience point for each piece of valuable be taken immediately after the game when the
loot he recovers. advance is gained, while both players are present to
Extra Experience points are always added to the witness the result.
fighter’s total after the game is over. Example: A newly recruited ganger has 25
If you look through the scenarios you will notice that Experience points. During his first battle he does well
a gang fighter always earns D6 Experience points for and receives an extra 9 Experience points. This takes
surviving a battle. He earns this even if he is hurt or his total to 34 and moves him into the next
captured – so long as he lives to tell the tale! Experience points bracket or level, entitling him to
an Advance roll. A further roll is earned when his
The Playing a Campaign Game section (page 109) experience hits 41, 51, 61, 81 etc. You will notice that
includes full details of the Experience points that can the amount of experience needed to make advances
be earned for each scenario. increases as the fighter becomes more powerful.

JUVES
Once a Juve has earned 21 or more Experience points
he becomes a fully fledged Ganger. The new Ganger
from then on follows all of the usual rules associated
with a Ganger. For example, he will gain access to
new skills and basic weapons and can work territories
or search for rare trade. Note the cost value of the
new Ganger remains at 25 credits.

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EXPERIENCE ADVANCE TABLE


Experience Title Notes
0-5 Green Juve
6-10 Juve
11-15 Juve
16-20 Top Juve
21-30 New Ganger Starting level for Gangers. Juves that reach this level become Gangers.
31-40 Ganger
41-50 Ganger
51-60 Ganger
61-80 Gang Champion Starting level for Gang Leaders and Heavies
81-100 Gang Champion
101-120 Gang Champion
121-140 Gang Champion
141-160 Gang Champion
161-180 Gang Champion
181-200 Gang Champion
201-240 Gang Hero
241-280 Gang Hero
281-320 Gang Hero
321-360 Gang Hero
361-400 Gang Hero
401+ Mighty Ganger A gang fighter that reaches this level may not advance any further.

86
NECROMUNDA
NEW SKILLS
There are seven types of skill and each has its own
separate table: Agility, Combat, Ferocity, Muscle,
Shooting, Stealth and Techno. If you refer to these
tables you’ll see that each offers six different skills.
The type of skill that a fighter can have is restricted by
the gang’s House and whether the fighter is a juve,
ganger, heavy or leader. For example, Goliath juves
can only take Muscle and Ferocity skills, Goliath
gangers can take Muscle, Ferocity and Combat skills
and so on. These restriction are indicated on the Skill
tables on page 88.
On the roll of a 2 or 12 the fighter can ignore the
normal restrictions for his House or type, and select
from any of the Skill tables.
To determine a new skill for a fighter, pick the type of
skill you want from those available, then roll a D6 to
determine which skill has been learned. If you roll a
skill that the fighter already has or that he is not
allowed to take for any reason, you may pick any skill
of that type.
Example: A player rolls a 3 indicating a new skill for
a Goliath Juve. Referring to the Skill tables he finds
that he may choose between Muscle or Ferocity
ADVANCE ROLLS skills. He decides to take a Muscle skill and then
Make any Advance rolls that are due immediately after rolls a D6, scoring a 3. Muscle skill number 3 is
the battle so that both players can witness the result. ‘Hard as Nails’. This is noted against the fighter's
Roll 2D6 and consult the Advance Roll table below. other details on the gang roster.
2D6 Result
Characteristic Increase
2 New Skill: Choose any of the Skill tables and An Advance roll of 5-9 will increase one of a fighter’s
randomly generate a skill from it. characteristics. For example a roll of 7 increases
3-4 New Skill: Select one of the standard Skill either Initiative or Leadership. Roll a D6 to see which
tables for your gang and randomly generate a of the two characteristic increases applies. To
skill from it. continue our example, a roll of 1-3 means the fighter
has gained +1 Initiative and a roll of 4-6 means he
5 Characteristic Increase: Roll again gains +1 Leadership.
1-3 = +1 Strength; 4-6 = +1 Attacks.
However, characteristics may not be increased
6 Characteristic Increase: Roll again beyond maximum limits as shown on the
1-3 = +1 WS; 4-6 = +1 BS. characteristic profile below. If one of the two
7 Characteristic Increase: Roll again characteristics indicated by the advance roll has
1-3 = +1 Initiative; 4-6 = +1 Leadership. already reached its maximum level, you must take the
other. If both have already been taken to their
8 Characteristic Increase: Roll again maximum level, you may choose to increase any other
1-3 = +1 WS; 4-6 = +1 BS. permitted characteristic by +1 instead.
9 Characteristic Increase: Roll again M WS BS S T W I A Ld
1-3 = +1 Wounds; 4-6 = +1 Toughness.
Maximum 4 6 6 4 4 3 6 3 9
10-11 New Skill: Select one of the standard Skill
When working out if a fighter has reached his
tables for your gang and randomly generate a
characteristic limit, all modifiers to his profile except
skill from it.
characteristic advances are ignored. For example, if a
12 New Skill: Choose any of the Skill tables and fighter suffers a Chest Wound then it's not possible
randomly generate a skill from it. for him to advance beyond a Toughness value of 3.

87
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SKILL TABLES
The Skill tables are used to randomly determine skills Similarly, a fighter’s age and experience count for a
earned as advances. If you roll a 2 or 12 on the great deal in terms of what skills he is able to learn.
Advance table then you can make a roll on any of the Gangers will have fought in many different situations
Skill tables. Otherwise, your fighter is restricted to and their abilities usually reflects this, while Juves
specific Skill tables depending upon his House and only have a limited knowledge of how the Underhive
whether he is a Juve, Ganger, Heavy or Leader. battles are fought.
The different characters of the six Houses means that The chart below shows what kind of skills are
they all have areas of strength and weakness in commonly available to fighters of the different
relation to the skills that are commonly available to Houses. To use the chart cross reference the fighter
them. For example, Goliaths encourage a spartan and against the skill type. If the column is marked ‘✓’ then
rugged lifestyle and Goliath fighters are often you can roll on that Skill table. A blank column
physically strong and ferocious. Conversely, they are indicates that you cannot roll for that type of skill
not very agile or stealthy. unless you rolled a 2 or 12 on the Advance table.

SKILL TYPES AVAILABLE


House / Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno
CAWDOR
Juve ✓ ✓
Ganger ✓ ✓ ✓
Heavy ✓ ✓ ✓ ✓
Gang Leader ✓ ✓ ✓ ✓ ✓ ✓

ESCHER
Juve ✓ ✓
Ganger ✓ ✓ ✓
Heavy ✓ ✓ ✓ ✓
Gang Leader ✓ ✓ ✓ ✓ ✓ ✓

DELAQUE
Juve ✓ ✓
Ganger ✓ ✓ ✓
Heavy ✓ ✓ ✓ ✓
Gang Leader ✓ ✓ ✓ ✓ ✓ ✓

GOLIATH
Juve ✓ ✓
Ganger ✓ ✓ ✓
Heavy ✓ ✓ ✓ ✓
Gang Leader ✓ ✓ ✓ ✓ ✓ ✓ ✓

ORLOCK
Juve ✓ ✓
Ganger ✓ ✓ ✓
Heavy ✓ ✓ ✓ ✓
Gang Leader ✓ ✓ ✓ ✓ ✓ ✓

VAN SAAR
Juve ✓ ✓
Ganger ✓ ✓ ✓
Heavy ✓ ✓ ✓ ✓
Gang Leader ✓ ✓ ✓ ✓ ✓ ✓

88
NECROMUNDA
AGILITY SKILLS
1: Catfall
If a model with the Catfall skill falls then he can take
an Initiative test. If the test is passed then he suffers
no damage from the fall but will still be pinned. The
fighter is also no longer restricted to jumping down
from heights of no more than 3", instead he can jump
down from any height.
2: Dodge
A model with this skill receives a 6+ special save
against hits from shooting or in hand-to-hand combat.
If a model successfully dodges from a weapon which
uses a template or blast marker then move the model
up to 2". As long as his move gets him outside the
template area the fighter avoids the hit. Otherwise he
may still be hit, even though he has dodged
successfully.
3: Jump Back
At the start of any hand-to-hand combat phase the
model may attempt to disengage from combat by
jumping back. The fighter must take an Initiative test
to do this. If the test is passed then he may COMBAT SKILLS
immediately jump back 2" leaving any hand-to-hand
opponents behind. If the test is failed then he must 1: Combat Master
remain and continue to fight as normal. If the model is attacked by multiple opponents in
hand-to-hand combat then the enemy models don't
4: Leap gain the usual Attack dice and Combat Score bonuses.
If the model runs or charges then he can move an The fighter can also use the enemies’ numbers against
extra +D6" that turn. Note you can roll the D6 before them. For each opponent over one, add +1 to the
deciding where to move but you must commit to a model’s Weapon Skill.
charge before the roll is made.
2: Disarm
A leap will take the model over any man-high obstacle The model may use this skill against one close combat
without penalty, including enemy models. In opponent at the start of the hand-to-hand phase. The
addition, the model can leap out of hand-to-hand model must take an Initiative test. If the test is passed
combat at the end of any hand-to-hand combat phase then he knocks his opponent's weapons aside and he
without suffering any penalty whatsoever. must fight the remainder of the turn using only a
5: Quick Witted knife. It's assumed the fighter recovers his weapons in
Just before the first turn of the game is about to begin time for the next turn.
the fighter can make a special extra move as if it was 3: Feint
his movement phase. So for example, the model can Any hand-to-hand opponents will fumble on a roll of
choose to run, charge, hide, go onto overwatch etc. 1-2, instead of the usual roll of 1.
Note this skill cannot be used in scenarios that don't
allow special deployment rules. 4: Parry
The model can make a parry during hand-to-hand
6: Sprint combat even if he doesn't have a suitable weapon for
The model may triple its movement rate when it runs parrying. He knocks aside blows using the flats of his
or charges, rather than doubling it as normal. hands or the haft of his weapon. If the model could
already parry then this skill allows him to make an
extra parry during hand-to-hand combat.
5: Counter Attack
During each hand-to-hand combat the model can re-
roll one of his Attack dice.
6: Step Aside
The model has an uncanny ability to dodge blows in
close combat. The fighter receives a 5+ special save
against any hits struck during hand-to-hand combat.

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NECROMUNDA
STEALTH SKILLS
1: Ambush
If the model goes on overwatch then he can also hide.
Normally a fighter must expend his entire turn to go
on overwatch, but a fighter with this skill can do both.
2: Dive
A model with this skill can run and hide in the same
turn. Normally a fighter who runs cannot hide in the
same turn, but a fighter with this skill can do both.
3: Escape Artist
This model may never be captured after a battle. If
you roll a ‘Captured’ result on the Serious Injuries
table then the fighter escapes and it is treated as a Full
Recovery result instead.
4: Evade
The model ducks and weaves as he moves making
him very hard to hit. Any enemy shooting from short
range suffers a -2 to hit penalty, while any enemy
shooting at long range suffers a -1 penalty. This
penalty only applies if the fighter is in the open and
not if he is benefitting from a cover modifier.
5: Infiltration
MUSCLE SKILLS
A model with this skill can be deployed anywhere on 1: Body Slam
the battlefield at the end of your first turn, though not If the model charged that turn then he may take a
within 8" of an enemy model. Strength test at the start of the hand-to-hand phase. If
the test is passed then an opponent's Weapon Skill is
6: Sneak Up
reduced to 1 for the duration of the turn.
If the model is targeted from overwatch and he
counts as a fleeting target then the shooter's Initiative 2: Bulging Biceps
characteristic is reduced to 1 when he takes the The fighter's Strength characteristic is increased by
Initiative test to see if he reacts in time. +1. Note this can take him above the usual maximum
characteristic profile.
3: Hard as Nails
If the fighter must roll on the Serious Injuries chart,
roll a D6 first. On a roll of 6 it's automatically assumed
a Full Recovery result was rolled.
4: Juggernaut
If the model suffers a hit but isn't wounded by the
attack then he may immediately take a Strength test. If
the test is passed then the fighter ignores the hit so
won't be pinned either. Note this can allow the fighter
to continue his move if attacked from overwatch.
5: Hurl Opponent
The model may use this skill against one close combat
opponent at the start of the hand-to-hand phase. The
model must take a Strength test. If the test is passed
then the opponent is thrown in a direction of your
choice up to D6". The hurled model is unharmed but
pinned. He can also be hurled at an enemy fighter, in
which case he will stop at the target and both models
are pinned. Note that the best way to use this skill is
to throw opposing models off tall buildings!
6: Iron Jaw
The model receives a 6+ armour saving throw which
can be combined with any other forms of armour.

90
NECROMUNDA
FEROCITY SKILLS SHOOTING SKILLS
1: Berserk Charge 1: Crack Shot
If the model charged that turn then he rolls an extra If the model inflicts any damage when making a
+D3 Attack dice during the hand-to-hand combat. ranged attack and must make an injury roll, then the
enemy model will be taken out of action on a roll of
2: Impetuous
5 or 6 instead of just a 6. When using special injury
A fighter that is pinned, down or using a follow-up
charts (eg needle guns or high impact) add 1 to the
move can only move up to 2". However, a model with
highest result band in the same way as above. Note
the Impetuous skill can move up to 4" instead.
this only applies when making the initial injury roll,
3: Iron Will not to injury rolls made in the recovery phase.
The model can re-roll any failed nerve, fear or terror
2: Fast Shot
test. If the fighter's Leadership is being used for the
The model is allowed to go onto overwatch even if he
Bottle roll then you can also re-roll it if failed.
moved in the same turn. However, he still cannot go
4: Killer Reputation onto overwatch if he ran. Normally a fighter must
A model with this skill has such a reputation as a expend his entire turn to go on overwatch, but a
vicious and depraved killer that he causes fear. fighter with the Fast Shot skill can also move.
5: Nerves of Steel 3: Gunfighter
The model can test to escape pinning early even if The model can aim and fire a pistol from each hand at
there are no friendly models within 2". If the fighter the same time. This enables him to take two shots
could already test to escape pinning early then he can when making a ranged attack if he fires two pistols. If
re-roll the Initiative test if it is failed. he carries a basic, special or heavy weapon he always
requires one hand to hold this and so cannot use two
6: True Grit pistols at once.
Treat a roll of 1 or 2 as a flesh wound when rolling to
see the extent of any injuries the model suffers. When 4: Hip Shooting
using special injury charts (eg needle guns) add 1 to The model is allowed to shoot even if he ran in the
the lowest result band in the same way as above. same turn. However, if he does so he suffers a -1 to
hit modifier and cannot count any bonuses from
sights. Note that it is impossible to run and shoot with
techno SKILLS a heavy weapon, even with the Hip Shooting skill.

1: Armourer 5: Marksman
As long as the model didn't go out of action last game A model with the Marksman skill can ignore the
the gang can choose to ignore a failed Ammo roll, normal restriction which obliges fighters to shoot at
instead it's treated as if the test was passed. the nearest target. Instead, he can shoot at any target
he can see.
2: Fixer
In addition, a model with the Marksman skill may
As long as the model didn't go out of action the gang's
shoot at targets at extreme range – this is between
leader will be offered one extra rare item.
normal maximum range and half as far again. For
3: Inventor example, a lasgun has a normal maximum range of
As long as the model didn't go out of action, roll a D6 24" and an extreme range of 24-36". Shots at extreme
after each battle. On a 6 the model has invented range suffer the same ‘to hit’ penalty as long range.
something! Randomly select an item from the Rare This skill may only be used with basic weapons. It
Trade Chart in the Trading Post section. Whatever is may not be used with pistols, special or heavy
selected is the item that has been invented. weapons.
4: Medic 6: Rapid Fire
As long as the model didn't go out of action, you can If the model doesn't move in his movement phase
re-roll a result on the Serious Injury table for one then he can shoot twice with a pistol or basic weapon
fighter after a battle. This decision must be made when making a ranged attack. If this skill is combined
straight after the injury roll, otherwise the chance is with Gunfighter then it will allow the fighter to shoot
wasted. Note a Medic cannot patch himself up. three times instead of twice.
5: Specialist
This skill can only be taken by Juves or Gangers. It
allows the model to be armed with a special weapon.
6: Weaponsmith
A model with this skill can ignore failed Ammo rolls
and weapon explosions on a D6 roll of 4+.

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TERRITORY
The gang’s territory represents local resources that the gang members can exploit in various ways. It
includes nearby wastes where the gang can scavenge for the odd bit of ore or scrap, and encompasses
the efforts of the fighters’ friends and relatives who may live inside the big settlements or in out-holes
nearby. Territory also represents contacts that the gang has developed with local workshops or the
owners of drinking holes and gambling dens.

YOUR TERRITORY
Every gang begins with five territories generated from This one's BIG!' exclaimed the larger of the
the Territory table (see page 94). Some scenarios two trappers as they carefully approached
allow gangs to gain extra territory or lose it to their the coiled serpent.The snake regarded them
rivals (see page 109). The more and better territory a with cold obsidian eyes. It perceived tvo
gang has the richer it will become. men, one old and lean, the othcr a
There is room to record the gang’s territory and how youngster but big and clumsy looking. Its
much income it generates on the left of the gang forked tongue flickered in and out as it
roster sheet. To begin with players randomly generate tasted thc strong man-scent.
five territories and record them on their roster. Abel, ancient and wiry, held the long
To generate a random territory from the Territory catchpole ready. The sprung metal jaws
table on pages 94-95, roll two dice. The first dice roll were open, ready to bite, held in place by a
is taken as ‘tens’ and the second as ‘units’. This is tiny trigger. The snake rose up on its coils
called a D66 roll. The table indicates the type of and hissed at the intruders.
territory, and the income it provides, with a short The old catcher struck with practised
description underneath and any special rules. expertise. The jaws of the catchpole snapped
shut upon the serpent's neck. Its coils
INCOME erupted into a frenzy of movement, lashing
At the end of a battle a gang can collect income from about as it struggled to free itself
its territories as described below. This is done as soon Abel hung on to the long shaft, fully aware
as the game is over so that players can witness each that should the creature free itself then a
other’s dice rolls. single bite from its fangs would bring
Each ganger who survives the game without going out instant death. The thrashing coils turned the
of action can generate income from any one of the pole this way and that, so that it vas almost
gang’s territories. This represents his efforts wrenchcd from his hands. The old catcher
scavenging the wastes, trading, working, running hung on grimly.
gambling sessions, collecting money owed and 'Net him! Net him Cleitus you damn fool!' he
dealing with favoured contacts. shouted, 'What are you waiting for!'
Fighters who go out of action during or after a game Cleitus ran forward and hurled the heavy
cannot generate income. They are recuperating net. The net fell upon the snake, its weights
instead. Remember, fighters who are still down at the dragging the creature down to the ground
end of a game must test to see whether they recover where it lay thrashing and twisting.
or go out of action.
'Must be ten metres long,' gasped Cleitus.
Fighters who sustain flesh wounds can collect income
'Should fetch a few credits in Dust Falls,' he
as normal. Their wounds are superficial and make no
agreed. 'There's a few barrels of Wild Snake
difference to their normal activities.
in that beauty, and just look at the hide!
Leaders, Heavies and Juves never collect income – Let's bag him quick.'
only Gangers do so. Leaders spend their time 'You know Abel.' said Cleitus. 'This is such a
organising the gang’s affairs and sussing out the local big snake. How'll they fit it in the bottle?'
news. Heavies spend their time maintaining their own
weapons, repairing the gang’s other weaponry, and Abel shook his head and let out a long sigh.
trading for or making new ammunition. Juves get 'l guess they'll need a real big bottle,' he
used as dogsbodies and make no appreciable replied with a smirk.
difference to the gang’s income.

92
NECROMUNDA
COLLECTING INCOME
Each ganger can generate income from one territory.
The player chooses the territories he wishes to collect
income from and adds up the total amount
generated. Most territories generate a variable
income: D6x10 or 2D6x10 credits, in which case the
player makes the appropriate dice rolls to determine
the total. It's not possible to send more than one
ganger to work the same territory. Each territory can
only be worked once after each battle.
Regardless of how many territories or how many
gangers a gang has it may never collect income from
more than ten.
The gang must spend a proportion of its income on
basic necessities such as food, drink, ammunition and
general weapon maintenance. This is determined by
cross referencing the gang’s income with the number
of models in the gang.
GIANT KILLER BONUS
The more models in a gang the more it costs to When a gang fights and beats an enemy with a higher
maintain, to buy ammo, grub, booze and so forth. gang rating it receives extra income. The gang’s
The number indicated on the chart below is the profit contacts are impressed by its success and traders are
in credits earned after deducting basic maintenance keen to expand their dealings with the Giant Killers.
costs. The profit is added to the gang’s stash.
The chart below shows the extra income a gang earns
Example: A gang consists of a leader, two heavies, after beating an enemy with a higher gang rating.
four gangers and three juves. The gang fights a battle Note this is added to the gang's income, not profit.
and two of the gangers go out of action but survive
to fight another day. After the game is over the player Difference in Income Bonus
works out his income. He has only two remaining Gang Rating For Winning
gangers to work the gang’s territories. These
naturally collect income from the two best territories 1-49 +5
held by the gang, which happen to be Old Ruins (10 50-99 +10
points) and Mine Workings (D6x10). A roll of ‘4’ for 100-149 +15
the mine gives a total of 10+40 = 50 credits. There 150-199 +20
are 10 fighters to support so the gang is left with a 200-249 +25
total of 15 credits profit to add to its stash.
250-499 +50
500-749 +100
SPENDING THE STASH
You can spend stash on weapons, hiring new fighters, 750-999 +150
or any of the items available at the trading post. See 1,000-1,499 +200
the Trading Post section for details. 1,500+ +250

NUMBER OF MODELS IN GANG


Income 1-3 4-6 7-9 10-12 13-15 16-18 19+
0-29 15 10 5 0 0 0 0
30-49 25 20 15 5 0 0 0
50-79 35 30 25 15 5 0 0
80-119 50 45 40 30 20 5 0
120-169 65 60 55 45 35 15 0
170-229 85 80 75 65 55 35 15
230-299 105 100 95 85 75 55 35
300-379 120 115 110 100 90 65 45
380-459 135 130 125 115 105 80 55
460-559 145 140 135 125 115 90 65
560+ 155 150 145 135 125 100 70

93
NECROMUNDA

TERRITORY TABLE
D66 Territory Income
11-12 Chem Pit 2D6
A highly dangerous chemical pit lies nearby. The pit is a source of constantly changing chemicals, sulphurous
deposits, and all kinds of poisonous and corrosive substances. Selling these chemicals earns you 2D6 credits.
The work is extremely hazardous. If you roll a double or a 6 when working out your credits then the ganger falls
into the chem pit but manages to haul himself free. He struggles back to base horrifically scarred, his skin covered
with blisters. His appearance is so foul that from now on he causes fear. No income is collected.
13-16 Old Ruins 10
There is an exposed area of ancient ruins not far from your settlement. If a ganger searches through the ruins he
may find scrap pieces of archeotech, bits of old metal, or interesting old curios – enough to sell for 10 credits.
21-24 Slag 15
Near your settlement there is an extensive network of tunnels and crawlholes full of iron slag and other solidified
chemical wastes. A ganger can work the slag by breaking it up ready to sell to the local Guilders for 15 credits.
25-26 Water Still D6x10
The gang has discovered and renovated an old water still out in the wastes. The still is worked by the family or
friends of one of the gangers. Guilder slave trains carry the water to local settlers making the gang a share of the
proceeds amounting to D6x10 credits.
31-34 Settlement 30
The families of your gang fighters own holes or workshops inside the settlement where the gang is based. These
holdings help to support the gang by providing food, shelter, and a vital link with the local traders.
If a ganger visits his family he collects 30 credits. In addition, there is a chance of a young relative leaving the
settlement to join your gang. Roll a D6 after each battle. On a 6 you can recruit a Juve for free if you want to. He
comes equipped with a knife, but you have to pay for any other weapons.
35-36 Mine Workings D6x10
In a secret location in the wastes your gang has discovered a mine. The excavations yield carnotite gems or some
other valuable ores or stones. Friends of the fighters are already working in return for a slice of the proceeds. You
can collect D6x10 credits as your share of the profits to date.
If you capture an enemy fighter then you can put him to work in your mine instead of selling him to slavers. Each
captive worker adds +1 to your D6 dice roll for income from the mine.
41-42 Tunnels 10
Your gang has found a buried entrance to a labyrinth of ancient service ducts beneath the dome floor.
When the gang fights a battle they can use these ducts to deploy up to three fighters anywhere on the battlefield
at ground level. Models are set up at the end of the player’s first turn and cannot be placed within 8" of enemy
models. No more than 50% of the gang's initially deployable fighters can use Tunnels and Vents.
43-44 Vents 10
The gang has found a concealed entrance into a network of ancient ventilation shafts.
When the gang fights a battle they can use these vents to deploy up to three fighters anywhere on the top surface
level of any building on the battlefield. Models are set up at the end of the player’s first turn and cannot be placed
within 8" of an enemy. No more than 50% of the gang's initially deployable fighters can use Vents and Tunnels.
45-46 Holestead D6x10
One of the gang fighters comes from a holestead out in the wastes. The hole produces a crop of nutritious slime
which the ganger can help his family carry to the local trade post in return for a D6x10 credits cut of the proceeds.
51-52 Drinking Hole D6x10
Your gang leader has inherited an old drinking hole in payment of an outstanding gambling debt. The hole earns
D6x10 if visited by a ganger and also provides the gang with a convenient base in the local settlement.
In addition, roll a D6 after each battle. On a 6 your contacts overhear rumours about a rival gang's activities. You
can add or subtract 1 from the Scenario Table roll next game.

94
NECROMUNDA
53-54 Workshop D6x10
The family or friends of one of your gang fighters runs a workshop in the local settlement. You can trade in bits of
scrap metals in return for cheap repair work or cash. Visiting the workshop will earn you D6x10 credits.
Thanks to your workshop’s meticulous care, you can choose to ignore a failed Ammo roll during each battle. It's
assumed the roll is passed instead.
55-56 Guilder Contact D6x10
A local Guilder has offered you favourable rates in return for your business. As a result you are able to increase
your income substantially. If you wish to deal with your Guilder contact you gain an extra D6x10 credits.
If you recover loot during a Scavengers, The Hoard or a Package Run scenario then you can trade it in to your
guilder contact. Each loot counter is worth an additional +5 credits of income.
61 Mineral Outcrop D6x10
Out in the wastes there is an outcrop of mineral wastes where a ganger can collect valuable sparstones, adonite
crystals, igneous adamantorite, or one of the many other kinds of mineral gems that are formed in the Underhive.
You will earn D6x10 credits by searching the outcrop for precious stones. If a 6 is rolled then a vein of high
quality gemstones is uncovered adding an extra D6x10 credits to the gang's income.
62 Friendly Doc D6x10
One of the local medical practitioners has offered to patch up your wounded fighters at favourable rates in return
for blood and tissue donations from your gangers. If a ganger wants to part with a few pints of blood or some
other renewable tissue you gain D6x10 credits.
If a gang member rolls a Dead result on the Serious Injuries chart then there is a chance the doc can patch him up
before it's too late. Roll a D6. On a 5+ the injury roll is treated as a Multiple Injuries result instead. Note each
Friendly Doc can only patch up a single fighter per battle.
63 Gambling Den 2D6x10
Your gang runs a gambling den in an old disused hole in your settlement. Although the income from running a
game is good, it is a risky business because Underhivers are notorious cheats and bad losers too. If you decide to
run a gambling session you receive 2D6x10 credits. However, if you roll a double you lose that number of credits
from that turn’s income instead – eg a double 4 means you lose 80 credits.
Note that losses are deducted from your income before making reductions for basic running costs. If a gang is
unable to pay gambling debts out of its income then the difference must be made up from its stash. If this still
isn’t enough to cover the gang’s debts then weapons or equipment must be sold off.
64 Spore Cave 2D6x10
Your gang has discovered a hidden cave where many kinds of rare fungi grow, such as pearl spore and iron
mould. A ganger can harvest the fungi and sell it to local traders for 2D6x10 credits.
If you roll double 1 when harvesting fungus the collecting ganger has contracted Spore Sickness. This is a fungal
disease in which plump and colourful fungi sprout from all over the victim’s body. Spore Sickness is not lethal
and recovery is automatic, but the ganger will not be able to take part in future battles until he recovers by rolling
a 4, 5 or 6 at the start of a game. Once recovered he may fight as normal.
65 Archeotech Hoard 2D6x10
Your gang has discovered a hidden entrance into a small unexplored dome. A ganger can collect remnants of
ancient technical devices which can be sold for 2D6x10 credits.
So long as your gang is careful not to sell too many items at once no one will suspect that you have discovered a
new dome. No risk is incurred by collecting 2D6x10 credits. However, if you want to work the dome more
intensely you can do so. A ganger can collect 3D6x10, 4D6x10, 5D6x10 or even 6D6x10 from the hoard, but if he
rolls any doubles then he has been spotted entering the dome. You still collect the income rolled but the hoard is
no longer a secret and is stripped bare by treasure hunters. The territory then becomes an Old Ruins instead.
66 Green Hivers Choose
You befriend a group of settlers who have migrated from Hive City to the Underhive to start a new life. Possibly
your gang has chanced upon the settlers lost or dying in the wastes. Maybe they are relatives or friends of one of
your gang fighters who have deliberately sought him out. Thanks to your contacts and influence you are able to
give the green hivers a good start, and naturally they are grateful for your assistance and only too pleased to help
in the future. You may choose any type of territory from the chart. The territory represents the vocation of the
settlers or a discovery they have chanced across in their journey to the Underhive.

95
NECROMUNDA

TRADING POSTS
Every medium-sized settlement has at least one trading post where Guilders and local traders sell
their goods and buy items they want. The Guilders also act as bankers, exchanging items for credit
which can be spent in any trading post in the Underhive.

The trading post in a large settlement might enclose a


substantial area with many traders offering goods and
TRADING
Common items can be bought quite readily in any
services. Small settlements are served by travelling
Underhive settlement, either from a trading post or
Guilders, poor cousins to the rich merchants of the
directly from a workshop. Players can purchase as
Hive City, itinerant tradesmen who hike their wares
many of these items as they want. The price for
from one place to another.
common items is fixed, so players always pay the
same for them.
SPENDING CREDITS
After every game a gang can collect income from its Rare items are hard or even impossible to find. Only
territories as described earlier. Credits can be spent occasionally do such items turn up for sale and the
on recruiting new fighters and on new equipment for price asked is often way and above their true value.
the gang. Players must be prepared to snap up useful items as
they are offered, especially the really hard-to-get
New Recruits weapons and equipment.
New fighters are recruited in the same way as the
original gang. Refer to the Recruiting a Gang section. To represent the scarcity of rare items each player
New recruits may be armed with any of the weapons makes a dice roll at the start of his trading session to
described in the Gang Recruitment list, but cannot be determine what goods are offered to him. To
given other equipment until they have fought at least determine how many rare items are offered roll a D3
one battle. (ie, a D6 counting 1-2 as 1, 3-4 as 2 and 5-6 as 3). This
is the number of items offered to the gang by their
Gangs can recruit whatever type of fighter the player dealer contacts, guilders and local merchants.
wishes, but the usual restrictions apply regarding the
number of leaders, heavies and so on. For example, a Roll D66 for each item and consult the Rare Trade
player cannot recruit a second leader or have more chart to discover what is on offer. The player may buy
than two heavies in a gang. any of the items offered, but only one of each item
unless the same result is rolled more than once.
Recruiting Hired Guns Note that each player rolls separately for his trading –
Players may hire mercenary fighters for the gang if the gangs don’t necessarily hide out in the same place
they wish. Refer to the Hired Guns section for details. nor do they have the same contacts. One player
Hired Guns are wanderers who are willing to sell cannot buy goods offered to another.
their expert skills to anyone prepared to pay.
Gangers and Trading
Weapons If a player wishes he can use a ganger to search
If players want to buy new weapons or other around the trade post and make enquiries about
equipment for existing gang fighters then refer to the further rare items which might be for sale. A ganger
trading charts below. The charts list all the equipment who does this must not have gone out of action and
available in the Underhive, not just the common cannot collect income from the gang’s territory that
weapons included in the Recruitment charts. Rarer turn; searching out rare items is an alternative to
items and weapons are not always available and vary collecting income.
in price. Remember that each house must adhere to
its own house weapons list as well. For each ganger employed in this fashion you may
add a further +1 randomly generated rare items to
When to Buy the list of those offered for sale. Extra gangers will not
Players should preferably complete their recruiting grant additional weapons purchased that are not on
and trading after the battle is over, making any your house weapon list.
appropriate dice rolls while both players are present.
Rare Trade Chart
Alternatively, players may prefer to wait until the heat The following chart is used to determine what rare
of battle has cooled and they are able to consider trade items are offered for sale to the gang leader. D3
purchases more carefully. Determine which rare items items are offered automatically and a further +1 for
are offered for sale whilst both players are together. each ganger sent to search them out. The prices of
The players can then work out what to buy later on. rare items are given on the main trade charts.

96
NECROMUNDA

RARE TRADE CHART


11 Power Weapon: Roll again
1-3: Power Sword, 4-5: Power Axe
6: Power Fist
12 Rare Weapon: Roll again
1-3: Needle Weapon: Roll again
1-4: Needle Pistol
5-6: Needle Rifle
4-5: Web Pistol
6: One in a Million Weapon (see page 54)
13-14 Gas Grenades: Roll again
1-3: Choke, 4-5: Scare
6: Hallucinogen
15-16 Grenades: Roll again
1: Melta Bombs, 2-3: Photon Flash Flares
4: Plasma Grenades, 5-6: Smoke Bombs
21-23 Ammo: Roll again
1-3: Hotshot Laser Power Packs
4-5: Drum Magazine, 6: Hellfire Bolts SELLING
24-25 Gunsight: Roll again A player may wish to trade-in weapons at the same
1-2: Red-dot Laser, 3: Mono-sight time as he buys new ones. After all, as gangs get more
4-5: Telescopic Sight, 6: Infra-red Sight powerful they often abandon their earlier armament
in favour of something better. However, the second-
26 Heavy Gear: Roll again hand value of gear is not high due to the considerable
1-4: Auto-repairer wear and tear inflicted on it by your fighters.
5-6: Suspensor
Gangs can sell equipment for half its listed price. In
31-33 Armour: Roll again the case of rare weapons which have a variable price
1-3: Flak, 4-5: Mesh the gang receives half of the fixed cost component.
6: Exotic Armour: Roll again For example, a Red-dot laser sight costs 40+3D6
1-4: Carapace, 5-6: Force Field credits so it can be sold for 20 credits.
34 Medi-pack Old gear can be hoarded for future use (make a note
35 Isotropic Fuel Rod in the gang's stash) or it can be swapped around the
gang from one fighter to another (though not
36 Bionic: Choose one of the following:
between gangs). As the value of old weapons is low
Bionic Arm, Eye, Leg, Chest or Implant
compared to the cost of equipping new recruits, a
41-46 Items: Roll again gang can usually find a use for its cast off armaments.
1: Skull Chip, 2: Shock Maul
3: Grapnel, 4: Grav Chute HOUSE WEAPON LISTS
5: Bio-scanner, 6: Bio-booster During the post game sequence your gang can buy
51-56 Items: Roll again any weapons on your house weapon list. The lists
1: Concealed Blade, 2: Respirator reflect the fighting styles and character of the houses
so it's unusual for gangers not to be armed with
3: Photo-visor , 4: Berserker Chip
weapons from it. It's possible to still buy weapons not
5: Blindsnake Pouch, 6: Infra-red Goggles on your house weapon list, but to represent the rarity
61-63 Raid Gear: Roll again of this the following rules apply.
1-3: Silencer
When your Gang Leader and accompanying Gangers
4-6: Choose one of the following: search for rare trade, they can instead look for
Screamers or Stummers weapons not on their house weapons list. Before
64 Stinger Pouch determining what rare items are offered to your gang
Ratskin Map (by rolling D66) you can instead choose to exchange
65
one or more of those offers to purchase a weapon not
66 Mung Vase on your house weapons list. Each non-house weapon
purchased reduces your rare trade offers by one.

97
NECROMUNDA
PRICE CHART Special Weapons Cost Availability
The following charts indicate the cost of items Flamer 40 Common
available for sale at the trading post. The cost of rare Autoslugger 45 Common
items is included, but such items cannot be bought Grenade Launcher 60 Common
unless they are offered for sale as already described.
In some cases the cost of an item is variable, and Plasma Gun 80 Common
includes a base cost plus a variable extra amount, for Meltagun 95 Common
example 40+3D6 credits. In these instances the extra Needle Rifle 180+4D6 Rare
variable cost is the additional rarity value of the item –
the premium which must be paid to own it. Likewise,
the cost of all common items is included, though Heavy Weapons Cost Availability
again these are restricted to the particular gangs who Heavy Flamer 100 Common
have them listed on their House’s weapon lists.
Heavy Stubber 120 Common
Missile Launcher 140 Common
Hand-to-Hand Weapons Cost Availability Heavy Bolter 180 Common
Knife (1st knife is free) 5 Common Heavy Plasma Gun 240 Common
Chain or Flail 10 Common Autocannon 260 Common
Club, Maul or Bludgeon 10 Common Lascannon 300 Common
Massive Axe, Sword or Club 15 Common
Sword 15 Common Grenades Cost Availability
Chainsword 25 Common
Power Axe 35+3D6 Rare Smoke Bombs 10+3D6 Rare
Shock Maul 35+3D6 Rare Choke Grenades 15+2D6 Rare
Power Sword 40+3D6 Rare Scare Grenades 20+2D6 Rare
Power Fist 85+3D6 Rare Photon Flash Flares 20+2D6 Rare
Frag Grenades 25 Common
Plasma Grenades 35+3D6 Rare
Pistols Cost Availability Krak Grenades 40 Common
Stub Gun 10 Common Melta Bombs 40+3D6 Rare
Autopistol 15 Common Hallucinogen Grenades 40+4D6 Rare
Laspistol 15 Common
Hand Flamer 20 Common
Bolt Pistol 25 Common
Missiles Cost Availability
Plasma Pistol 30 Common Frag Missiles 35 Common
Needle Pistol 80+4D6 Rare Super Krak Missiles 50 Common
Web Pistol 120+4D6 Rare
Ammo Cost Availability
Basic Weapons Cost Availability Dum-dum Bullets 5 Common
Autogun 20 Common Manstopper Shells 5 Common
Shotgun (+Solid, Scatter) 20 Common Hot Shot Shells 5 Common
Hunting Rifle 25 Common Bolt Shells 15 Common
Lasgun 25 Common Hotshot Laser Power Packs 15+2D6 Rare
Boltgun 35 Common Hellfire Bolts 20+3D6 Rare

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NECROMUNDA
Sights Cost Availability ADJUSTING
Infra-red Sight 30+3D6 Rare THE GANG RATING
Telescopic Sight 30+3D6 Rare The gang rating of each gang is equal to the value of
Mono Sight 40+3D6 Rare its fighters plus their Experience points. As the value
Red-dot Laser Sight of fighters includes their equipment, players must
40+3D6 Rare
alter the sub-totals on the gang roster sheet every
time equipment is bought, sold or swapped.
Armour Cost Availability Any weaponry or other equipment that the gang
Flak Armour 10+2D6 Rare keeps but does not give to a fighter is hoarded. It
Mesh Armour 25+2D6 Rare remains unissued in your hideout and its value is not
Carapace Armour included in the gang rating.
60+3D6 Rare
Force Field 100+4D6 Rare Where the cost of equipment varies the variable
amount is discounted when calculating a fighter’s
total worth. So, a fighter with a bionic leg is worth an
Bionics Cost Availability extra 80 credits not 80+3D6. The variable cost of rare
Bionic Chest weaponry and other equipment represents an
50+3D6 Rare
additional ‘rarity’ cost charged over and above the
Bionic Eye 50+3D6 Rare actual worth of the item.
Bionic Arm 80+3D6 Rare
Bionic Leg 80+3D6 Rare DEATH OF A FIGHTER
When a fighter is killed all of his equipment is lost.
This is very important to remember as it is not
Miscellaneous Cost Availability possible to reallocate his equipment once he is dead.
Clip Harness 10 Common
Filter Plugs 10 Common
Concealed Blade 10+D6 Rare
Silencer 10+2D6 Rare
Stinger Pouch 10+3D6 Rare
Screamers 10+3D6 Rare
Stummers 10+3D6 Rare
Photo Contacts 15 Common
Drum Magazine 15+2D6 Rare
Respirator 15+2D6 Rare
Lobo-chip 20 Common
Photo-visor 25+2D6 Rare
Berserker Chip 25+3D6 Rare
Blindsnake Pouch 30+2D6 Rare
Infra-red Goggles 30+3D6 Rare
Skull Chip 30+3D6 Rare
Grapnel 30+4D6 Rare
Grav Chute 40+4D6 Rare
Bio-scanner 50+3D6 Rare
Bionic Implant 50+3D6 Rare
Suspensor 50+3D6 Rare
Bio-booster 50+4D6 Rare
Isotropic Fuel Rod 50+4D6 Rare
Auto-repairer 80+4D6 Rare
Medi-pack 80+4D6 Rare
Mung Vase D6x10 Rare
Ratskin Map D6x10 Rare
Weapon Reload Weapon ÷2 Common
One in a Million Weapon Weapon x2 Rare

99
NECROMUNDA

HIRED GUNS
This section of the Campaign rules introduces Hired Guns into the game. Hired Guns are mercenary
adventurers who fight for money. They are essentially loners who wander the Underhive selling their
services at the trade posts in settlements like Dust Falls, Two Tunnels and Dead End Pass.

RECRUITING HIRED GUNS HIRE FEE


A player can recruit Hired Guns when he creates his The gang must pay the hire fee for the Hired Gun
gang. Hired Guns can also be recruited from the trade when he is recruited and after each battle including
post after any game. A gang can dispense with the the first. Note hired guns must be paid even if they
services of a Hired Gun after any game. don't participate in the game. This cost comes from
the gang’s stash in the same way as the cost of buying
Hired Guns don’t belong to the gang they fight with
new weapons or recruiting new gang fighters. If there
and they don’t help the gang except by fighting. This
is insufficient credit in the stash to pay a Hired Gun
means that Hired Guns don’t count as members of
he leaves the gang and the gang may not recruit
the gang for purposes of collecting income or for
further Hired Guns until it has fought another battle.
deducting cost of living expenses. Hired Guns count
as gang members for the purposes of working out For purposes of the gang rating the value of a Hired
when the gang must start taking Bottle rolls, however, Gun is his hire fee x5.
a hired gun's Leadership characteristic cannot be used
Although Hired Guns are good value, especially for
for the Bottle roll if the gang's leader is incapacitated.
new gangs, there are disadvantages. Firstly they don't
A player cannot buy extra weapons or equipment for accumulate Experience and cannot advance beyond
a Hired Gun, and he cannot swap or sell a Hired the level they are at when hired. This means that they
Gun’s gear. Hired Guns earn no Experience points are less useful for established gangs that already have
cannot gain further skills or characteristic advances. good quality fighters. Secondly, the hiring fee of these
They must roll for serious injuries if taken out of mercenaries reduces the cash available to recruit new
action just like regular gang members. fighters and gear, which are vital to a gang’s future.

100
NECROMUNDA

UNDERHIVE SCUM
Underhive scum, or scummers, prefer the carefree,
wandering life of a mercenary to that of a ganger.
They travel from town to town, making few friends or
commitments, earning whatever easy money is
around before moving on. Scum are too wild and
independent to submit to the leadership of anyone
for very long, and they hire out their services as they
feel like it. Despite their carefree lifestyle and happy-
go-lucky attitude Scummers are good fighters so their
services are always in demand. Many end up working
for the guilders, but there are always a few willing to
tag along with a gang for a share of the spoils.

RECRUITING SCUM
If a player wants to hire Underhive Scum he must pay
the standard hire fee, which is 15 credits for each
Scummer. A gang can recruit as many Scummers as
the player wishes. The profile and skills for Scummers
are worked out after they are hired.
For purposes of calculating the gang rating each
Scummer has a value of 75 (ie, his hire fee of 15x5).

SCUM PROFILE
Scum are likely to have special skills as well as
superior characteristic values. This is worked out only D6 Advance
after the Scum is recruited. The basic characteristic 1 +1 Ballistic Skill
profile is given below, which is the base level for
characteristic values. In addition to this the Scummer 2 Roll a further D6:
will have a number of ‘advances’ as explained below. 1-3: +1 Initiative
4-6: +1 Leadership
M WS BS S T W I A Ld 3 Roll a further D6:
4 3 3 3 3 1 3 1 7 1: +1 Weapon Skill
2: +1 Strength
3: +1 Toughness
SCUM ADVANCES 4: +1 Wounds
A Scummer has 6 ‘advances’ which are either bonuses 5: +1 Attacks
on his profile or skills. Roll a D6 six times and consult
6: +1 Leadership
the chart opposite, noting down the advances as you
go along. A Scummer may not improve any 4-6 Roll a further D6:
characteristic by more than +2 and follows the usual 1-2: Gunfighter (Shooting)
maximum profile rules. If a duplicate advance that the 3: Quick Witted (Agility)
Scummer cannot take is rolled, re-roll the result.
4-6: Roll a further D6:
1: Crack Shot (Shooting)
SCUM GEAR 2: Fast Shot (Shooting)
A Scummer fights with his own weapons and cannot 3: Hip Shooting (Shooting)
buy or use other gear as they notoriously spend all of 4: Dodge (Agility)
their money on gambling and booze. Scum are armed 5: Rapid Fire (Shooting)
with a Knife and one of the following combinations: 6: Killer Reputation (Ferocity)
• 2 Bolt Pistols
• Plasma Pistol & Laspistol Quick Draw
• Plasma Pistol & Autopistol Understandably scummers have had their fair share of
• Bolt Pistol & Hand Flamer boozy bar room shoot outs. To reflect this they
• 2 Laspistols each with Hotshot Power Packs double their Initiative when making a fast draw.

101
NECROMUNDA

BOUNTY HUNTER
Bounty hunters are amongst the toughest and most
dangerous of all Necromundan Underhivers. They
survive in perilous conditions, living out in the bleak
and inhospitable wastezones, pursuing outlaws and
mutants through the ruins. Out here they can only
rely on their own cunning wits, skills and a bagful of
the best weapons.
Bounty hunters are loners who neither need nor want
to be associated with a gang. Bounty hunters will hire
their esteemed services to a gang leader if there are
no decent bounties to be had, but such allegiances
tend to be temporary.
Bounties are displayed at all trading posts, offering
rewards to anyone who brings in outlaw leaders,
gangs, mutants and other criminal types. Sometimes
general bounties are declared on ratskin renegades,
mutants, vermin or on a particular Underhive
monster that's terrorising the locals. The rewards
offered are good, but the job is a hard one, and many
bounty hunters die out in the wastes, slain by the
outlaws and mutants they set out to hunt.

RECRUITING BOUNTY HUNTERS


If a player wants to hire a Bounty Hunter he must pay
the standard hire fee, which is 35 credits. A gang can
only hire a single Bounty Hunter. The profile and
skills for the Bounty Hunter are worked out only after
they are hired.
D6 Advance
For purposes of calculating the gang rating a Bounty
Hunter has a value of 175 (ie, his hire fee of 35 x 5). 1-2 Roll a further D6:
1: +1 Weapon Skill
2: +1 Ballistic Skill
BOUNTY HUNTER PROFILE 3: +1 Initiative
Bounty Hunters have many special skills as well as 4: +1 Leadership
superior characteristic values. This is worked out only
after the Bounty Hunter is recruited. The basic 5: Roll a further D6:
characteristic profile is given below, which is the base 1-3: +1 Strength
level for characteristic values. In addition to this the 4-6: +1 Toughness
Bounty Hunter will have a number of ‘advances’ as 6: Roll a further D6:
explained below. 1-3: +1 Wounds
M WS BS S T W I A Ld 4-6: +1 Attacks

4 4 4 3 3 2 4 1 8 3-6 Roll a further D6:


1: Crack Shot (Shooting)
2: Nerves of Steel (Ferocity)
BOUNTY HUNTER ADVANCES 3: Marksman (Shooting)
In addition to his enhanced profile a Bounty Hunter
4-6: Roll a further D6:
has four further ‘advances’ which are either additional
1: Dodge (Agility)
bonuses on his profile or skills. Roll a D6 four times
and consult the chart opposite, noting down the 2: True Grit (Ferocity)
increases and skills as you go along. Bounty Hunters 3: Weaponsmith (Techno)
follow the usual maximum profile rules. If a duplicate 4: Quick Witted (Agility)
advance that the Bounty Hunter cannot take is rolled, 5: Iron Will (Ferocity)
re-roll the result. 6: Killer Reputation (Ferocity)

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NECROMUNDA
Independent
Bounty Hunters are used to working alone and prefer
it that way too. To reflect their self reliance a Bounty
Hunter can always test to escape pinning early even if
there are no friendly fighters within 2".

CAPTURE
If a Bounty Hunter takes an enemy ‘out of action’ in
hand-to-hand combat then the enemy fighter is
automatically captured rather than rolling on the
Serious Injury chart after the game. However, if the
Bounty Hunter is taken out of action then his captives
are left to their fate and must roll for serious injuries
instead as normal.

CLAIM BOUNTY
For every enemy fighter captured by the gang roll a
D6. On the roll of a 6 the Bounty Hunter recognises
the fighter as a wanted outlaw. The gang can turn in
the wanted outlaw to the Guilders. Note that the
player doesn’t have to turn in an outlaw, he may still
prefer to ransom the captive back to his own gang.
If an outlaw is turned in for bounty the gang’s share
of the reward is equal to the total points value of the
captive including his weapons and equipment (which
must also be turned over). Add this reward money to
the gang’s income along with income from territories.
To find out what happens to a gang fighter who is
turned over to the Guilders roll a D6.
1 Sold into Slavery: The fighter disappears forever.
2 Fined: His value in credits and equipment
confiscated. His gang may free the fighter by
paying his value in credits including the value of BOUNTY HUNTER GEAR
his weapons and equipment. All of his weapons, A Bounty Hunter fights with his own weapons as
and any equipment that is not physically part of described below. They are invariably armed to the
him (bionics/lobo chip etc) are confiscated by the teeth (it goes with the job). Bounty Hunters cannot
Guilders. buy or use other weapons or equipment as they
3 hoard all of their money and dream of retiring to the
Fined: His value in credits including the value of
opulent Spire.
his weapons and equipment. His gang may free
the fighter together with his weapons and Bounty Hunters are armed with the following:
equipment by paying his fine. • Knife
4 Fined: D6x10 credits. His gang may free the • Bolt Pistol with Red-dot Laser Sight
fighter by paying his fine as above. • Boltgun, Lasgun or Hunting Rifle
• Chainsword
5 Fined or Sentenced: The gang may choose to
• Shotgun (Solid, Scatter, and Manstopper Shells)
free the fighter for D6x5 credits or let him serve
his sentence in the pit, in which case he misses • Respirator or Filter Plugs
the next game. • Photo-visor or Photo-contacts
6 Insufficient Evidence: Released immediately. Plus any one of the following:
• Bio-Booster
Fines must be paid out of the gang’s stash before the
gang’s next game. If a player is unable or unwilling to • Blindsnake pouch
pay the fine the fighter is sold to the slavers and never • Infra-red Goggles
seen again. Only in the case of a ‘Fined or Sentenced’ • Weapon Reload (for all weapons)
result does the gang have the choice of paying or • Mesh Armour
missing a game. • Any one Bionic

103
NECROMUNDA

RATSKIN SCOUT
Ratskins are the native inhabitants of the Underhive.
They know its ruinous domes, ancient tunnels and
labyrinthine passages far better than the Underhive
settlers themselves. Most Ratskins care little for the
ways of these settlers who they regard as desecrating
the hive’s great and noble spirit so will avoid hiver
towns if they can.
Some adventurous Ratskins hire out to Underhive
gangs as guides or trackers and become semicivilised
as a result of this contact, though sadly they often
acquire a taste for intoxicants, gambling and riotous
living. They can be found and hired in the larger
settlements such as Dust Falls, Glory Hole and Dead
End Pass. There are few expeditions that would
venture into unknown zones without the expert aid
of a Ratskin Scout.

RECRUITING RATSKIN SCOUTS


If a player wants to hire a Ratskin Scout he must pay
the standard hire fee, which is 15 credits. A gang can
have only one Ratskin Scout. The profile and skills for
Ratskin Scouts are worked out after they are hired. RATSKIN SCOUT ADVANCES
A Ratskin Scout has 3 ‘advances’ which are either
For purposes of calculating the gang rating a Ratskin bonuses on his profile or skills. Roll a D6 three times
Scout has a value of 75 (ie, his hire fee of 15x5). and consult the chart below, noting down the
increases and skills as you go along. A Ratskin Scout
may not improve any characteristic by more than +2
RATSKIN SCOUT PROFILE and follows the usual maximum profile rules. If a
Ratskin Scouts may have special skills and superior
duplicate advance that the Ratskin Scout cannot take
characteristic values. This is worked out only after the
is rolled, re-roll the result.
Ratskin Scout is recruited. The basic characteristic
profile is given below, which is the base level for
characteristic values. In addition to this the Ratskin D6 Advance
Scout will have a number of ‘advances’ as explained 1 Roll a further D6:
in the Ratskin Scout Advances section. 1-3: +1 Weapon Skill
M WS BS S T W I A Ld 4-6: +1 Initiative

4 3 3 3 3 1 3 1 7 2 Roll a further D6:


1: +1 Ballistic Skill
2: +1 Strength
GUIDE 3: +1 Toughness
A gang which includes a Ratskin Scout is able to 4: +1 Wounds
exploit his knowledge of the Underhive and its 5: +1 Attacks
countless half-forgotten passages and tunnels. This 6: +1 Leadership
gives the gang a distinct advantage when it comes to
confronting an enemy, permitting the gang to move 3-6 Roll a further D6:
rapidly to their objective. 1: Dodge (Agility)
To represent this a gang that includes a Ratskin Scout 2: Leap (Agility)
can add or subtract 1 from the Scenario dice roll to 3: Sprint (Agility)
determine which scenario the players will fight. If 4-6: Roll a further D6:
both sides include a Ratskin Scout this ability is 1: Catfall (Agility)
cancelled out. 2: Dive (Stealth)
If a gang has a Ratskin Map which also gives a bonus 3: Ambush (Stealth)
on the Scenario roll then the Ratskin Scout confers no 4: Evade (Stealth)
further advantage. The gang already has access to all 5: Sneak Up (Stealth)
the hidden tunnels and passages in the area. 6: Infiltration (Stealth)

104
NECROMUNDA
Explore
If the gang that has hired a Ratskin Scout wins the
scenario and the Scout didn't go out of action then he
is allowed to explore the local area for new territory
after the game. The Ratskin searchs for mineral
deposits, likely looking places for settlement, fungus
caves, and other possibly useful finds.
If the player wishes to send his Ratskin exploring the
surrounding domes roll a D6.

1 Lost: The Ratskin disappears and is neither seen


nor heard from again.
2-5 Nothing to See: The Ratskin reports no useful
discoveries in this area.
6 Discovery: The Ratskin finds enough resources
for a new territory. Refer to the Territory table
and randomly determine a new territory. This is
immediately added to the gang’s existing territory
unless it is an Archeotech Hoard or Green Hivers.
Ratskins regard ancient places as sacred, and the
discovery of an Archeotech Hoard will not be
reported to the gang. Similarly, if he discovers
Green Hivers the Ratskin will say nothing and
leave them to their fate, for such is the will of the
hive spirit. The Ratskin Scout reports no
discoveries instead.

RESILIENCE
All Ratskins are remarkably resilient to injury and have
a natural ability to survive even in the harshest depths
of the Underhive. They are less likely to get lost or
captured than ordinary gang fighters and, if hurt, they
are better at hiding from danger.
To represent their resilience to injury a Ratskin Scout
who goes out of action can re-roll the result when
rolling on the Serious injuries chart.

ratskin scout gear


A Ratskin Scout fights with his own weapons as
described below. They cannot buy or use other
weapons or equipment. Ratskin Scouts are rumoured
to spend every penny they earn on drink and
hallucinogenic fungus which is why so many go bad
and become renegades.
Ratskins are armed with the following:
• Knife
• Club, Maul or Bludgeon
• Blindsnake Pouch
Plus one of the following:
• Shotgun (Solid, Scatter and Manstopper Shells)
• Autogun
• Lasgun
• Hunting Rifle

105
NECROMUNDA

PLAYING A CAMPAIGN GAME


When playing a campaign game you have two extra things to do. Firstly, before the game starts, you
must decide where the fight is to take place and sort out any other pre-battle details. Secondly, after
the game is over, you must roll for income, injuries and other post-battle details.

PRE-BATTLE SEQUENCE POST BATTLE SEQUENCE


Before the battle can begin the players work their way After the battle is over the players work their way
through the following pre-battle sequence. through the following sequence. You do not have to
work through the entire sequence at once, as you
1 The player with the lowest gang rating rolls on
the Scenario Table to determine which scenario
will be played. If the scenario has an attacker
may wish to consider further purchases, but any dice
rolls required must be observed by both players or a
neutral third party. It is convenient to complete up to
and a defender, then the player who picks the
Section 4 (Collecting Income) straight after the game.
scenario must attack.

2 Roll for fighters with Old Battle Wounds or Head


Wounds to see what part they play in the battle.
1 Determine the extent of injuries for each fighter
out of action at the end of the game. Fighters
who are down at the end of the game are

3 Set up the terrain and gangs according to the considered to be out of action on the D6 roll of
rules for the scenario you are playing. a 4, 5 or 6 and must also roll for injuries. See the
Serious Injuries chart.

SCENARIO TABLE 2 Allocate Experience points for your fighters and


make any Advance rolls. See the Experience
section and Scenarios for details of how this
2D6 Result
works.
2 The player whose gang has the highest gang
rating may choose which scenario is played.
This is also a grudge match so any Experience
earned from causing wounding hits is doubled.
3 Re-allocate territory if appropriate. Territory may
be lost or won according to the scenario played.

4
Collect income from territory as described in the
In addition, if any fighters taken out of action
Territory section.
roll a Full Recovery result then it is treated as a

3-4
Bitter Enmity result instead.
The player with the higher gang rating chooses. 5 Recruit new fighters and buy new equipment as
described in the Trading Post section.

6
Update your total gang rating and you are ready
5-6 Play the Gang Fight scenario.
to fight again.
7-11 The player with the lower gang rating chooses.
12 The player with the lower gang rating may
choose which scenario is played. In addition,
Scenario modifiers
this is a grudge match as outlined in the 2 roll. Sometimes a gang may be able to modify the Scenario
Table roll. If both gangs are able to modify the roll
then each point will nullify each other's bonus. For
WOUNDING HIT AWARDS example, if a gang hires a Ratskin Scout (+/-1) while
Gang fighters earn +5 Experience points for inflicting the opposing gang is using a worn and incomplete
an unsaved wounding hit on an enemy model. Ratskin Map (+/-2) then he will only be able to
Fighters don't receive this award if the hit roll failed modify the Scenario Table roll by 1 point.
or if the fighter already had zero Wounds. For
example, scattering blasts and shooting at down DISBANDING GANGS
models will not confer any awards. You may choose to disband your gang at the end of
Weapons that inflict more than 1 Damage will score any game and start again with a new one. All of the
an award for each wound inflicted until the model is old gang’s territories are lost, but gang fighters may
reduced to zero Wounds. Note flesh wounds are be hired for the new gang if you wish. Gang fighters
ignored when calculating this. who are ‘re-hired’ have a cost equal to the value listed
for them in the gang list plus their equipment, plus 1
If a template weapon hits then all models wounded in
credit per Experience point. Note the normal fighter
the blast confer awards.
cost is still used for purposes of the gang rating.
In hand-to-hand combat each wound inflicted confers
an award until the model is reduced to zero Wounds. The leader of a disbanded gang, if he is still alive, may
Note flesh wounds are ignored when calculating this. not be hired into the new gang. He wanders alone
and defeated into the wastes and is never seen again.

109
NECROMUNDA

GANG FIGHT
Gangs run the risk of encountering rivals as they explore the ruined Underhive landscape. Not all
encounters end in violence. Sometimes two gangs meet and, finding no good reason to fight, go their
own way. Other encounters end in bloody fire-fights with neither side prepared to give way. Ultimately,
every gang must be prepared to defend itself, to protect friends or family in the wastes, or simply to
maintain the respect of its trading contacts and rivals.

The Gang Fight scenario represents one such encounter. Two rival gangs meet while travelling through a ruined
dome. Both gang leaders are looking for trouble – neither is prepared to turn his back and let his opponent get
away without a fight. They yell insults and test each other's nerve until finally gunfire echoes through the dome.

TERRAIN EXPERIENCE
Each player takes it in turn to place a piece of terrain, Fighters who take part in the Gang Fight scenario
either a ruined building structure or a connecting earn Experience points as noted below.
walkway. It is suggested that the terrain is set up
+D6 Survives: If a fighter survives the battle then D6
within an area 4' x 4' or slightly smaller so that the
points are earned. Even fighters who are
gangs start off a reasonable distance apart.
wounded and taken out of action receive
experience for taking part.
GANGS
+5 Per Wounding Hit: A fighter earns 5 points for
Each player rolls a dice. The low scorer chooses
which table edge he wishes to set up on, and places each wounding hit he inflicts during the battle.
all of his gang fighters within 8" of that edge. His Make a note on the gang roster every time this
opponent then sets up within 8" of the opposite table happens as described in the Playing A Campaign
edge. Game section.
+10 Winning Gang Leader: The Gang Leader of the
STARTING THE GAME winning side earns +10 Experience points.
Both players roll a D6. The highest scoring player
takes the first turn. SPECIAL
If the winning gang takes at least three enemy models
ENDING THE GAME out of action, and inflicts three times as many
casualties out of action as it suffers itself, then it can
The Gang Fight has no specific objective other than to
take over one piece of randomly selected territory
drive off the enemy gang.
from the opposing gang. To randomly determine a
If a gang fails a Bottle roll, or one player volunteers to piece of territory roll a D6 and count down from the
bottle out, the game ends immediately. The gang that top of the opposing player’s territory list, or use some
bottles out loses and the other gang wins. other suitable method as appropriate.

110
NECROMUNDA

SCAVENGERS
The deep Underhive is a maze of ancient and abandoned ruins, concealed entrances and long
forgotten domes. Sometimes these contain priceless archeotech, gems, precious mutant fungi and other
valuable items which can be scavenged from the depths. Treasure hunting is not without risk though,
and these isolated places can be home to ferocious mutant creatures.

In this scenario two gangs encounter each other while


scavenging and each tries to drive the other off and
STARTING THE GAME
Both players roll a D6. The highest scoring player
grab the loot for itself.
takes the first turn.

TERRAIN THE MONSTER ROLL


Each player takes it in turn to place a piece of terrain, Each player may, if he wishes, roll a D6 at the start of
either a ruined building structure or a connecting the opposing player’s turn. On a roll of 1-5 nothing
walkway. It is suggested that the terrain is set up happens. On a roll of 6 some unknown mutant
within an area 4' x 4' or slightly smaller so that the monstrosity has attacked a member of the rival gang.
gangs start off a reasonable distance apart.
The fighter who is attacked is always the one furthest
Once you have placed the terrain you must place a from any other models (friend or foe). If there are
number of Loot counters on the table to represent several fighters equally isolated then the one closest
items of value. Roll a D6 to see how many counters to the edge of the table is attacked.
there are. Each player takes it in turn to place a
counter. Roll a D6 to see which player goes first. Loot Roll the D6 again to see what happens to the fighter.
counters must be placed more than 8" from the edge 1 The fighter manages to beat off the creature. The
of the table and at least 4" away from each other. Note fighter may not do anything else this turn. In
that the counters are placed before deciding which addition, the fighter must make an Ammo roll for
edge the gangs will play from, so it is a good idea to his main weapon – he has fired off loads of ammo
put the counters towards the middle of the table. to drive off the attack.
2-5 The fighter manages to beat off the creature. The
GANGS fighter may not do anything else this turn.
Each player rolls a dice. The low scorer chooses
which table edge he wishes to set up on, and places 6 There is a gunshot, a shriek, silence, and the inky
all of his gang within 8" of that edge. His opponent blackness swallows another victim. The fighter is
then sets up within 8" of the opposite table edge. automatically taken out of action.

111
NECROMUNDA
PICKING UP LOOT
Loot counters may be picked up by any model that
passes over them during its movement. A fighter can
carry any number of pieces of loot without affecting
his movement or ability to shoot or fight.
Fighters who go out of action drop Loot counters
where they happen to be at the time. Remove the
model but leave the counters in place. Models can
transfer loot to other models in base-to-base contact
during the shooting phase, but neither model may
shoot during the turn.
If a fighter takes an enemy out of action in hand-to-
hand combat he automatically captures any loot the
model is carrying.

ENDING THE GAME


The fight continues until one of the gangs is driven
off or until one gang has all of the loot in its
possession as described below.
If a gang fails a Bottle roll, or one player volunteers to
bottle out, the game ends immediately. The gang that
bottles out loses and the winner is left in possession
of the battlefield.
If a gang succeeds in capturing all the Loot counters,
and the fighters carrying them are within 8" of their
own table edge at the start of their turn, then the
game ends and that gang has won.
The winner of the scenario can claim Loot counters
which are loose on the table when the game ends.

EXPERIENCE
Fighters who take part in the Scavengers scenario
earn Experience points as noted below.
+D6 Survives: If a fighter survives the battle then D6
points are earned. Even fighters who are
wounded and taken out of action receive
experience for taking part.
+1 Loot Carrier: If a fighter is carrying loot at the
end of the game he receives +1 Experience
point per Loot counter.
+5 Per Wounding Hit: A fighter earns 5 points for
each wounding hit he inflicts during the battle.
Make a note on the gang roster every time this
happens as described in the Playing A Campaign
Game section.
+10 Winning Gang Leader: The Gang Leader of the
winning side earns an extra 10 Experience
points.

SPECIAL
After the game is over each gang is allowed to cash in
its loot. The income generated is added to the income
from the gang’s territory. Each Loot counter is worth
1D6 x 5 credits.

112
NECROMUNDA

HIT & RUN


Gangs who want to explore far from their home settlement rely upon isolated hideouts where they keep
stocks of supplies, emergency rations, spare ammo and the like. Sometimes they hole up in lone slime
farms or mines run by friends or family.

The Hit and Run scenario represents a daring raid on 1 Blitz: The attackers try to wreck the water still.
a rival gang’s hideout. The aim isn't to destroy the They win if they cause any damage to the water
hideout, just to cause a bit of damage and remind still vapour collecting vanes. The still has a
rivals that your gang is a force to be reckoned with. Toughness of 6 and is damaged if it sustains 1 or
more ‘wounds’.
TERRAIN 2 Bushwack: The raiders try to gun down the
In this scenario the player who picked the scenario is opposing gang leader. They win if they take the
the attacker and the other player is the defender. opposing gang leader out of action.
Starting with the defender, each player takes it in turn 3 Scrag: The attackers aim to ambush and ‘scrag’
to place a piece of terrain, either a ruined building an enemy gang fighter who they have a personal
structure or a connecting walkway. The area of ruins grudge against. The target gang fighter is chosen
represents the defenders’ hideout. It is suggested that randomly from the initially deployed defenders
the terrain is set up within an area of roughly 4' x 4'. before the attackers are set up. The raiders win by
Once the terrain is set up the defender places a Loot putting the target fighter out of action in hand-to-
counter to represent a hoard which the gang has hand combat.
collected ready to take back to their main settlement.
4 Shoot Up: The raiders plan to make a pass
The defender also places the Water Still piece which
through the area, firing weapons in the air,
represents the collecting vanes of a vapour trap, a
whooping and yelling, and generally scaring the
device that extracts water from the atmosphere.
hell out of everyone. They win by setting up
The defender can place the loot anywhere on the within 12" of one table edge and exiting at least
table, and can place the water still on the top surface one model from the opposite edge.
level of any building. He must place the loot and the
water still at least 8" apart. These are not necessarily 5 Stick Up: The raiders try and steal the opposing
going to play an important part in the game. The gang’s loot. They win if a raider model leaves the
water still is only of significance in the Blitz mission, table with the loot. The Loot counter can be
whilst the loot is used in the Stick Up mission. picked up and moved exactly as described in the
Scavenger scenario. If successful the raiders gain
D6x10 credits to add to their income after the
THE MISSION battle, and the losers’ income is reduced by the
After the terrain is placed the attacker secretly rolls a same amount.
D6 on the table opposite and notes down what his
mission is. The defender shouldn't know the mission, 6 Choose: The attacker can choose any of the five
it's up to him to guess the attacker's intentions. missions described above.

113
NECROMUNDA
GANGS
The defender sets up first. He deploys D6 of his gang
to represent fighters in the immediate area around
the gang’s camp. The defender chooses which fighters
he wishes to deploy and may place them anywhere on
the table, but must be placed at least 8" away from a
table edge. Special deployment rules cannot be used
by the defenders – eg Infiltration, Vents etc.
The attacker then deploys his gang anywhere on the
table but not within 12" of an enemy fighter.
However, note that in the Shoot Up mission attackers
must be placed within 12" of one table edge.
The attacker has a randomly determined number of
gang fighters taking part in the Hit and Run. Roll a
D6: 1-2 = 4 fighters, 3-4 = 5 fighters, 5-6 = 6 fighters.
The remaining fighters are not available as they have
been left behind so as not to draw attention to the
raiding party and to protect the gang’s own territory
against reprisals. The attacker can choose which of his
fighters he will commit to the hit and run.

STARTING THE GAME


Both players roll a D6. The highest scoring player
takes the first turn.

REINFORCEMENTS
At the start of each of his turns after his first the
defender can bring reinforcements onto the table.
Roll a D6 at the start of each turn after the first: 1-2 =
ENDING THE GAME
The game ends once the mission objective is met and
up to 1 fighter, 3-4 = up to 2 fighters, 5-6 up to 3
all surviving raiders have moved off a table edge. The
fighters. The fighters all arrive on the same table edge.
game also ends if all the attackers are down or taken
To see what table edge they appear on, first nominate
out of action or if the attacker bottles out.
a number for each of the table sides, then roll a D6.
On a roll of 1-4 the reinforcements arrive on the table As the attackers have so few raiders and because they
edge that corresponds with the nominated number. are hyped up for the attack, the gang does not have to
On a roll of 5-6 the defender can choose which table take Bottle rolls until it has lost 50% of its fighters
edge they appear on. Defenders arriving at the start of rather than the usual 25%.
the turn may move and fight normally that turn.
The defender is protecting his gang’s family, friends
or vital possessions, and so doesn’t have to take
Bottle tests at all. The defender won’t bottle out in
this scenario and cannot bottle out voluntarily.

EXPERIENCE
Fighters who take part in the Hit & Run scenario earn
Experience points as noted below.
+D6 Survives: If a fighter survives the battle then D6
points are earned. Even fighters who are
wounded and taken out of action receive
experience for taking part.
+5 Per Wounding Hit: A fighter earns 5 points for
each wounding hit he inflicts during the battle.
Make a note on the gang roster every time this
happens as described in the Playing A Campaign
Game section.
+10 Winning Raider: Each surviving raider earns an
extra 10 Experience points if the attackers win.

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NECROMUNDA

AMBUSH
The debris strewn ruins of the Underhive afford ample opportunity for gangs to ambush their rivals.

In the Ambush scenario one gang has set a trap for


the other. The ambushers must plan their ambush
EXPERIENCE
Fighters who take part in the Ambush scenario earn
very carefully, however, because if their opponents
Experience points as noted below.
are able to avoid it the hunters could very quickly
become the hunted! +D6 Survives: If a fighter survives the battle then D6
points are earned. Even fighters who are
TERRAIN wounded and taken out of action receive
In this scenario the player who picked the scenario is experience for taking part.
the attacker (the ambusher) and the other player is +5 Per Wounding Hit: A fighter earns 5 points for
the defender (whose gang is about to be ambushed). each wounding hit he inflicts during the battle.
Starting with the attacker, each player takes it in turn Make a note on the gang roster every time this
to place a piece of terrain, either a ruined building happens as described in the Playing A Campaign
structure or a connecting walkway. It is suggested that Game section.
the terrain is set up within an area roughly 4' x 4'. +10 Winning Gang Leader: The Gang Leader of the
winning side earns an extra 10 Experience
GANGS points.
Before setting up his gang the defender splits his
fighters into one or more groups each of two or more SPECIAL
models. The defender chooses one group and places If the winning gang takes at least three enemy models
it in the approximate centre of the table. out of action, and inflicts three times as many
The attacker then sets up his entire gang. All the casualties out of action as it suffers itself, then the
attacking fighters must set up behind cover and in gang can take over one piece of randomly selected
hiding. They may not set up within 12" of a defending territory from the opposing gang. To randomly
fighter, but otherwise can be placed where you wish. determine a piece of territory roll a D6 and count
down from the top of the opposing player’s territory
The defender then sets up the rest of his gang one list, or use some other suitable method.
group at a time. He nominates the group he wishes to
deploy and rolls a D6. On a roll of 1-5 the fighters
must set up within 4" of one defender that has already
been placed. On a roll of 6 the group may be placed
anywhere on the table, though must still set up within
4" of one another. This enables them to ambush the
ambushers! Special deployment rules cannot be used
by the defenders – eg Infiltration, Vents etc.
Note that although attackers may not set up within
12" of a defender, this is not true of the defending
fighters who may set up within 1" of ambushers. They
cannot set up in hand-to-hand combat.

STARTING THE GAME


Once both sides have completed their set-up the
defending player rolls a D6 for each group that he
was allowed to place freely (that he rolled a 6 for). On
a total of 1-5 the attacking player gets the first turn.
On a total of 6 or more the defender goes first.

ENDING THE GAME


If a gang fails a Bottle roll, or a player voluntarily
bottles out, the game ends immediately. The gang
that bottles out loses and the other gang
automatically wins the fight.

115
NECROMUNDA

THE RAID
Gangs rely upon trading contacts and friends to generate their income, either by providing cash, food,
shelter, or by trading things the gangs discover in the wastes. These are all known as territories,
although some territories actually take the form of contacts with third parties rather than physical
places in the Underhive. A gang’s territories are always vulnerable to attack by other gangs, and one
of the most effective ways of crushing a rival gang is to raid its territories.

In the Raid scenario one gang attacks the territory of


another. The territory is guarded by one or more
GANGS
The defender sets up first. He deploys up to D6 of his
sentries and additional reinforcements are close at
gang as sentries, choosing which fighters he wishes to
hand. The raiders must eliminate or get past the
put on sentry duty. Sentries can be placed anywhere
sentries, destroy the objective and then get away as
on the table at least 8" away from a table edge.
quickly as possible.
The attacker then deploys his gang within 8" of a
This scenario introduces new rules for sentries which
randomly selected table edge. The attacker has a
make the game particularly nail-biting. The scenario is
random number of gang fighters taking part in The
slightly more complex than earlier ones and for
Raid. Roll a D6: 1-2 = 4 fighters, 3-4 = 5 fighters, 5-6
newer players it's worth leaving this scenario aside
= 6 fighters. The remaining fighters are not available
until you have a firm grasp of the game rules.
as they have been left behind so as not to draw
attention to the raiding party. The attacker can choose
TERRAIN which of his fighters he will commit to the raid.
In this game the player who picked the scenario is the Special deployment rules cannot be used by either
attacker and the other player is the defender. gang in The Raid scenario – eg Infiltration, Vents etc.
Starting with the defender, each player takes it in turn
to place a piece of terrain, either a ruined building STARTING THE GAME
structure or a connecting walkway. It is suggested that The attacker takes the first turn of the game.
the terrain is set up within an area 4' x 4' or
thereabouts.
sentries
The tabletop represents the most valuable of the Sentries move D6-3 inches per turn, rolling separately
defender’s territories. However, the attackers don't for each sentry. If the distance is negative then the
have to raid the territory of highest value, instead the attacking player can move the sentry model, though
attackers can choose any one of the defender's cannot move him into an obviously harmful position
territories to raid. The terrain is either the territory (such as off a ledge). For example, a roll of 1 gives a
itself or the entrance to it (such as a mine or tunnel move of -2, so the attacker moves the sentry upto 2".
entrance, hole or water still) or a part of the After moving each sentry, roll the Scatter dice, and
Underhive that a contact has asked you to protect or turn the model to face the direction indicated.
search in (such as a Guilder contact, Friendly Doc, the
owner of a workshop, or friends in an Underhive
settlement.)
SOUNDING THE ALARM
Until the alarm is sounded sentries move as described
above, their Weapon Skill is halved and they cannot
raid objective shoot or do anything else. After the alarm is sounded
After the terrain is set up the defender places the sentries can move and attack as normal. The alarm
Gateway piece anywhere on the ground level of the can be sounded in a number of different ways:
table. This represents the entrance way to the mine,
hole, tunnels etc. Possibly it leads to an underground Spotting: Roll a D6 at the start of the defender’s turn.
store containing a valuable find that one of the Sentries can try to spot any raiders that are within
defenders’ contacts has asked them to protect or their Initiative distance multiplied by the dice score so
transport. Players should feel free to invent something long as they could normally be seen – ie they are
they feel is appropriate for the type of territory being within his arc of sight and not hidden. Raiders in the
raided. The raiders must destroy the Gateway to win open will be spotted automatically. Raiders in partial
the game. cover will be spotted on a D6 roll of 4+. Raiders in
cover or hiding will be spotted on a D6 roll of a 6.
The Gateway structure has a Toughness of 6 and can
sustain the equivalent of 3 wounds. Once the Sentries will spot any raider within their Initiative
Gateway has been reduced to zero Wounds it counts distance in inches on the D6 roll of a 2 regardless of
as destroyed. cover or hiding.

116
NECROMUNDA
Raiders are also spotted if they move within sight of a
sentry during their own turn. The sentry’s spotting 3-6
range being the same as in his turn.
If a sentry spots a raider or is hit by a ranged attack
and isn't taken down then he sounds the alarm if he 1 2
survives the turn. Sentries taken out of action cannot
give the alarm. Sentries that end the turn down sound
the alarm on a roll of 4+. If at the end of the turn a Attacker's Edge
sentry can see a persistent template (e.g. a smoke
cloud) then he sounds the alarm on a roll of 4+.
Shooting: If a raider shoots a weapon roll 2D6 and
ENDING THE GAME
The game ends and the raiders win if the Gateway is
add the weapon’s Strength to the score. If the result is
destroyed and all surviving raiders leave the table by
over 10 then the alarm is sounded. However, this rule
the edge where they originally set up. The game also
does not apply to silent weapons like needle guns.
ends if all the raiders are down or taken out of action
Note that shooting can sound the alarm even if there
or if the attacker bottles out. In this case the
are no sentries left.
defenders win.
Fighting: A sentry who is attacked in hand-to-hand
combat will sound the alarm if he survives the turn. If As the attackers have so few raiders and because they
the raider shoots a pistol or uses a chainsword in are hyped up for the attack, the gang does not have to
hand-to-hand combat then you must roll as described take Bottle rolls until it has lost 50% of its fighters
above to see whether the shots sound the alarm even rather than the usual 25%.
if the sentry is killed. The defender is protecting his gang’s family, friends
The noise of fighting may also cause the alarm to be or vital possessions, and so doesn’t have to take
sounded even if the sentry doesn’t survive to do so Bottle tests. The defender won’t bottle out in this
himself. Roll a D6. If the score is not more than the scenario and cannot bottle out voluntarily.
number of raiders fighting in the hand-to-hand If the Gateway is destroyed then the attackers win the
combat then the scuffle has been noticed and the game otherwise the defenders win.
alarm is sounded. For example, if three raiders mug a
sentry then a roll of 4+ will not sound the alarm.
EXPERIENCE
Gateway: The alarm is automatically sounded if the Fighters who take part in The Raid scenario earn
Gateway is destroyed. Experience points as noted below.
Note although it's possible to set off the alarm mid- +D6 Survives: If a fighter survives the battle then D6
turn, the special sentry rules still apply until the end points are earned. Even fighters who are
of that turn. wounded and taken out of action receive
experience for taking part.
REINFORCEMENTS +5 Per Wounding Hit: A fighter earns 5 points for
At the start of the game the defender divides any each wounding hit he inflicts during the battle.
fighters not deployed as sentries into groups of one Make a note on the gang roster every time this
or more models as he sees fit. These fighters are not happens as described in the Playing A Campaign
set up on the table, but can enter as reinforcements. Game section.

Once the alarm is sounded the defender can attempt +5 Destroy Gateway: A raider earns 5 points if he
to bring on one group of reinforcements per turn. inflicts a hit which destroys the Gateway.
Nominate the group you wish to bring on and roll a +10 Successful Defence: If the defender wins then
D6. If the roll equals or beats the number of models his Gang Leader earns 10 Experience points.
in the group, or on the roll of a 6, then the group may
enter the table. If the dice roll required to enter is less
than the size of the group then no reinforcements SPECIAL
enter that turn. As you can see, the larger the group If the Gateway was destroyed then roll a D6. On a 1-4
the less likely it is to enter, so the defender must try the territory is disrupted. It cannot be worked after
to enter as many models as he dares each turn. the battle and confers no bonuses, but it can be
worked again in subsequent games. On a 5 the
Reinforcements enter together on any of the three territory is damaged. It cannot be worked after the
table edges other than the edge where the attacker battle and confers no bonuses. The territory must also
deployed. Roll a D6 to determine which edge they be repaired so cannot be worked until D3 games have
enter as shown on the diagram. Reinforcements passed. On a 6 the territory is destroyed and must be
cannot be placed within 8" of an attacker but can struck from the gang roster.
move and fire normally on the turn they are placed.

117
NECROMUNDA

RESCUE MISSION
Gang fighters injured during a battle can easily fall into the hands of the enemy. Even a victorious
gang can discover that one of its fighters has staggered unwittingly into the clutches of their rivals.
Rather than kill their captives, gangs will normally ransom them for a price. If a gang cannot pay the
ransom, or simply refuses to, then the captive can be sold as a slave or forced into the mines to toil for
his new masters.

This scenario represents a rescue mission. One of


your gang fighters has been captured and you have
ENDING THE GAME
The game ends if all captives are freed and escape by
discovered where he is being held. A small group of
moving off the table edge that the attackers deployed
raiders is poised to mount a daring rescue bid.
on. The game also ends if all the raiders are down or
This scenario can only be attempted when a gang taken out of action or if the attacker bottles out. The
fighter has been captured. The player who has lost his defender is guarding his gang’s hideout so doesn’t
fighter may decide to attempt a rescue rather than pay have to take Bottle rolls and cannot bottle out
the ransom. This is an exception to the normal rules voluntarily. The attackers are hyped up for the attack
for selecting a scenario. Except where noted so the gang does not have to take Bottle rolls until it
otherwise below the rules are the same as for the Raid has lost 50% of its fighters rather than the usual 25%.
scenario already described. Note the Gateway isn't
If all of the captives escape then the attackers win the
used in a Rescue scenario.
game otherwise the defenders win. Any prisoners that
are not rescued cannot be ransomed and another
THE PRISONER attempt to rescue them cannot be made.
When he sets up his gang the defending player places
his captives anywhere he likes on the table. The EXPERIENCE
prisoners may not move until they are freed. The
Fighters who take part in the Rescue Mission scenario
defender is not allowed to attack or ‘execute’ his
earn Experience points as noted below.
prisoner, but must attempt to drive off the rescuers.
Once the captive is freed he may be attacked or shot +D6 Survives: Fighters that survive the battle earn
at like any other fighter. D6 points. Even fighters who are taken out of
action receive experience for taking part.
A prisoner is free to move and fight once cut free by a
friendly fighter. The friend moves into base contact +5 Per Wounding Hit: A fighter earns 5 points for
with the captive and spends the rest of the turn each wounding hit he inflicts. Make a note every
cutting him free. He may not shoot, fight hand-to- time this happens as described in the Playing A
hand, or do anything else during the turn. Once freed Campaign Game section.
the prisoner may move and attack normally. Note that
+5 Free Captive: A raider earns 5 points if he cuts
the captive has no weapons or other equipment, but
the captive free.
is given a knife by his liberator. It's assumed the
prisoner's equipment is also scooped up into a bag +10 Successful Defence: If the defenders win then
and cannot be used during the game. their Gang Leader earns 10 Experience points.

118
NECROMUNDA

SHOOT OUT
Settlements of any significant size are regarded as neutral territory by gang fighters and other
Underhivers alike. The Guild traders take a dim view of gangs who bring their disputes into town –
especially when innocent customers get hurt and property damaged. Existence in the Underhive is
precarious enough without the added danger of rampaging gangs using local settlements as
battlegrounds. Only outlaw gangs pay no heed to this unwritten code, shooting up settlements, killing
Underhivers and robbing drinking holes.

In this scenario fighters from two rival gangs meet in a


small wastezone settlement. The situation is tense
THE BUILD-UP
The build-up to a shoot-out is a tense affair. To
because neither side wants to be seen breaking the
recreate the tense atmosphere at the start of a
peace. The locals hide behind closed doors, fearful
shootout a special series of turns called the build-up
that a firefight may develop. Meanwhile the fighters
is used.
converge from opposite sides of the settlement. As
they catch sight of each other they prepare to stand Each turn of build-up has its own sequence of play.
their ground, neither willing to give way, but not First both sides move, then both sides test to keep
wishing to be seen drawing a weapon first. Soon they their nerve as described below. If both sides pass this
stand almost face to face, hands hovering above guns, test then proceed to the next turn, and so on, until
eyes fixed intently upon their targets. one side loses its nerve, at which point the hectic
shooting begins!
The objective of the Shoot-out scenario is not to draw
a weapon before your enemy. At the same time you During the build-up both gangs move at the same
must entice your rival to draw first and then drive him time rather than one after the other. The fighters walk
out of town with your return fire. slowly and deliberately towards each other until
somebody’s nerve fails and guns are drawn. To
TERRAIN represent this, gang fighters must move up to 1" per
The terrain represents a small wastezone settlement. turn. Fighters must move towards the enemy and may
Each player takes it in turn to place a piece of terrain, not move into cover. Once models are within 4" of
either a ruined building or a connecting walkway. the enemy they stop. Players take it in turn to move
Terrain that blocks line of sight cannot be placed in one model, starting with the player that has the most.
between the two gangs. It is suggested that the terrain After both sides have moved each player must make a
is set up within an area 4' x 4' or thereabouts. Nerve roll. Each player rolls a D6 and writes down the
score. At the end of the next move each player makes
GANGS another Nerve roll, and adds it to their previous
Each player rolls a D6 to see how many of his gang turn’s score. Both players keep on rolling a dice at the
are present: 1-3 = 3 fighters, 4-5 = 4 fighters, and 6 = end of each move and adding it to their score until
5 fighters. These models are randomly selected from one player’s total score goes over 15.
the gang – ie you cannot choose the fighters involved.
Important: A roll of ‘6’ counts as ‘0’ when making a
The two gangs are set up 16" apart at ground level nerve roll, so if you roll a 6 your score stays the same
and in a position where they are in full view of each as it was on the previous turn.
other. Roll a dice to decide which side sets up first.
Once a player’s score goes over 15 his gang’s nerve
Each gang must set up in a small group with no
has cracked and they go for their guns (see The Fast
model more than 1" away from any other model.
Draw below). If both players’ scores go over 15 on
Special deployment rules cannot be used by either
the same turn then the player who has the highest
gang – eg Infiltration, Vents etc.
total score is the one that is assumed to have gone for
his guns first. If both players have exactly the same
score, then they both go for their guns at exactly the
same moment!
Assuming that one player drew first, then each of the
opposing gang fighters gets a number of Experience
points equal to the difference between the two
players’ scores, to represent the fact that they have
held their nerve in the face of great danger. For
example, if one player ended up with a total of 14
points and his opponent had a total of 17, then each
ganger belonging to the player with the lower score
would get 3 Experience points.

119
NECROMUNDA
THE FAST DRAW
Once a fighter goes for his gun everyone draws their
weapons and the shooting starts. For a second or two
all hell breaks loose as guns are drawn and shots
fired. This is called the fast draw. During the fast draw
neither side can move but both sides can make
ranged attacks, such as shoot or lob a grenade.
In the fast draw both sides can shoot but the order in
which individual models shoot is determined
separately. To decide the firing order roll a D6 for
each model and add the fighter’s Initiative
characteristic to the score. Then add +1 if the fighter
is not equipped with any basic, special or heavy
weapons and subtract -1 if armed with a heavy
weapon. The result is the fighter’s Fast Draw score.
Work out the Fast Draw score for each fighter – the
fighter with the highest score shoots first. Work out
the shot exactly as you would normally. Once the first
model has shot the next highest score shoots, then
the next, and so on. In the case of a tie, a pistol
weapon will shoot before a basic, special or heavy
weapon, but otherwise shots are assumed to be
simultaneous. This means that it is possible for two
gang fighters to shoot each other at the same time!
Fighters who are hit before they get a chance to fire
lose their shot.
Once all fighters have shot the normal sequence of
play resumes. Each player rolls a D6, and the player
that scores the highest gets the first turn.

+D6 Survives: If a fighter survives the battle then D6


ENDING THE GAME points are earned. Even fighters who are
The game ends if one side fails a Bottle roll, or
wounded and taken out of action receive
volunteers to bottle out. The other side automatically
experience for taking part.
wins the shoot-out and the bottling gang loses.
+5 Per Wounding Hit: A fighter earns 5 points for
EXPERIENCE each wounding hit he inflicts during the battle.
Fighters who take part in the Shoot Out scenario earn Make a note on the gang roster every time this
Experience points as noted opposite. happens as described in the Playing A Campaign
Game section.
+? Held Nerve: Each surviving gang fighter of the
side that held their nerve the longest scores a
number of victory points equal to the difference
between the two sides’ scores (see The Build
Up rules above).
+D6 Winning Side: Each surviving fighter on the
winning side earns an extra D6 points.

SPECIAL
If you win the shoot-out and the defeated gang drew
first, roll a D6. On a roll of 1-5 your opponent can
only draw half his normal income following the fight
as his gang’s contacts are reluctant to deal with the
troublemaker. On a roll of 6 the defeated gang draws
half its normal income and must surrender one
random territory to the winner – associates of the
gang no longer have faith in its leadership.

120
NECROMUNDA

THE HOARD
The Underhive settlements are full of gangers passing the time of day in the drinking holes, trade posts
and gambling dens. They wait for rumours of ore strikes, caravan raids and any information that
might lead them to a fortune. Rumours, real or false, spread faster than rat pox and when news of a
newly discovered valuable hoard becomes common knowledge it's a race against time to secure and
loot the hoard before rival gangs can seize control.

The Hoard scenario represents one gang's lucrative


discovery being attacked by a rival gang before
THE HOARD
The hoard is represented by the loot counter which
reinforcements have arrived to secure and loot the
cannot be picked up, destroyed or affected in any
hoard. It could also represent a gang being hired by
way. Fighters close to the gleaming and lucrative
the guilders to protect something of value with the
hoard are naturally emboldened and more willing to
opposing gang launching a daring raid to get one
fight on. To reflect this, models within 6" of the hoard
over on their rivals.
can always test to escape pinning early, even if there
are no friendly fighters within 2", and can re-roll failed
TERRAIN nerve tests. If the gang's leader is within 6" of the
In this scenario the player who picked the scenario is hoard then you can also re-roll failed Bottle rolls.
the attacker and the other player is the defender.
Firstly the defender must choose a table edge and ENDING THE GAME
places a loot counter to represent the hoard 18" away If a gang fails a Bottle roll, or a player voluntarily
from that edge in the middle. Starting with the bottles out, the game ends immediately. The gang
defender, each player then takes it in turn to place a that bottles out loses and the other gang
piece of terrain, either a ruined building structure or automatically wins the fight.
a connecting walkway. It is suggested that the terrain
is set up within an area roughly 4' x 4'. EXPERIENCE
Fighters who take part in The Hoard scenario earn
GANGS Experience points as noted below.
The defender has a randomly determined number of
+D6 Survives: If a fighter survives the battle then D6
gang fighters initially protecting the hoard. Roll a D6
points are earned. Even fighters who are
to see how many models this is: 1-2 = 3 fighters, 3-4
wounded and taken out of action receive
= 4 fighters, 5-6 = 5 fighters. The chosen gang
experience for taking part.
members are placed anywhere on the table but must
be within 6" of the loot counter. The defenders can +5 Per Wounding Hit: A fighter earns 5 points for
also choose to start the game on overwatch. each wounding hit he inflicts during the battle.
Make a note on the gang roster every time this
The attacker then sets up his entire gang within 8" of
happens as described in the Playing A Campaign
the opposite table edge.
Game section.

STARTING THE GAME +10 Successful Defence: If the defender wins then
The attacker takes the first turn of the game. their Gang Leader earns 10 Experience points.

REINFORCEMENTS SPECIAL
After the defender's first turn there is a chance the rest The winning gang takes control of the valuable hoard
of the gang will show up to help defend the hoard. At which is worth 3D6x5 credits. The income generated
the start of each of the defender's subsequent turns, is added to the income from the gang's territories.
roll a D6. On the first roll, a score of 6 will result in
the reinforcements arriving. The remainder of the
gang can enter anywhere along the defender's table
edge and can move and fight normally from that turn
onwards. If the reinforcements don't show up then
each subsequent roll receives a cumulative +1
modifier. So for example, if the reinforcements fail to
show up the first time then they will show up at the
start of the following turn on a roll of 5+, and a roll
of 4+ on the turn after that, and so on.

121
NECROMUNDA

Package Run
The Underhive regions beyond the reach of the relatively civilised settlements are lawless deadzones
where marauding outlaws terrorise those that dare venture through them. Merchants are especially
vulnerable to raiders so they regularly pay the gangs to deliver their wares to hivers in nearby
settlements. These contracts can be lucrative so gangs employ all manner of strategies to secretly and
safely make delivery, but occasionally a rival can be tipped off about a planned package run.
Ambushing gangs that steal merchant packages either ransack its contents or deliver it for themselves
to receive the waiting fee and make a score against the other gangs.

The Package Run scenario represents a group of It is possible, and encouraged, for the defender to
gangers hoping to ambush the package runners and play all sorts of mind tricks to confuse the attackers.
attempt to steal the wares for themselves. For example, you could pretend for a ganger to hand
over the package to a runner, perhaps with multiple
TERRAIN switches taking place, who promptly makes a mad
In this scenario the player who picked the scenario is dash for the table edge. The attacking player must
the attacker and the other player is the defender. react but only later finds out it was all one big
distraction, it was actually the plucky juve who snuck
Starting with the defender, each player takes it in turn across from the other side of the table and was
to place a piece of terrain, either a ruined building carrying the package all along!
structure or a connecting walkway. The area of ruins
represents the defenders’ hideout. It is suggested that
the terrain is set up within an area of roughly 4' x 4'. ENDING THE GAME
The game ends if a gang member holding the package
moves off the attacker's table edge. The gang in
GANGS possession of the package wins and the opposing
The attacker has a randomly determined number of gang loses. The game also ends if a gang bottles out.
gang fighters taking part. Roll a D6: 1-2 = 4 fighters, The bottled gang loses and the opposing gang wins.
3-4 = 5 fighters, 5-6 = 6 fighters. The attacker can
choose which fighters to commit and are deployed The defenders are eager to fulfil their lucrative
within 24" of a chosen table edge. They must start the contract so do not start taking Bottle rolls until at
game behind cover and in hiding. least 50% of the gang have gone down or out of
action. If a gang member is currently in possession of
A randomly determined number of defending fighters the package then that gang does not take any Bottle
are attempting to deliver the package. Roll a D6: 1 = rolls and cannot bottle out voluntarily.
3 fighters, 2-3 = 4 fighters, 4-5 = 5 fighters, 6 = 6
fighters. The defender chooses which gang fighters
will take part and deploys them within 8" of the EXPERIENCE
opposite table edge. Special deployment rules cannot Fighters who take part in the Ambush scenario earn
be used by the defenders – eg Infiltration, Vents etc. Experience points as noted below.
Before the game starts the defender must give each of +D6 Survives: If a fighter survives the battle then D6
his fighers a loot counter. One of these loot counters points are earned. Even fighters who are
is the real package, the rest are decoys. wounded and taken out of action receive
experience for taking part.
STARTING THE GAME +5 Per Wounding Hit: A fighter earns 5 points for
The defender takes the first turn of the game. each wounding hit he inflicts during the battle.
Make a note on the gang roster every time this
The Package happens as described in the Playing A Campaign
The real package is well concealed by the runners so Game section.
the attacking gang has no way of knowing which of +10 Successful Delivery: If a defender with the
the defenders has it until they are searched. Both the package moves off the attacker's table edge then
package and decoys follow all of the usual rules for the fighter earns 10 Experience points.
loot counters (refer to the Scavengers scenario for
details). Only when an attacking fighter picks up a
loot counter can it be flipped over to find out SPECIAL
whether it's the real package or a decoy. Decoys are The winning gang can ransack or deliver the package
removed from the game when found. Once the real which is worth D6x10 credits. The income generated
package is found all decoys are also removed. is added to the income from the gang's territories.

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NECROMUNDA

Blind Fight
Outside of the Underhive settlements and their connecting hiveways, many of the domes beneath Hive
City are swathed in pitch black. Gang fighters are well-versed to moving and fighting in gloomy
conditions, but poor light is still a good deal better than no light and even veteran gangers think twice
before venturing out to fight in an area of total darkness. The gangs have learnt that the darkness can
not only be a dangerous enemy, but also a valuable ally. After all, if you can't see the enemy then
surely they can't see you too, or can they?

It's uncommon for gangs to meet in domes shrouded Some specialist gear is designed to augment a fighter's
in total darkness, though it isn't unheard of. The inky vision in total darkness, though since there isn't much
blackness offers the perfect cover for sneaking around light to begin with they don't help a great deal.
thus allowing gangs to continue about their business
A model wearing photo-contacts has a vision range of
undisturbed. Newly discovered lucrative hoards are
18", while a fighter wearing a photo-visor has a vision
often uncovered in dilapidated lightless domes, and
range of 24". A fighter wearing infra-red goggles can
gangs equipped with specialist photo-devices can
always see enemy models, as can a fighter using an
easily get the jump on their unprepared rivals.
infra-red scope. The Ratskin Scout's innately acute
If a player picks the Blind Fight scenario then roll a senses means they count as wearing a photo-visor for
D6 to find out in what circumstances the gangs meet. purposes of the Blind Fight rules.
1 Hit & Run Models that are on fire can always be seen. If a fighter
2 Scavengers is using a red-dot laser sight then his target can spot
3-4 The Hoard the dot on a roll of 4+ instead of 6.

5-6 Ambush
RUNNING
The scenario is fought using the usual rules for its Running in pitch black is fraught with danger. The
type, however, to reflect the blind conditions the rubble strewn floors, overhanging girders and broken
following rules also apply. walkways are all hazards to runners that are difficult
to see until it's too late.
VISION If a model attempts to run or charge then the player
A gang would never venture out in total darkness
must first nominate the path he will take before then
unprepared. All Underhivers make use of cheap
rolling 2D6. If the number rolled is equal to or more
commonly available devices, such as blue-lights and
than the number of inches that the model would
photonoculars, which allow them to see a few metres
move, then he safely traverses the path and can
in front of them. During a Blind Fight scenario, gang
continue his turn as normal. However, if the number
fighters are only able to see within a distance of 12".
is less than the total number of inches then he trips
This means enemy models beyond this range cannot
up and hits the dirt. The model trips at the point
be shot at nor charged.
along the path equal to the number rolled – eg, if you
roll a 2 and 1 then he trips 3" from the start of the
move. A fighter that trips is unharmed but cannot
finish the move or do anything else that turn. If he
trips within 1" of a ledge then he must test to fall.
Any fighters equipped with photo-contacts, photo-
visor or infra-red goggles roll 3D6 when testing to see
if they trip instead of 2D6.
If a 2 is rolled when rolling the 2D6 (or a 3 when
rolling 3D6) then the fighter bangs his head, falls
awkwardly or something more disastrous befalls him.
The model trips as explained above, but he also
suffers a D6 Strength hit and counts as pinned.

EXPERIENCE
Fighting in pitch black sharpens the senses and
develops a heightened awareness of danger. Usually
gangers that participate in a scenario earn +D6
Experience points, however, in a Pitch Black scenario
this is increased to +2D6 points.

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