NCE-Necromunda Rulebook 2018

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Community Edition - Compiled by Anthony Case

Front cover artwork courtesy of Will Beck.


Special thanks to the worldwide Necromunda community, whose years of continuing discussions are instrumental.
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 - 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+ Critical Shot
Lasgun 0-8 8-24 +1 - 3 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
The NCE is not an attempt to overhaul or hugely
advantage. You'll also want to expand your gangs
expand the Necromunda game, instead it's intended
beyond the models provided in the game. Many models
to be a 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, each of whom
more weaponry and hire more gang fighters.
deserves a big ol' 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 ROLL-OFFS
many weapons. For example, grenade and shell If the rules require the players to roll-off. Each player
bursts, and the gout of burning fire projected by a rolls a D6 and the player that scores highest wins the
flamer. You can find these near the front of the book. roll-off. If the scores are the same, keep rolling until
You can photocopy the page and cut out the one player wins the roll-off.
templates for use in your games, or alternatively
purchase more sturdy plastic versions available from DIVIDING
Games Workshop. Some rules may require you to divide the result of a
dice roll, characteristic, or some other value, in which
DICE case fractions are always rounded up. For example, a
A variety of different dice are used in the Necromunda fighter that finds himself inside a smoke cloud who
game, as follows. has a Weapon Skill of 3 must halve the value to 2.

WHAT ELSE YOU WILL NEED


In addition to the game components mentioned
above you will need two or more players and a firm,
level tabletop or area of floor. A kitchen table will do
fine. Some gamers make their own gaming tables
from a sheet of chipboard or something similar. Such
From left to right: Two D6’s, a scatter dice, and an
a table can be slightly larger than the table or trestles
artillery dice
that support it, and can be divided into two or more
Ordinary dice (known as D6’s) are marked 1 to 6 in pieces for ease of storage.
the usual way. These dice are used a lot during play
You will need at least one retractable tape measure
and to save space on charts they are always referred
marked in feet and inches. All distances in
to as D6 (where ‘D’ stands for dice). So, when the
Necromunda are given in Imperial units.
rules call upon you to roll a D6 we are simply asking
you to roll a dice. D6+1 means roll a dice and add 1 Pens and pencils, and plenty of paper will also be
to the score. 2D6 means roll two dice and add the required. When you play a game you will need to
scores together to obtain a score of 2-12. keep track of wounds suffered by your fighters, the
weapons they are carrying, and other details. This is
The Scatter dice is marked with four arrows and two
most easily done using a roster sheet, an example of
HIT symbols. This dice is used to determine where
which is included in this book. We recommend that
grenades and shells land if they miss their target,
you copy or photocopy additional roster sheets and
hence ‘scatter’. The dice can be used to establish any
use them to record details during the game. We’ll
random direction from a point. Note that the HIT
explain more about roster sheets and how to use
symbol also has a small arrow on it to facilitate this.
them later in this book.
The Artillery dice is marked 2, 4, 6, 8, 10 and
MISFIRE. This dice is used in conjunction with the A SENSE OF FAIR PLAY
Scatter dice to determine how far shells land from On occasion you may run into situations that aren't
their mark. A MISFIRE result can result in a shell strictly governed by the game rules or the application
proving dud or even exploding in the breach. of a rule may prove difficult to work out. Ultimately as
players we're here to have a fun time so its important
ROLLING A D3 to use a sense of fair judgement when deciding how
In some cases, you will also find references to a dice to proceed. If both players cannot agree then simply
called a D3. There isn’t actually any such thing as a 3- roll-off to settle that particular matter, or use some
sided dice, instead a D3 means roll a D6 and halve the other way to randomly determine the outcome from
result rounding up. So, a roll of a 1 or 2 = 1, a roll of the most appropriate options.
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.
Move (M): A model’s move shows the number of
inches it can move in a turn. The usual number is 4 as MINIMUM VALUES
almost all fighters move 4" per turn, although they Gang fighters can sometimes suffer penalties to their
can move faster when they are running or charging. characteristic profile, usually due to serious injuries.
Weapon Skill (WS): Weapon Skill is a measure of Even if a model suffers multiple penalties to the same
close combat ability – how good the person is at value it's not possible to modify a characteristic to
hand-to-hand fighting. below 1. The only exception to this is Wounds which
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
of hitting a target depends upon your Ballistic Skill. CHARACTERISTIC TESTs
During a game fighters will often be required to take
Strength (S): Strength simply shows how strong a
characteristic tests. For example, a model hit by a
person is! Strength is especially important when you
scare grenade must take a Toughness test to see if he
fight hand-to-hand combat because the stronger you
succumbs to the effects of the gas.
are the harder you can hit or thrust.
If a model must take a characteristic test then roll a
Toughness (T): Toughness is a measure of how easily
D6. If the result is equal to or below the characteristic
an individual can withstand a hit from a weapon or a
involved then the test is passed. If the result is higher
blow from a club, hand weapon or fist. The tougher
than the characteristic then the test has been failed.
you are the harder you are to wound or kill.
Leadership tests work in exactly the same way except
Wounds (W): A model’s Wounds value shows how
that the test is rolled using 2D6. The two scores are
many times a fighter can be wounded before he
added together and compared against the model's
collapses and goes down dead or incapacitated. Most
Leadership value to see if the test is passed.
individuals have a Wounds value of only 1 but tough
veteran gangers might have a value of 2 or more. Some experienced gangers can have a characteristic
value that is 6 or even greater. Obviously it's not
Initiative (I). The Initiative value represents alertness
possible to roll above that value using a D6, but it's
and reaction speed. It determines a fighter’s chance of
still possible for the model to fail the test. If a model
dodging a sudden blow or gathering his wits while
is required to take a characteristic test against a value
shells and bombs explode around him.
that is 6 or above and you roll a 6, roll a second D6. If
Attacks (A). The Attacks value indicates the number of you a roll 1-3 then the test is failed, while a roll of 4-6
‘Attack dice’ rolled when the model fights in hand-to- results in the test being passed. Note Leadership tests
hand combat. The more dice you roll the more chance ignore this rule as gang fighters cannot have a
you have of beating your opponent! Leadership value of 12 or greater.
Leadership (Ld). Leadership represents raw courage
and self-control. The higher a person’s Leadership the
more likely he is to remain steadfast in combat while
others run off or are slain around him.

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 the nerve of broken fighters, or see the
extent of injuries for downed fighters. These
are explained in detail later on.

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
next one. You can move your fighters in any Courts under the supervision of each settlement’s
order except where noted below. most powerful Guilders. These rich and
influential individuals keep the peace inside the
towns and oversee any trading that goes on.
1 CHARGERS
If you want a model to charge at an enemy and The Guilders hire local fighters called Watchmen
attack him hand-to-hand then these special to man the gates and walk the streets during
charge moves are carried out first. 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, indicate which enemy model Guilders pay local gang leaders to deal with
you are attacking, then move him accordingly them. This provides a lucrative income for the
following the Charge! rules. most successful gangs. Strangers, trouble-makers
and quarrelsome citizens are targeted by the
2 COMPULSORY MOVES diligent Watchmen and dealt with by means of a
Sometimes a model is obliged to move in a swift crack on the head or a night in the pit.
certain way and this is called a ‘compulsory Belligerent or persistent types are hauled up
move’. For example, a fighter whose nerve before the next Guilder Court for trial and
breaks must run away from his enemies and summary sentencing.
take cover. Make all your compulsory moves
before finishing any remaining movement.
3 THE REST
Once you have moved chargers and
compulsory movers you can move the rest of RUNNING
your models as you wish.
The normal 4" move represents a person moving
at a fairly rapid rate but allowing time to aim and
shoot a weapon and generally observe what is
MOVING 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 A running model loses his chance to shoot in the
or down ladders. 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
unable to shoot that turn.
Models may freely move through friendly fighters
as long as they don't end the turn on top of each If a fighter starts the turn with any enemy models
other. However, models cannot move through within 8" then he cannot run that turn. The
the bases of enemy fighters. fighter is unwilling to holster his weapons with
enemy gang members so close and must stay alert
A model may be turned to face in any direction at to them. Note this applies even if the fighter
any point during his movement phase. Therefore cannot visually see the enemy as he could well
he may turn before, during, and after his move. have heard them moving or loading their guns.
He may even turn before he declares a charge or Any enemy models in hiding are ignored as the
if he doesn't move at all. Turning does not count fighter is unaware of their presence.
as movement. This is important to remember as
some weapons can only be fired if the model
remained stationary. However, if the fighter is
shot from overwatch then he is assumed to face
the direction he was moving in.

10
NECROMUNDA

CHARGE! A model can hide at any point during his move or


if he didn't move at all. The player declares that
If you wish a model to engage an enemy in hand-
his fighter is hiding and can indicate this by
to-hand combat then you must declare and make
placing a Hidden counter beside the model.
a special move called a charge. The reason we do
While hidden a fighter cannot be seen or shot at,
this is that the enemy may get a chance to shoot
even if a portion of the model is actually sticking
as you leap towards him waving your weapons
up or out from cover. A fighter may stay hidden
and yelling a bloodcurdling cry. Without
over several turns and may even move around so
measuring the distance, declare that you are
long as he does not have to come out of hiding as
charging and indicate which enemy model you
explained below.
wish to attack. You can declare a charge against
any enemy model that is not in hiding, even A hidden model cannot shoot without giving
enemy models that the charger cannot see at the away his position. A model that runs or charges is
start of his move. also not able to hide as his sudden burst of speed
does not give him the time to conceal himself. If a
A charge is like a run, at double move rate, but
hiding model shoots, runs, or charges, then it is
ends with the attacker touching his enemy base-
no longer hidden and the counter is removed.
to-base. Once opposing models are touching
bases in this way they are engaged in hand-to- If at any point an enemy would clearly be able to
hand combat. Models are also engaged in hand- see the hidden fighter then he cannot claim to be
to-hand combat if separated by a low wall or hidden any longer. A degree of judgement by
obstacle, where it is literally impossible for the both players is called for when determining this.
bases to touch because the wall is in the way. An enemy will not see the hidden model if he is
beyond his arc of sight or in full cover. However,
If you can move your fighter into base-to-base
he may or may not be seen in partial cover
contact with more than one enemy model with
depending on if it's reasonable to assume he
his charge move, he can charge them both. This
could remain hidden. For example, if only a hand
might be inadvisable as he will then be fighting
or foot is obscured then he will clearly be seen.
two enemies at once!
Likewise, sparse terrain such as railings typically
It can happen that you charge an enemy but fail wouldn't offer enough cover to hide behind.
to reach him because you have miscalculated the
distance. If this happens the model is moved as This fighter is in
far as possible towards his enemy and can do only partial cover
nothing for the rest of the turn. but may stay
hidden. It being
Note that you cannot move models into hand-to- assumed he can
hand combat except by charging. lay flat on the
ground or hunker
down behind the
Leaving The Table barrels.
Typically fighters cannot leave the fight by moving
off a table edge. In these cases the table edges A model may not hide if it is too close to an
count as Impassable Ground. However, in some enemy – he will be seen or heard no matter how
scenarios models are able to do so. For example, well concealed he may be. This distance varies
during a Hit & Run the attacking raiders must according to the enemy fighter, who will always
escape once they have achieved their objective. If see, hear, or otherwise spot hidden foes within
the scenario specifies a fighter may leave the table his Initiative value in inches. So, a fighter whose
and the model moves at least partially off a table Initiative value is 3 will spot all enemies within 3".
edge, then he is removed from play. Fighters that
leave the table in this way may not rejoin play and Silent Attacks
their game has effectively ended. 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.
HIDING However, some weapons emit no sound nor flare.
The Hiding rules represent the fact that real If a hidden fighter fires a silent weapon then there
people can duck down and conceal themselves in is a chance he will remain undetected. After the
a way our unmoving and dramatically posed shot has been made, roll a D6. On a roll of 4+ the
models cannot. A hiding fighter keeps as still as enemy gang is unable to detect the shooter's
possible, peeking out over his cover or hunkers position and so will remain in hiding. On any
down in the shadows, making little noise, and other roll the shooter is spotted and must come
generally keeps a very low profile. 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 rubble. Models move over very difficult
the ground level and raised surfaces are ground at a quarter rate, so each 1" of movement
reasonably solid. However, should you find 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.

WALLS AND BARRIERS


Walls, pipelines, small heaps of debris, and other
low obstacles form barriers that you can either go
around or leap over. A model can leap over a
barrier less than 1" high and no more than 1"
deep without impeding its movement at all. A
barrier between 1" and 2" high, and no more than
1" deep, can still be crossed by climbing over but
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
DIFFICULT GROUND higher than 2" is too tall to climb over and is
Difficult ground includes steep or treacherous effectively impassable.
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
expend 3" of your move. Similarly, if moving over
a steep mound of ash waste you’ll move at 2" per
turn rather than 4".
A fighter who is running is slowed down by
difficult ground. He will run at 4" rather than 8" IMPASSABLE GROUND
over steep slopes for example, because all models Much of the Underhive is simply impossible to
move at half speed over difficult terrain. 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.

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 target 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 targets
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 turn 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 FULL 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.
Gang models are always larger than this!
HITTING THE TARGET
+1 LARGE TARGET
To determine whether a shot hits its target roll a The whole target is 2" tall or wide.
D6. The dice score needed will depend upon
how good a shot the firer is (as indicated by his
Ballistic Skill or BS). The chart below shows the Modifiers for range depend upon the weapon
minimum D6 roll needed to score a hit. used. All weapons have their own range bands
BS 1 2 3 4 5 6 7 8 9 10 and different modifiers at short or long range, as
indicated in the Armoury section of this book.
D6 score 6 5 4 3 2 1 0 -1 -2 -3 The following examples show how this works.
For example: If the shooter is a ganger with a BS Weapon Short Range Long Range
of 3, a dice roll of a 4 or more is required to hit
the target. An easy way to remember this is simply Bolt Pistol +2 -
to subtract the firer’s BS from 7 to find the Autogun +1 -
number needed to hit. Shotgun (solid slug) +1 -1
You will notice that the chart covers scores of 1 Grenade Launcher - -1
and even less. However, a dice roll of a 1 is always Plasma Gun +1 -
a miss regardless of circumstances. There is no Heavy Bolter - -
such thing as a certain hit – if the dice turns up a
1 you have missed! As you can see, pistol weapons are very sensitive
to range: they are likely to hit at short range but
can be inaccurate at long range. Remember, long
range isn’t necessarily very far in the case of a
pistol! Heavy weapons, on the other hand, tend
not to be 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. Most
other weapons are marginally easier to hit with at
short range, as you would expect.

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 full
cover’. The shooter suffers a -2 to hit penalty.
If a target model is 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-off to settle the matter, the highest scorer deciding in that instance.

In Full Cover: less that half of the In Partial Cover: more than half of the In The Open: a shooter would incur
fighters’ 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 Fighters who become pinned or down are placed on
encounter involves a specific target which is their back or front to reflect they have hit the dirt
especially large or small. For example, perhaps you and keeping their head down. This usually has an
must destroy a water still collecting vane or a impact on whether the model can be seen and what
chemical storage tank to achieve your objective. cover modifiers apply. Barricades for instance tend
to present better cover for fighters that go down
behind them.
7+ HIT
Because of the modifiers it is quite possible that you Some rules directly reference using a fighter's base.
will end up needing a score of 7 or more to hit the For example, template weapons use the model's
target. It is obviously impossible to roll a 7 on a D6, base to determine if they have been hit by the attack.
but you can still hit if you are lucky. Roll a D6 as In these instances the pinned or down model's base
before. If you roll a 6 then you might have hit. Roll a is assumed to cover the same area it would have if
further D6 – the additional score required is shown the model was upright. You may find it useful to
on the chart below. temporarily stand the model upright when resolving
the rule, before then placing the fighter back on to
Score Needed to Hit 7 8 9 10 its side. A fighter's arc of sight is also unaffected by
whether he is pinned, down, or not.
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
As soon as a fighter is hit the model is knocked over
and placed face up. We say the model has been
pinned by enemy fire.
The force of the shot has knocked the fighter off his
feet. The shot may have hurt or even killed him, or he
may be lucky and escape without significant harm.
Even if he survives he is momentarily confused, or, at
best, his instincts force him to hit the dirt and keep
his head down.
Later we’ll deal with what happens to the pinned
fighter if he survives unharmed. First, we’ll find out
whether the shot has wounded him.

WOUND Damage
Once you have hit a target you must test to see If a shot successfully inflicts a wound on a target then
whether a wound is inflicted. A shot may fail to cause he will usually suffer a single wound. However, some
a wound because it hits part of the target’s equipment wounds are more severe than others and especially
or weaponry, or perhaps it just scratches the skin or powerful weapons can inflict truly horrific wounds.
causes some very minor injury which the fighter This is represented by the weapon's Damage value,
bravely ignores. If you fail to cause a wound then the some examples of which are given below.
target is unharmed but is still pinned by enemy fire as
described later. Each hit that passes its to wound roll, and isn't saved
by an armour or special saving throw, will inflict a
To determine whether your shot has caused a wound number of wounds equal to the weapon's Damage
you must compare the Strength value of the weapon value. Sometimes the amount of damage is random,
with the Toughness (T) characteristic of the target. in which case you simply roll the dice shown to
You will find a complete description of the various determine how many wounds are inflicted. For
weapons together with their Strength and Damage example, a meltagun has D6 Damage, so can inflict
values in the Armoury section, but a few examples are between 1 and 6 wounds.
given opposite.
The chart below shows the D6 score required to turn Weapon Strength Damage
a hit into a wound. Remember, an average Toughness Laspistol 3 1
characteristic value is 3 for gangers and other Boltgun 4 1
humans. However, the Underhive depths contain
Heavy Flamer 5 D3
many foul denizens and monstrous beasts whose
toughness can range from average to unbelievable Meltagun 8 D6
high proportions. Lascannon 9 2D6

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 attacks 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 attacks with a strength of 7
Once a model with a Weapon Skill and Ballistic
or more are known as high impact hits.
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 attack they
loss of blood and is taken out of action. 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.
However, some fighters wear protective clothing A model that is pinned remains knocked over lying
which may save them from a wound if they are lucky. face up. Whilst pinned, the fighter can do nothing.
Armour is represented in the game by saving throws. However, if he started the turn pinned and does not
escape pinning then he may crawl up to 2" during his
Armour Saving Throw movement phase.
If a fighter is wearing armour and suffers a wound A model which is pinned at the start of his turn will
then roll a D6. If the dice roll is sufficiently high then automatically recover from pinning at the end of that
the wounding shot has struck the armour and not turn. In effect the model misses his turn, as well as his
hurt the wearer at all. The dice score required varies next turn if he was pinned during his own turn, but is
according to the type of armour. The most common then ready to fight once more. At the end of the turn
armour types and the D6 roll required to effect a save stand the model up to show he is no longer pinned.
are given below.
If a model has at least one other model from the gang
Armour Saving Throw within 2" then he can try to escape pinning at the start
Flak 6+ of his turn by taking an Initiative test. If the test is
Mesh 5+ passed then stand the model up as the fighter will not
Carapace 4+ have to miss his turn at all. The fighter can move and
fight normally that turn.
For example: A fighter is hit by a shot from a Note when testing to escape pinning, Juves, fighters
laspistol and suffers a wound. Fortunately, he is who are down, and fighters whose nerve is broken do
wearing carapace armour, a hardened armaplas not count. Rather than reassuring the fighter, the
jacket. He rolls a D6 and scores 5 – easily enough to proximity of these unreliable comrades will only
deflect the shot and save him. encourage him to keep his head down!
If a fighter has multiple armour saving throws then
the score required to save against a wound is
combined into a single roll. For example, a fighter
HITS & PINNING
wearing mesh armour (5+) who is fitted with a bionic There may be instances where a fighter suffers a 'hit'
chest (6+) receives a single 4+ armour saving throw. that wasn't from enemy fire – eg, he may land clumsily
However, a roll of 1 is always a failure, even if the when jumping or his weapon might explode. Unless
fighter has a saving throw greater than 2+. specifically noted otherwise, any model that suffers a
hit is 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
relatively easily, but a shot from a huge lascannon is a SHOOTING INTO
different matter! To represent this, each weapon has
an armour save modifier as indicated in its
HAND-TO-HAND COMBAT
description in the Armoury section. For example, a Normally it would be considered very rash indeed to
boltgun has a -1 save modifier so all armour saves shoot at fighters who are grappling with each other at
must deduct 1 from the dice roll. close quarters – it would be very easy to hit the wrong
man! Although the models themselves are immobile
Special Saving Throw the fighters are actually ducking, diving and rolling
Some exotic equipment and special skills confer a about in a whirlwind of action. Note you do not have
special save instead of an armour save. Special saving to shoot at an enemy model that is involved in hand-
throws work in exactly the same way as an armour to-hand combat with your own gang fighter, even if
saving throw except in the following ways. he is the closest target.
Special saves ignore all armour save modifiers, even Should you wish to shoot at a model engaged in
against high Strength weapons such as a lascannon. hand-to-hand combat roll to hit as normal. If you hit
Special saves cannot be combined into a single roll, then you must determine if you have hit the intended
instead each special save must be rolled separately. If model or his opponent. There is as much chance of
a fighter successfully rolls a special save then the hitting the target as there is of hitting each model he
model not only avoids the wound but also the hit. is fighting. So, if there are two models fighting, a D6
This means that the fighter will not be pinned even if roll of 1-3 indicates one model while a 4-6 roll means
the hit originated from a template. Special saves can the other. If the target is fighting two opponents then
also be rolled even if the hit didn't wound. you’ll need a 5 or 6 to hit the right man, and so on.

18
NECROMUNDA
If a Misfire is rolled then the shot dissipates in the air
SHOOTING AT A or is a dud and has no effect. If the dice show both a
FIGHTER WHO IS DOWN Hit and Misfire then the shell explodes in the breach
You do not have to shoot at a target who is down or the grenade goes off in his hand. The weapon
even if he is the closest target. However, you can counts as failing an Ammo roll and automatically
shoot at a fighter who is down if you want to and he explodes (refer to the Exploding Weapons section).
is the closest or easiest shot. You can... If you’re really Note a weapon can only explode a single time.
that mean. You are... Read on! Once the template has been repositioned, work out
If a fighter who is already down takes a further wound which models are hit by the template and the effect of
roll again on the Injury table for each wound suffered those hits as normal.
and apply the result. A flesh wound will inflict further
WS/BS penalties, but note it will not reinstate their
Wounds back to 1. If the fighter goes down again then
ignore the result. If he goes out of action remove the
model from combat.
Generally speaking, it is rare for players to shoot at
enemy fighters who are down unless they are
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 roll of a 4+. Roll for wounds and
injuries on each model that is hit following the usual
rules. Note obstructing terrain is ignored when
working out whether a fighter is hit by a template (eg,
it may blast through a wall). Note that no shot can ever scatter by more than half
the range between the shooter and their target. If the
If you miss the original target then your shot has target is 10" away, for example, the miss may not
flown wild but may still land close enough to cause scatter by more than 5". However, a wildly scattering
damage. To determine where the shot has landed you shot may land outside its usual fire arc (90 degrees in
must make a Scatter roll. To do this you will require front of the firer) or beyond its usual maximum range.
two special dice, the Scatter dice (marked with arrows
and a hit symbol) and the Artillery dice (marked with If the centre of a blast or gas cloud template scatters
numbers and a ‘!’ symbol). Roll both these dice so from above ground level off over a ledge, then it
they land as close to the target as possible. dissipates harmlessly in mid-air unless the centre
reaches another ledge of the same level. It will also
If the Artillery dice shows a number this indicates how dissipate harmlessly if the centre scatters beyond a
far you have missed the target by – 2", 4", 6", 8" or 10". table edge. Obstructing terrain is ignored when
The direction in which the shot lands is indicated by working out where the template scatters to (eg, it may
the scatter dice arrow. Note the Hit symbol also has scatter through walls), but it will dissipate harmlessly
an arrow marked on it to indicate a direction. Place if the centre ends its scatter inside of a solid structure.
the template in the position indicated by the dice.

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. The maximum range of a whether you are firing a normal single shot or a
thrown grenade depends upon the Strength sustained shot. A single shot is worked out as normal
characteristic of the fighter. A fighter can throw a following the usual shooting rules, while a sustained
grenade a distance equal to his Strength x3. For shot is worked out as follows.
example, a ganger with a Strength of 3 can throw a
First roll to determine how many shots the weapon
grenade up to 9".
makes by rolling a number of D3s equal to the
Scattering weapon's sustained fire value. If the weapon has a
Grenades that use a template scatter if they miss just sustained fire value of greater than 1 then you can
like other weapons with blast markers. Work out either roll the number of dice indicated, or you can
scatter as described already, except that the number choose to roll fewer dice which reduces the chance of
on the Artillery dice is always halved because the weapon running out of ammo.
grenades are thrown at very short ranges. On the The number of shots rolled is how many ranged
other hand, the maximum scatter limit does not apply attacks the fighter can make which follow the usual
to grenades, which can bounce around all over the shooting rules. Each shot is treated as a separate shot
place before going off! A grenade thrown at a target 2" and must be worked through one at a time with all
away may therefore scatter up to 5" in any direction. shots being resolved before moving on to another
Note this doesn't apply to grenade launchers. fighter. Each of the shots follow the usual targeting
restrictions and must be made at the same target, or
Cover
another model within 4” of the original target.
Grenades are especially good at blasting fighters out
from behind cover as they can be simply lobbed over All of the shots indicated by the sustained fire dice
barricades or bounced around bulkheads. A fighter must be fired. However, if an Ammo roll is failed then
throwing a grenade reduces the to hit penalty when any remaining shots are not made. If the fighter can
targeting a model in cover by 1. So, partial cover is no longer see any targets but he still has shots
ignored and full cover counts as -1 to hit rather than remaining then they are wasted. Wasted shots must
-2. Note this doesn't apply to grenade launchers. still roll a to hit dice in 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. To shoot a
model as with any other ranged attack, instead only flamer weapon take the flamer template and place it
the horizontal distance is measured. This allows with the narrow end touching the base of the shooter
grenades to be thrown over a greater distance if a and the broad end over your target. The template
fighter has the high ground. Note this bonus doesn't must be centrally directed over the targeted model.
apply to grenade launchers. You cannot for example adjust the direction of the
template to hit more fighters. Models wholly covered
Smoke Bombs by the template are hit automatically and any models
As the name suggests, smoke bombs are designed to partially covered are hit on a roll of a 4+. Obstructing
produce clouds of smoke which are used to provide terrain is ignored when working out whether a fighter
cover. When you throw a smoke bomb you don’t is hit (eg, the flames may pass through walls).
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 out from
doesn't count as a small target. behind cover!

20
NECROMUNDA

OVERWATCH
Overwatch allows a model to shoot during the enemy
movement phase, representing fighters taking up a
position to shoot immediately as the enemy appear.
A model can go onto overwatch at the start of his
turn. A model must give up his whole turn to go onto
overwatch, therefore he cannot move or shoot. When
going onto overwatch the model can be turned to
face in any direction. The model cannot hide, but
can remain hidden if he started his turn in hiding.
During the enemy’s movement phase, the model may
shoot at any target at any time following the usual
targeting rules. The model could shoot before the
target moves, after it has moved, or actually while the
A Delaque armed with a flamer shoots at three Goliaths. target is moving. Overwatch is obviously useful for
Two are completely covered by the template and are shooting at enemy models as they dash from cover.
therefore hit automatically. The other Goliath is partially
Once a model has finished shooting, it ceases to be
covered by the template, and will be hit on a D6 roll of 4+.
on overwatch and is free to move and shoot normally
in its own turn, or go onto overwatch again if you
AMMO ROLLS prefer. If the model doesn't shoot in the enemy’s turn
then it also ceases to be onverwatch and can act as
Ammo rolls represent faults in guns or ammunition as
normal during his own turn as above.
well as the possibility of simply running out of ammo.
Power packs can fade or suddenly release a burst of If a model is hit whilst on overwatch then it loses its
energy, shells jam in the loading mechanism, explode overwatch status immediately. The same applies if the
or prove dud. No gun is absolutely reliable or has an model is forced to move for any reason – eg if a
infinite ammo supply, some are notoriously fickle. fighter’s nerve breaks he will lose overwatch status.
When rolling to hit a target a dice score of 6 indicates When you wish to shoot with a model on overwatch
that your weapon may have malfunctioned after firing begin by declaring that you are doing so and then
and an Ammo roll is required. Note you still hit your determine the position of the target at the moment of
target with the roll of a 6 and the successful shot is fire. Work out the shot as normal, however, there is a
worked out as normal. special -1 to hit modifier for shooting whilst on
overwatch.
Some weapons are more reliable than others. This is
reflected by the weapon’s Ammo Roll rating as shown If the target is charging the model on overwatch, then
in the Armoury section. Roll a D6. If you roll less than to represent the unnerving effect of the enemy’s rapid
the number indicated the weapon has malfunctioned. approach, a further -1 to hit modifier is also applied
The weapon and any ammo allocated to it is useless and the charger counts as a fleeting target. Note this
for the rest of the game. If you roll the score indicated only applies to the shooter and only if the charger is
or more then the weapon is alright and you can able to reach base contact.
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
Hand-to-Hand Combat target must take an Initiative test. If the test is failed
Any pistols used during hand-to-hand combat don't then he is too slow to react and cannot shoot at the
take Ammo rolls. Although pistols used in this fashion evasive figure as he darts back out of sight. The model
are very likely to be fired point blank, its ammo will still remain on overwatch, so can attempt to
expenditure is much less than if the fighter was shoot another enemy fighter that turn. If the test is
making a regular ranged shooting attack. passed then the model can be targeted as normal.

21
NECROMUNDA
HAND-TO-HAND COMBAT
Hand-to-hand fighting is a dangerous and desperate
kind of combat. With adversaries using swords and PROCEDURE
knives, point blank fire from pistols, and even fists, Combats are worked out as described below. Work
feet and heads to take out an opponent. It is either a through each combat one at a time until every fighter
very brave or foolish ganger to iniate hand-to-hand. has fought all enemy models that they are involved in
hand-to-hand combat with. The player whose turn it
is may decide the order of the combats.
WHO CAN FIGHT
Models which are touching base-to-base are said to be
engaged in hand-to-hand combat. This can only 1 THROW ATTACK DICE
happen once a fighter has charged an enemy, as Both players roll a number of D6’s equal to
models are not otherwise allowed to move into their model’s Attacks characteristic.
physical contact. See the Charge! section of the 2 WORK OUT COMBAT SCORE
Movement rules. Each player picks his highest scoring dice and
In the hand-to-hand combat phase all close quarter adds his model’s Weapon Skill (WS) to the
fighting is worked out. Regardless of whose turn it is, score. He then adds any Combat Score
all models that are engaged in hand-to-hand combat modifiers as shown on the opposite page. The
will fight. Unlike shooting, a model in hand-to-hand total is the Combat Score.
combat can fight all round against enemies to its side, 3 DETERMINE WINNER
front or rear. In reality the models are constantly The player with the highest Combat Score
moving, dodging, ducking and weaving as they wins. In the case of a tie the model with the
struggle to kill their adversaries. highest Initiative characteristic wins. If there is
Models fighting in hand-to-hand combat cannot do still a tie the combat is a stand-off.
anything else as they are far too busy struggling with 4 NUMBER OF HITS
their adversaries. Any very close range shots they are Compare the Combat Scores of both
able to make with pistols are taken into account in combatants. The difference between their
the hand-to-hand combat rules that follow. Combat Scores is the number of times the
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 put away both pistols and draw two swords.
If your fighter charged into combat this turn add +1
Even fighters that recently fired a basic, special or
to his Combat Score.
heavy weapon can still pull out combat weapons as
+1 HIGHER UP it's assumed his original weapon is slung or simply
If your fighter is standing on a higher level, platform, dropped during the hand-to-hand combat. Remember
or slope then add +1 to his Combat Score. though that fighters equipped with a basic, special or
heavy weapon do not gain the +1 Attack dice even
-1 ENCUMBERED
when using two close combat weapons in the hand-
If your fighter is carrying a heavy weapon, or other
to-hand combat.
heavy piece of equipment, he suffers a -1 penalty on
his Combat Score. The player must declare what weapons the fighter is
using at the start of the combat, starting with the
-1 OBSTACLE
player whose turn it is. Fighters cannot swap weapons
If you charge an enemy who is sheltering behind
around once they are fighting hand-to-hand; they
cover such as a low wall, then you suffer a -1 penalty
must persevere with their chosen weapons until they
on your Combat Score that turn. Note this penalty
are no longer involved in hand-to-hand combat.
only applies during the turn when you charge.
Note that hit modifiers for ranged weapons are never
applied in hand-to-hand fighting. These only apply
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 player
once with the sword and once with the laspistol. Any
whose turn it is may choose the order his models
odd hits can be resolved with either weapon.
fight, however, if he chooses a model that is in base
contact with multiple enemy fighters, then he must
ARMOUR MODIFIERS fight each of his opponents one after the other. He
Knives, swords and other close combat weapons may also choose the order these individual combats
often use the fighter’s own Strength. The chart below are fought in, but they must all be resolved before the
is used to determine any saving throw modifiers when player can move on to one of his other models.
a model’s own Strength is used. The first combat an outnumbered model fights in that
turn is worked out exactly as described for one-on-
Model's Strength Armour Save Modifier one fights. If the outnumbered model survives then
3 or less 0 the next opponent he faces that turn now rolls an
4 -1 extra Attack dice and adds a +1 bonus to his Combat
5 -2 Score. Each subsequent enemy he fights gains a
further Attack dice and adds a further +1 to his
6 -3 Combat Score. For example the third enemy has +2
7 -4 Attack dice and +2 Combat Score, the fourth has +3
8 -5 Attack dice and +3 Combat Score, and so on.
9 or more -6

FOLLOW-UP
THE PARRY If all of a model’s hand-to-hand opponents go out of
Fighters armed with swords can attempt to turn aside action, or break from the combat, the model may
an opponent’s blows. To represent this, a model with make a special follow-up move. This is an exception
a parry can force an opponent to re-roll one of his to the normal turn sequence and it makes no
highest scoring Attack dice before working out his difference whose turn it is. The model can be
Combat Score. However, you can only parry if your immediately moved up to 2". You can use this 2"
opponent's highest scoring Attack dice is greater than move to get behind cover, to engage another model
your own highest scoring Attack dice. For example, if in hand-to-hand combat, or in any way you wish. You
you rolled a 5 and your opponent rolled a 3 then he can cross an obstacle without penalty during a follow-
cannot be parried, but he can parry you. Remember, up, but other terrain penalties apply as normal.
if your opponent has 2 or more Attack dice he can
always choose his next highest score rather than the If you use a follow-up move to engage another enemy
score of the re-rolled dice. then move the model but don’t work out further
combat that turn. The fight continues in the next
If both combatants are fighting with swords then the hand-to-hand combat phase. This is because the
ability to parry cancels out and neither may do so. In fighter has insufficient time to do anything other than
the unlikely event that a model carries two swords it follow-up. Note using a follow-up in this way is
may parry twice – that is, it may force two re-rolls or considered a continuation of hand-to-hand combat,
one re-roll against a model with a single sword. so the fighter will not receive the usual charging
bonus to his Combat Score nor can he swap weapons.
FUMBLE Note that a follow-up doesn’t affect a model’s ability
In the mayhem of close combat it is only too easy to to move in its following movement phase. The follow-
trip or overbalance and leave yourself open to a quick up is an extra bonus move which reflects the intense
punch or stab. Any Attack dice rolls of a 1 indicate activity of close quarter fighting.
that you have tripped, dropped a weapon, or
otherwise fumbled. For each fumble rolled your
opponent may add +1 to his own Combat Score.

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
their movement phase so long as at least one friendly
model continues to fight.
Nerve Tests
A fighter may be called upon to take a test to see if his
nerve holds. A nerve test works in the same way as a
PINNED FIGHTERS AND Leadership test. If the test is passed then the fighter
HAND-TO-HAND COMBAT keeps his nerve and there is no further effect.
Fighters cannot be pinned when fighting hand-to-
hand combat. A fighter who is hit whilst engaged in Breaking Fighters
hand-to-hand combat, even if hit by shooting in the
If a gang fighter goes down or out of action, then
shooting phase, is not pinned. If a fighter is already
each friendly model within 2" must take an immediate
pinned when he is charged then the pin is discounted
nerve test. If multiple fighters are required to take
as soon as he is engaged. The pressing need to
nerve tests at the same time then the owning player
defend himself galvanises the fighter into action.
may choose the order they are taken.
If the model was hit from a high impact weapon then
MOVING FROM COMBAT any resulting nerve tests incur a -1 Leadership
Once models are engaged in hand-to-hand fighting penalty. The sight of a fellow ganger being ripped to
they cannot move away in their movement phase. shreds by such a devastating weapon is enough to
They must stand and fight until they are taken out of knock the confidence of even the hardiest of fighters.
action, until they take out their enemies, or until one
or the other breaks and runs as described later. The If the nerve test is failed then the fighter is broken
only exception to this is in a multiple combat, where and you can indicate this by placing a Broken counter
fighters who go down can crawl away so long as by the model if you wish.
friends continue to fight. The broken fighter is momentarily panicked or
shaken and will attempt to run for cover. He might
CHARGING DOWN FIGHTERS recover sufficiently to return to the fray once he has
steeled himself to fight on.
Models who are down can be charged just like any
other fighter. During the hand-to-hand phase a fighter
may finish off downed enemy models in base contact BROKEN FIGHTERS
with him as explained in the Fighters Down section As soon as a fighter is broken he turns tail and runs
above. Note even if no combat is rolled it still counts for cover. This movement takes place outside the
as a hand-to-hand combat so the fighter can make a normal turn sequence and is worked out
follow-up move as normal. immediately. The fighter makes a dash of up to 2D6"
away from the closest enemy (ie he cannot end the
Special Injuries move closer to that enemy model). Roll the dice and
determine how far the model runs. The player of the
Some hand-to-hand weapons use special injury rules,
broken fighter may choose where and how far he
such as shock mauls and high impact weapons. These
runs. Alternatively, if he can get out of sight by staying
special rules only apply if the weapon inflicted a
where he is and hiding then he may do so instead
wound in hand-to-hand combat and rolled an Out of
(see the Movement section).
Action injury result. If the fighter was using multiple
weapons which each inflicted an Out of Action injury In subsequent movement phases the broken fighter
then you can choose which one of the weapon's will continue to move as explained above until he has
special rules will take effect. Note this only applies to recovered his nerve.
wounding injuries inflicted in hand-to-hand combat,
down fighters that are automatically taken out of
action ignore this rule.

25
NECROMUNDA
A broken fighter may do nothing other than run to THE BOTTLE ROLL
cover and remain there while he attempts to recover
The Bottle roll is a special test the player must make
his nerve as described below. He may not otherwise
at the start of his turn, before all other actions, if a
move and he will not shoot.
quarter (25%) or more of his gang is down or out of
Combat with Broken Fighters action. For example, in a gang of 10 men a test is
required if 3 or more men are down or out of action.
Should a broken fighter be charged and forced into a
hand-to-hand engagement then he is in deep trouble! Sometimes not all gang members will show up to a
While broken a fighter’s WS counts as 1. If he fight or may arrive later as reinforcements. Only the
survives the hand-to-hand phase, even if he wins, he fighters that have participated in the game thus far are
automatically breaks from combat and runs for cover used to determine when a Bottle roll is needed – ie
at the end of the phase as described below. not the total size of the full gang.

Breaking from Hand-to-hand Combat Some scenarios also allow fighters to voluntarily leave
A fighter who loses his nerve and breaks while the fight. For example, attackers in a Hit & Run can
fighting hand-to-hand combat turns away from his move off a table edge when they have completed their
enemy and runs away 2D6" just like any other broken mission. Fighters that leave a fight do not count as
fighter. Because a broken fighter is turning his back down or out of action for purposes of the Bottle roll.
upon the enemy he is very likely to be struck as he To take a Bottle test roll 2D6. If the score is more
turns to flee. To represent this the model takes one than the Gang leader’s Leadership characteristic then
automatic hit from his enemy. Work this out as soon the test is failed and the gang bottles out of combat.
as the fighter breaks and before he is moved. The game ends immediately and surviving fighters
However, this automatic hit does not apply if the retreat from the area. A failed Bottle roll is the most
enemy striking the hit is currently involved in a common way for a game to end. If the score is equal
multiple combat. The enemy is far too busy defending to or less than the Leadership characteristic the player
himself against any remaining assailants. Note it may has passed the test and may continue to fight.
happen that all of the fighters involved in the multiple If the gang’s leader is down, broken or out of action,
combat fail their never tests, in which case the last then the player may not use his Leadership to take the
fighter to flee suffers the automatic hit. test. Instead, use a model's Leadership characteristic
of your choosing amongst the remaining fighters who
Recovering Your Nerve are neither down, broken, nor out of action.
A broken fighter may attempt to recover his nerve
during his recovery phase so long as he is either A player may voluntarily fail a Bottle roll if he wishes
hidden or the enemy cannot draw line of sight to him. to do so. In which case there is no need to actually
To attempt to recover a fighter’s nerve, the model take the test, it is assumed to automatically fail as the
must take a nerve test. If the test is passed then he gangers melt into the shadows and retreat. Note that
recovers his nerve and can fight normally from then all the conditions for taking a Bottle roll (25%
on. If the test is failed then he remains broken. causalities) still need to be met.

Broken That Turn


It is not possible to be broken and recover your nerve
during the same turn. Consequently, a fighter who
loses his nerve during his own side’s turn will not be
able to recover in the recovery phase of that turn.

Pinned Fighters
If a pinned fighter is broken then he automatically
escapes from pinning and makes a dash for cover as
normal. Broken fighters cannot be pinned.

Downed Fighters
Fighters that are down can be broken as normal,
however their injuries mean that they can only crawl
up to 2" instead of the usual 2D6" dash.

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.

FALLING ONTO ANOTHER MODEL


FALLING In the unlikely event that someone else lies directly in
the path of a plummeting fighter then he may also be
The multiple intertwining levels and gantries of the hurt. The hapless individual is hit on a D6 roll of a 4,
Underhive afford fighters ample opportunity to fall 5 or 6. He sustains the same strength hit as the faller,
from dizzyingly great heights. suffering 1 or D6 wounds depending on the distance
of the fall, or may even be automatically taken out of
TEST TO FALL action if the fall was more than 10". If struck by the
If a fighter becomes pinned or goes down within 1" of falling fighter, and assuming he doesn’t go down or
an edge there is a chance he will slip and fall off over out of action, the victim is pinned as if hit by a shot.
the ledge. To determine this he must take an Initiative Assuming the faller and victim survive, reposition the
test. If the test is failed then he falls over the nearest fallen model so he is not in base contact to make it
edge to the ground below. clear they are not in hand-to-hand combat.
If a fighter is engaged in hand-to-hand fighting within JUMPING DOWN
1" of an edge then he may fall off if he loses the A model can jump down from a higher level to
combat. After any hits against him from that combat another below if the height is 3" or less and he has
have been resolved, and assuming he wasn't taken out enough movement to cover the fall. If the fighter
of action by his opponent, the fighter must take an elects to do this then he may take an Initiative test.
Initiative test. If the test is failed then he falls over the
nearest edge to the ground belew. If the test is failed the fighter lands clumsily and
suffers a hit just as if he fell. If the test is passed then
If a fighter is forced to move in a random direction, the fighter lands safely and can continue his move.
such as due to moving through smoke, then there is a Each 1" fallen costs 1/2" of movement. So for
chance he may fall if he touches an edge. The fighter example, if a ganger moved 2" to a ledge and
must take an Initiative test. If the test is failed then he successfully jumped down 2" then he will have used
falls over the edge to the ground. If the test is passed 3" of movement.
then the fighter ends his move at the edge.
JUMPING ACROSS
If a model that is currently in mid-air becomes pinned A model can attempt to jump across a horizontal gap
or goes down (eg, if a flying creature is shot from from one side to the other as long as he has enough
overwatch) then it will fall down from the point it was movement to cover the gap.
hit. There is no test to fall, the model will
automatically fall to the ground below. Move the model up to the gap and roll a D6. If the
number rolled is equal to or greater than the number
DAMAGE of inches required to jump the gap then he
A fighter who falls sustains an automatic hit at a successfully jumps over to the other side. The fighter
strength equal to the height of the fall in inches. can continue his move if he has any remaining
Where a wound is suffered a fall of up to 3" will inflict movement left. Each 1" jumped costs 1" of movement.
1 wound, and a fall of more than 3" will inflict D6 If he fails to cover the gap, either because the D6 was
wounds. A dizzying fall of more than 10" is assumed too low or he doesn't have enough movement left,
to automatically take the fighter out of action. Armour then the fighter plummets down as per a fall.
saves do apply to wounds sustained by falling. Save
modifiers are the same as for hand-to-hand combat
hits. So S4 counts -1, S5 -2, S6 -3 and so forth. A
model which falls without going down or out of
action is pinned, just as if he was hit by enemy fire.

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.
However, 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 (the Save
Orlock A shoots at the Goliath, but rolls a 1 on his ‘to hit’ Modifier is also reduced if applicable). In the case of
roll. As Orlock B is within 1/2” of the line of fire, there is a weapons that use templates, no template is used: the
chance he will be hit by the stray shot. blast is confined solely to the firing model.

28
NECROMUNDA

catching FIRE FLYING


Some weapons fire short bursts of flaming chemicals Some winged beasties are capable of flying through
that not only burn the victim's flesh but can also set the ruinous Underhive. Models that can fly can move
their clothes on fire. If a fighter is hit by a flame in any direction and ignore any difficult and very
weapon then he stands a chance of catching fire. The difficult ground penalties. Note the model must end
chance of this happening is based on the weapon its turn on the ground – ie not flapping in mid-air.
used as the more powerful flame weapons can
Flying models can also glide between structures as
unleash a more concentrated sheet of fire. Any
long as the whole move is downwards. Each 1" down
models that suffer a hit from a flame weapon and that
allows the model to move an extra +1". However, the
don't go out of action must roll a D6. If the score is
extra move cannot exceed the model's base move. For
equal to or greater than the number shown below
example, a model with a Move characteristic of 4 can
then the unfortunate fighter has caught fire!
gain a max bonus of +4" when moving normally, or a
Weapon Chance of Catching Fire max bonus of +8" if the model runs.
Hot Shot Shells 5+
Hand Flamer 5+
Flamer 4+ ATTACKING TERRAIN
Heavy Flamer 3+
Some scenarios make use of special destructable
Any models that are on fire must take a Strength test terrain pieces, such as the gateway in The Raid or the
at the start of their turn. If the test is passed then the water still in a Hit & Run. These structural features
fighter manages to beat out the flames. The model is can be attacked as described below.
no longer on fire but cannot do anything else for the
remainder of the turn. Although not strictly accurate it is convenient to think
of structures as being able to take a fixed number of
If the test is failed then the fighter is unable to 'wounds’, just like fighters. Structures also have a
extinguish the flames and he continues to burn. The Toughness value and they can sustain a certain
model automatically suffers a flesh wound and is number of wounds before they are destroyed or
unable to do anything except he staggers D6" in a damaged. For example, a water still has a Toughness
random direction. of 6 and 1 Wound.
Any friendly fighters in base-to-base contact with a A structure can be shot at just like an enemy fighter.
model on fire at the start of his turn can help beat out You must therefore roll to hit and score wounds as
the flames. The model cannot do anything else that normal. Some structures will be easier to hit than
turn. If the fighter helps out in this way then his fighters because they are large targets (+1 to hit).
Strength characteristic is added to the model's when
he takes the Strength test. A fighter can use Krak grenades or Melta bombs as
demolition charges. The device can be placed upon a
Fighters that are down can catch fire and follow the structure in base contact of the fighter during his
rules as above, except that if the fighter fails the hand-to-hand phase as long as he didn't run, charge,
Strength test then he doesn't move at all that turn. or shoot and isn't engaged in hand-to-hand combat.
Fighters that are on fire are immune from pinning No roll is required to hit. The bomb is fastened to the
and nerve tests and so will automatically recover if structure by means of its magnetic casing, it explodes,
already pinned or broken. and the target is hit automatically.
Any fighters that are on fire cannot be involved in Alternatively, a fighter can strike a structure in base
hand-to-hand combat and so cannot be charged. If a contact in his hand-to-hand phase as long as he didn't
fighter was already in hand-to-hand combat before run or charge. He cannot fight hand-to-hand combat
catching fire then the combat is immediately broken against an enemy or shoot his weapon in the same
and the two models are separated from base contact. 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. Note only hand-
to-hand weapons can be used to strike at terrain in
this way. If the fighter has multiple hand-to-hand
weapons then you can choose which weapon is used
for each Attack.

29
NECROMUNDA

FEAR STUPIDITY
Fear is a natural reaction to horrific mutants, Many large and severely mutated creatures are so
unearthly psychic powers, and some particularly dim-witted that they often behave in a fairly random
gruesome injuries. To represent this, models must and stupid way. A gang fighter can also sometimes be
take a nerve test when confronted by fearsome reduced to a state of bafflement as a result of injuries
creatures or circumstances. or shock. Such individuals are described as stupid.
If the fighter is charged by a model which causes fear Stupid models must take a Leadership test at the start
and reaches base-to-base contact then he must take a of each of their turns to determine how they react. If
nerve test. If the test is failed then the fighter is the test is passed the model may act normally. If the
broken. However, the fighter is rooted to the spot in test is failed the following rules apply until the start of
fear and so does not immediately break from combat, the next turn.
but will still break at the end of the phase as normal.
If the fighter declares a charge against a model which
causes fear then he must take a nerve test. If the test
1 If fighting in hand-to-hand combat the model is
temporarily disoriented or confused. Roll a D6
before each hand-to-hand phase.
is failed then the fighter cannot charge and he is
momentarily transfixed by fear. The model is unable 1-3: Roll no Attack dice this turn. Your WS still
to do anything else for the rest of the turn. counts towards the Combat Score
representing basic instincts only.
4-6: Fight normally.

TERROR
Terror is a more potent form of fear. Just as some
2 If not fighting in hand-to-hand combat roll a D6
to determine how the model moves at the start
of your movement phase.
horrific creatures are so ghastly they cause fear, others
1-3: Roll a Scatter dice. The arrow indicates the
are even worse and cause terror instead.
direction in which the model moves this
Circumstances which cause terror automatically cause turn. The model moves its full normal move
fear as described above. In addition, a nerve test is distance. If the model moves into contact
required if the model is within 8" of a creature which with an enemy it becomes engaged in hand-
causes terror at the start of the model's turn. If the to-hand combat and may or may not fight
test is failed then the fighter is broken as described in (roll as above).
the Leadership section. 4-6: The model does not move.

SPECIAL FEAR AND TERROR LIABILITIES


Later on you may acquire fighters who are sufficiently
3 The model can do nothing else this turn. The
fighter will not shoot weapons or otherwise
move unless he loses his nerve and runs 2D6" to
repulsive enough to cause fear themselves! Obviously cover as described in the Leadership section.
individuals who are so impressively hideous are not
The model does not have to take any further
4
going to be put off by others of their kind.
Leadership-based tests for fear or terror, but
A model which causes fear does not have to take tests must still take tests to keep its nerve. If such a
for fear. It treats any enemy which causes terror as test is failed the model will run 2D6" to cover.
causing fear instead – ie, it does not have to test just The rules for broken fighters override the rules
because the model is within 8" at the start of its turn. for stupidity. The fighter is also unaffected by the
A model that causes terror cannot be affected by rules for hatred and frenzy.
either fear or terror.
Eventually you may acquire fighters who become
utterly horrorsome individuals for many reasons.
Naturally a fighter with a Killer Reputation is going to
be more fear-inducing if he has the Horrible Scars to
match! If a model has multiple rules that cause fear or
terror then each subsequent rule will incur a -1
Leadership penalty to any nerve tests he inflicts
through fear and terror. Note duplicates of the same
rule do not count (eg, a fighter that falls into a Chem
Pit multiple times only counts as a single rule).

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 if able to do so.
For those who cannot afford the price of Only his normal charge range is used when
Wildsnake the next best is quite literally working this out – ie double his move rate which
Second Best. Second Best is brewed from rat will usually make it 8". All other bonuses to his
pelts too mouldy to use for anything else, charge range, such as from the Leap skill or a
slugs too rancid to sell as slave food, and berserker chip are ignored. Note this automatic
household waste so disgusting that it’s better charge is only worked out once all other regular
not to think about it. charge moves have been resolved that turn.

Conveniently, it is almost impossible to


think about anything after drinking a bottle
of Second Best...
2 The frenzied model doubles his Attacks
characteristic. For example, A1 becomes A2, A2
becomes A4 and so on.

3 Frenzied models cannot parry (see Parry in the


Hand-to-Hand Combat section).

4
Frenzied models must use their 2" follow-up
move to engage in hand-to-hand combat if
HATRED possible. Otherwise they must use the extra
move to move closer to the nearest enemy. They
Hate is a powerful emotion and in the Underhive may not use a follow-up move to get behind
there is plenty of opportunity for gangs to develop cover or retreat (see Hand-to-Hand Combat).
bitter rivalries. Grudges and ingrained animosity can
lead to feuds that tear gangs apart and leave dozens
dead. This is represented by the special rules for
5 Frenzied models are never affected by fear or
terror, nor are they affected by hatred.

6
hatred. Hatred can often develop following disturbing If a frenzied model loses his nerve and is broken
injuries. as described in the Leadership section, then the
Frenzy rules no longer apply for the remainder
Most gangs will have fighters that hate an enemy gang of the game. The fighter has taken a beating and
member over the course of a campaign. The following his sense of self preservation asserts itself.
rules apply to models which hate their rivals.

1 If a fighter can see a hated adversary then all


nerve tests are taken as if he had a Leadership
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
characteristic of 10. splendidly berserk fighter to calm down and
behave sensibly! To gain control over the model
2 A model fighting hand-to-hand combat with a
hated foe can re-roll any of his own Attack dice
in the first turn of any hand-to-hand combat
take a Leadership test as you would for testing
your nerve. If the test is passed then the fighter
engagement. After the first turn the model has is under control and can act normally –
vented his pent-up anger and fights as normal. however, none of the special Frenzy rules
described above will apply. This control lasts

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
until the start of your following turn.

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 Hand-to-Hand Combat Weapons
are used in the various scenarios given in the ‘Playing These are weapons designed for use purely at close
a Campaign Game’ section (see page 109). For quarters such as swords, knives, axes and crude clubs.
example, screamers and stummers are used with the Such weapons cannot be used for shooting but only
special rules in the Raid and Rescue scenarios, being in hand-to-hand combat.
alarm devices and sound mufflers respectively. Players
fighting these scenarios will appreciate how useful Pistols
such devices can be. Pistols are small hand-held firearms which can be
used at close quarters or at longer range. A fighter can
Other items are used in the context of the broader
shoot with a pistol or use it in hand-to-hand combat.
Necromundan Underhive campaign described later in
the ‘Playing a Campaign Game’ section (see page
Basic Weapons
109). For example, the lobo-chip will cure a fighter of
Basic weapons are larger, heavier firearms generally
the longterm effects of a head wound sustained in a
carried and fired using two hands. You can shoot in
previous game. Other devices can help to acquire
the shooting phase with such a weapon but it confers
territory. For example, the Isotropic fuel rod enables
no advantage in hand-to-hand fighting.
a gang to set up a new settlement, while the Ratskin
map guides the gang through secret passages and into
Special Weapons
old treasure domes.
Special weapons are similar to basic weapons in terms
Don’t worry about learning the rules for every of their size and the way they are used. However, they
weapon and item of equipment as this isn’t necessary. are more complex in design, costly, and far more
The pages that follow provide you with all sorts of specialised in nature. Due to this, only the gang's
information which can be referred to as and when leader and heavies can use special weapons.
needed. There is a summary chart for the various
weapons for convenience. To start with, players Heavy Weapons
should familiarise themselves with the weapons their Heavy weapons are even larger and heavier than basic
gang is armed with. Once players have mastered weapons, and are generally more powerful and have a
these, new weapons and unusual items of equipment longer effective range. Many can spit out vast amounts
may be introduced as required. of bullets while others are designed to punch holes in
tanks or create large blasts. Heavy weapons are
This section describes the different weapons that difficult to maintain and are cumbersome to fire so
gang fighters can carry. Some of these weapons are only the gang's heavies can use them. In hand-to-hand
common, simple and even cheap, whilst others are combat a weighty weapon is a disadvantage and
rare, technically complex and expensive. fighters carrying one will suffer a penalty.
A gang may be equipped with any weapons it can
afford within the limits discussed later. Models are Grenades
available with a wide variety of weaponry, and are Grenades are small bombs or grenades that are
always assumed to carry the weapons they are thrown by hand and which explode on impact. A
depicted with. Holstered pistols can obviously model can throw a grenade instead of shooting a
represent any pistol weapon, whilst grenades can be weapon in the shooting phase.
assumed to be concealed, so a model not depicted
with grenades can still carry them. All fighters are Uncategorised
assumed to carry a knife even if the model itself does Some specialist items, such as grapnels, can be used
not visibly have one. to shoot but otherwise don't fall within the other
weapon types. Any items capable of making a ranged
TYPES OF WEAPON attack which isn't specifically catergorised cannot be
All weapons are divided into one of the following used in hand-to-hand combat, nor can they make use
broad categories. of items and skills specific to certain weapon types,
such as a telescopic sight or Rapid Fire skill.

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 -2 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
eg 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 – eg 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 –
eg 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 roll. 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 unlikely implement. A massive weapon is hard most maniacal fighters would use them, swinging it
to swing because of its weight, but when it strikes an around their head with long powerful strokes, as the
enemy it will cut him in two or crush him to a pulp. wielder must struggle to keep his balance whilst
avoiding the chain itself.
Range Strength Damage Save Mod.
Close Combat As user +2 1 - Range Strength Damage Save Mod.
Close Combat As user +1 1 -
Two-handed: It requires two hands to swing a
massive weapon so it can never be used together with Nullify: Each flail cancels out an opponent's parry.
another weapon. Note parries that nullify each other take precedence.
Mighty Blow: The sheer mass of a massive weapon For example, a fighter using a flail and a sword cannot
combined with the momentum of a charge makes it parry against an opponent using a sword.
difficult to retaliate. If the fighter charged into combat Clumsy: Each flail will double one of your fumbles.
that turn then an opponent rolls one less attack dice For example, if a fighter uses two flails then the first
for the duration of the turn (to a minimum of 1). two fumbles he rolls will each add +2 to your
Draws: Due to the ponderous lurching swing opponent’s Combat Score.
required to wield this weapon your opponent is likely
to catch you on the upswing. If the combat ends in a
draw then the model's Initiative is halved when
working out 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
The power sword may look much like an ordinary government except on the very highest level. None-
sword but it is actually a technically sophisticated and the-less, shock mauls can sometimes reach the
very deadly weapon. The sword’s hilt and blade Underhive where they make a prestigious alternative
incorporate an energy source and a disruptor to the power sword. The maul contains an adjustable
generator which sheathes the blade in a shimmering energy generator that can produce a powerful
blue energy field. The field demolecularises any solid electrical discharge. This allows the user to bash a
matter allowing the sword to easily tear through even hole through a wall or conveniently stun a victim.
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.
City and traded down through the hive. Crude but
effective versions are made in the Underhive Range To Hit Save Ammo
workshops themselves. Ammunition, spares and Short Long Short Long Str. Damage Mod. Roll
repair facilities are relatively easy to find throughout
0-8 8-16 +1 - 3 1 - 4+
the Underhive, and traders always have guns and
ammunition for sale. Because of its high rate of fire, Dum-dum Bullets: A stub gun can be loaded with
the autopistol is astonishingly accurate at the short dum-dum bullets. A supply of these powerful hand-
ranges favoured by some gang fighters. made bullets costs extra, but they are more effective
than standard ammunition adding +1 to the Strength
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll of any hits (Strength 4 rather than 3). However, if an
Ammo roll is failed while firing dum-dums then the
0-8 8-16 +2 - 3 1 - 4+ weapon automatically explodes. Dum-dum bullets
follow the usual ammo rules as explained in the
Ammuntion & Gunsights section.
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 the
overcome by the toxin for the rest of the game. shot has been resolved you must roll a D6 on the
Remove the model as you would any other that 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 in the fighter's next
as The Raid. turn nor in the following opponent's turn.
3-4 Overheat: The weapon needs to cool down so
cannot be fired in the fighter's next turn nor in
the following opponent's turn.
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 fuel
envelop and ensnare their target, trapping and
so hand flamers often run out of ammo. The unstable
rendering them immobile. The sticky mass quickly
and temperamental nature of the fuel also means that
shrinks and hardens holding the target fast and
some containers prove useless whilst others explode
preventing them from making the slightest move. A
unexpectedly as they are loaded. Nevertheless, the
victim who struggles too hard may be strangled or
hand flamer is a very dangerous weapon that spreads
crushed by the constricting mesh. Web pistols are
a sheet of flame over a short distance which allows it
bulky with a coned nozzle and a distinctive canister
to claim several victims with a single shot.
containing the web chemical. Although easily
available uphive, both the weapon and its chemical Range To Hit Save Ammo
ammo are hard to get hold of by Underhive traders. Short Long Short Long Str. Damage Mod. Roll

Range To Hit Save Ammo Template - - 3 1 -1 5+


Short Long Short Long Str. Damage Mod. Roll
Flamer: The hand flamer’s shot is represented by the
0-6 6-9 - -1 - special - 6+ flamer template. This is used as described in the
Shooting section. However, due to the hand flamer's
Webbed Targets: Once a web pistol has hit its target limited ammo, any models partially covered by the
the victim is automatically enmeshed – there is no roll template are not hit at all.
for wounds and no armour saving throw is allowed.
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 but
may not do anything for the rest of the turn. If the
total is less than 9 then he automatically suffers 1
wound, though an armour save can be attempted. 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 carrying a web pistol takes an
enemy model out of action in hand-to-hand combat,
and the pistol has not ran out of ammo, then roll a
D6. On a roll of 4+ the enemy fighter has been
captured! The enemy model does not make a roll on
the Serious Injuries chart, instead it is automatically
assumed a Captured result was rolled.

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
The majority of autoguns are made in the factories of
packs come from the same source and some are made
Hive City and traded down through the hive. But
locally. Supplies of parts are plentiful and repairs
some crude but effective versions are also made in the
easily effected.
ramshackle Underhive workshops. Ammo, 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 plenty of guns although the weapons are not the most powerful they
and 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 - 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
Critical 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
over an edge as a result of a shotgun hit from a solid 0-4 4-18 +1 -1 4 1 - 6+
slug, manstopper or hot shot shell counts his
Catch Fire: If a target is hit by a hot shot shell then he
Initiative with a -1 penalty. For example, if his I is 3 he
will catch fire on a roll of 5+.
will fall on a score of 3-6 rather than 4-6.
Ammo: A variety of shell types are available and their Bolt Shell
different effects are summarised on the profile. Each This is a small self-propelled missile. In fact it is a
type has its advantages. Some are effective but charge adapted from a boltgun round, and has similar
expensive and often unreliable. Shotgun ammo properties including being somewhat temperamental.
follows the usual ammo rules as explained in the
Ammuntion & Gunsights section. Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
Solid Slug 0-4 4-24 +1 - 4 1 -1 6+
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.

Range To Hit Save Ammo


Short Long Short Long Str. Damage Mod. Roll
0-4 4-18 +1 -1 3 1 - 4+

Saturation: 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, if the shot hits roll a dice for any other
models in base contact with the target model. Any
such models are hit on a 4+, in a similar way to blast
weapons. Resolve hits as normal.

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

Autoslugger MELTAGUN

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

Sustained Fire: 1 dice. 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 in the fighter's next
falls to the ground. The model counts as down turn nor in the following opponent's turn.
except he cannot move.
3-4 Overheat: The weapon needs to cool down so
5-6 Out of Action: The target slumps lifelessly to the cannot be fired in the fighter's next turn nor in
ground. He may be dead or barely living, but is the following opponent's turn.
overcome by the toxin for the rest of the game.
Remove the model as you would any other that 5-6 Stable: The weapon remains stable and can be
was out of action. fired again as normal next turn.

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.
Move or Fire: All heavy weapons are weighty, cumbersome affairs which take quite a bit of physical strength and
energy to carry and use. Due to this a fighter cannot fire a heavy weapon if he moved during his movement phase.
Encumbered: The sheer impracticality of lugging a heavy weapon around means if a fighter carries one of these
weapons then his Combat Score suffers a -1 penalty during any hand-to-hand combats.

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 and frequently malfunction. The user can
mitigate this by firing on a low energy discharge.
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll Firing on Low Energy:
0-20 20-72 - - 8 D6 -5 4+ Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
Sustained Fire: 1 dice.
0-20 20-40 - - 7 D3 -4 4+
Firing on Maximum Power:
HEAVY BOLTER Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
All bolt weapons are highly advanced and technically 0-20 20-72 - - 8 D6 -5 6+
sophisticated, and the heavy version is the most
effective and most complex weapon of its type. They Blast/Gas Cloud: A heavy plasma gun shot envelops
are extremely bulky and are often known as the ‘back an entire area in a searing discharge so uses the blast
breaker’ by those who carry them. Like all bolters it is template. If it is fired on maximum power then it uses
noisy and the shells explode when they hit their the gas cloud template instead.
target causing great devastation.
Energy Levels: You can choose to shoot the heavy
Only very experienced and relatively wealthy fighters plasma gun on a low energy setting or maximum
can afford to own and use a heavy bolter. The power. If shot on maximum power then after the shot
constant and demanding maintenance routine also has been resolved you must roll a D6 on the Gets Hot
makes it an unwise choice for a novice. For those who table below to see if the weapon malfunctions.
know what they’re doing it is a prestigious weapon
carried by the most dangerous of fighters. Gets Hot
Range To Hit Save Ammo 1-2 Critical: The weapon vents super-heated gases
Short Long Short Long Str. Damage Mod. Roll that inflict a D3 Strength hit against the user. The
weapon also cannot be fired in the fighter's next
0-20 20-40 - - 5 D3 -2 6+
turn nor in the following opponent's turn.
Sustained Fire: 2 dice. 3-4 Overheat: The weapon needs to cool down so
cannot be fired in the fighter's next turn nor in
the following opponent's turn.
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 Ammo: Missile ammo follows the usual ammo rules as
contains enough fuel for several shots. The heavy explained in the Ammuntion & Gunsights section.
flamer spreads a sheet of flame over a short distance.
Range To Hit Save Ammo
At this range it is impossible to miss and multiple
Short Long Short Long Str. Damage Mod. Roll
victims can be claimed with a single shot.
0-20 20-72 - - - - - 6+
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod. Roll
Super Krak Missile
Template - - 5 D3 -3 3+ This missile contains a powerful implosive charge
designed to crack open heavy armoured targets.
Move And Fire: Unlike other heavy weapons the heavy
flamer has no recoil and requires little aiming, so a Strength Damage Save Mod. Special
fighter can move and fire it just like a normal gun. 8 D6 -5 High Impact
Flamer: The heavy flamer’s shot is represented by the
flamer template. However, the sheer intensity of the Frag Missile
heavy flamer's breath means any models partially This missile scatters shrapnel over a wide area making
covered by the template are also automatically hit. it ideal for scything down groups of exposed fighters.
Ammo Roll: The heavy flamer is required to take an Strength Damage Save Mod. Special
Ammo roll each and every time it fires.
4 1 -2 Gas Cloud
Catch Fire: Any models hit by a heavy flamer catch fire
on a roll of 3+. Gas Cloud: A frag missile spills its explosive contents
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 -
Demolition: The krak grenade can be affixed to any
stationary structure as explained in the Attacking Demolition Only: The melta bomb cannot be thrown
Terrain part of the Advanced Rules section. Note krak like an ordinary grenade and its size prevents its use
grenades allocated to a grenade launcher cannot be in a grenade launcher. Instead it may be affixed to any
used in this way. stationary structure as explained in the Attacking
Terrain part of the Advanced Rules section.

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 blast weapons. the start of the turn.
Note 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. The model must take a Leadership test.
If passed the victim resists the visions and is
Any model hit by gas must take a Toughness test. If unaffected. If failed, 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 rules for blast weapons.
3 Over There! The victim is convinced the enemy is
Disperse: Gas clouds can last for several turns, or all around him, lurking behind every piece of
slowly disperse or drift away altogether. Test at the cover. The victim doesn't move this turn but must
beginning of both players’ turns. At the start of each blast off with any weapon once in a random
turn roll a D6. Note if a cloud dissipates it still affects direction. The nearest model, friend or foe, that
models within it at the start of the turn, and if a cloud he can see becomes the shot's target. The target's
drifts it affects all models ‘hit’ by the gas as it drifts. opposing player chooses the weapon, ammo, etc,
that is fired. Roll to hit and wound like any other
1-2 The gas shrinks to a blast template in size. If the shot. If there is no eligible target then roll a dice
cloud has already previously shrunk then it anyway to see if an Ammo roll is required for a
dissipates causing no further harm. weapon chosen by the victim's opponent.
3-5 The gas remains where it is. 4 Run For It! The victim is overcome with terror,
6 The gas cloud drifts D6" in a random direction. his eyes widen and he starts to dribble and gibber.
Any models touched by the gas are hit following The model is automatically broken, just as if he
the usual rules for blast weapons. The drifting had failed a nerve test.
cloud also follows the scattering blast weapon 5 Traitors! The victim becomes convinced his
rules in regard to it moving through obstructing fellow fighters are out to get him!. The victim
terrain and it dissipating harmlessly. doesn't move this turn but may shoot at a friend.
The victim's opponent may turn the model and
Choke choosing the weapon, ammo, etc, may shoot
Fighters affected by Choke fall to the floor and are following the usual rules, except the victim treats
helpless whilst they remain in the cloud. Models can all friendly fighters as the enemy and vice-versa.
crawl 2" and attempt to leave the cloud, but they
cannot shoot or do anything else if within the cloud 6 Errrr... The victim lapses into a mindless
at the start of their turn. Affected models in hand-to- slackjawed state for the remainder of the game.
hand combat are treated as down so may be taken out The fighter is immediately taken out of action but
of action. Once they have crawled free of the gas or it is automatically assumed to roll a Full Recovery
has dispersed they recover by the end of the turn. result on the Serious Injuries chart.

46
NECROMUNDA
If the fighter passes the Initiative test then he is
PLASMA Grenades merely dazzled until the end of his turn, counting his
WS and BS as 1. Otherwise the fighter is unharmed.
Plasma is a dangerous and unstable matter in a highly
Any models that fail the Initiative test are blinded.
energised state. When a Plasma grenade explodes it
Blinded fighters are unable to see so cannot do
creates a plasma ball like a miniature sun.
anything except stagger around in a haphazard
Strength Damage Save Mod. Special manner. If they do decide to move then they do so at
half speed and in a random direction. If engaged in
5 1 -2 Blast hand-to-hand combat they can fight but their WS is
reduced to 1.
Use: Throw the grenade as normal and when you
have established where it lands place a blast template A model who is blinded remains blinded, but can test
on the spot. Work out damage on the targets within at the end of each of his turns to recover his sight.
the plasma ball in the usual way. Once casualties have Roll a D6. On the score of a 5 or 6 the model recovers
been determined do not remove the marker as you but remains dazzled until the end of his next turn.
normally would but leave it in place. The area
indicated is undergoing a matter energy
transformation and is glowing like a small sun.
SMOKE BOMBS
A plasma ball can persist for several turns. Test at the
beginning of each player’s turn. At the start of each A Smoke grenade or smoke bomb releases a cloud of
turn roll a D6. oily smoke that is impossible to see through without
1-3 The plasma ball collapses in upon itself and special visual devices such as bionic eyes.
disappears causing no further damage. When you throw a Smoke grenade you must aim at a
4-5 The plasma ball remains in place. Any fighters that specific point of ground. Work out where the grenade
move into the ball or end the turn in contact with lands and place a a gas cloud template to show the
it are hit following the usual template rules. extent of the smoke cloud. You can use a patch of
cotton wool to represent this if you like. The height of
6 The plasma ball expands to a gas cloud template the cloud is assumed to be 2".
size before collapsing in upon itself. Any models
that come into contact with it are hit following the Models cannot see through smoke unless equipped
usual template rules. Any models that started the to do so, and therefore cannot fire through it. Models
turn inside the ball also suffer a hit. within a smoke cloud can either stay where they are
or attempt to move out of the cloud in their
Because of the nature of the shining plasma ball it's movement phase. Models moving within a cloud
not possible to see or to shoot through it. The height always move in a random direction (established using
of the plasma ball is assumed to be 2". the Scatter dice) and at half speed. If the fighter
manages to make it fully outside of the smoke cloud
then he may move and act as normal.
PHOTON FLASH FLARES If any fighters find themselves engaged in hand-to-
hand combat within a smoke cloud they still fight, but
Also known as the flash bomb, Photon grenade or their Weapon Skill is halved.
simply as a flare, this device explodes with a burst of
intense light, blinding or stunning those nearby. A Disperse: A smoke cloud can last for several turns,
Photon grenade can dazzle fighters and damage slowly disperse or drift away altogether. This is
sensitive range finding equipment such as targeters. worked out in exactly the same way as clouds from
gas grenades.
Strength Damage Save Mod. Special
- - - Blast

Use: Throw the grenade and place the template as


normal. Models hit by the flash may be affected as
described below, however, fighters hit by a flash are
not pinned. In other words, although ‘hit’ the targets
are not actually struck or hurt so the hit doesn’t count
the same as a regular weapon hit. Each model hit by a
photon flare must take an Initiative test.

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 an
expensive rarity in the Underhive and 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, but they may still be reallocated to other appropriate weapons or swapped between fighters after each game
just like any other item. A weapon can be fitted with any number of sights, but a fighter can only benefit from
using one sight. 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. In addition, if the target is hit then he inflicts D3 Damage. However, a gun firing hellfire
will catch fire on a roll of 6+. However, the weapon’s bolts must test to see if it explodes on an Ammo roll
Ammo roll is reduced to 5+ if a hotshot pack is fired. 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 This sight shines a continuous low-powered red laser
rather than visible light. The enhanced image appears beam, placing a red dot wherever it's aimed. Wary
in the scope and makes it easier to pick out concealed fighters look out for the glint of the laser beam and
targets behind cover. The sight works effectively from take cover if they spy a red-dot scanning nearby.
a stable platform but offers no benefit 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 a basic weapon. A with a red-dot sight receives a +1 to hit bonus.
stationary fighter using a weapon with an infra-red A fighter hit by a weapon with a red-dot sight stands a
sight reduces the to hit penalty when shooting at a chance of spotting the red dot and ducking aside. If
model in cover by 1. So, partial cover is ignored and the shooter is within the vision arc of the target then
full cover counts as -1. The fighter is also immune to he receives a 6+ special save. If the target is a sentry
the effects of smoke clouds when shooting. and spots the dot then the alarm will also be raised.

MONO-SIGHT TELESCOPIC SIGHT


A mono-sight is an optical sensor worn over one eye, A telescopic sight is a simple optical aid to accuracy.
attached to the fighter’s weapon by a power link. The The sight can be fitted to most rifle type weapons to
fighter sees an enhanced image and superimposed increase the shooter’s chances of scoring a hit at
targetting reticule with its crosshairs clearly showing extreme range. It requires concentration to use and is
where his shot will land. The high resolution of the only a benefit to shooters who stop and aim carefully.
image makes this sight useful only from a stable
platform, it is of no advantage to a moving shooter. A telescopic sight can be fitted to a basic weapon. A
stationary fighter using a weapon with a telescopic
A mono-sight can be fitted to either a basic, special or sight increases the weapon's Long Range by a number
heavy weapon. A stationary fighter using a weapon of inches equal to its Short Range – eg, a lasgun's
with a mono-sight receives a +1 to hit bonus. maximum range becomes 32".

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.
Bionic: 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 Replacement: Implanting a bionic in the dilapidated medshops of the Underhive is an arduous and highly
risky medical procedure. Because of this few gangers would willingly chop off a perfectly healthy appendage, and
so a fighter can only be implanted with a bionic arm, chest, eye or leg, if he has the appropriate serious injury.
Bionic Injury: If a model suffers a serious injury to an area replaced with a bionic arm, eye, chest or leg then it's
automatically assumed the bionic is fully repaired in time for the next game, and so the injury roll is treated as a
Full Recovery result instead.

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 Blinded In One Eye can be implanted A fighter suffering from an Arm Wound or Hand
with a bionic eye, in which case the serious injury to a Injury can be implanted with a bionic arm, in which
chosen eye is 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. A fighter implanted with a bionic arm receives a +2
Strength bonus. He also receives a +2 Initiative bonus
during hand-to-hand combat or when testing to see if
the fighter falls off a ledge.
BIONIC LEG

A bionic leg is very much stronger than an ordinary


leg and affords the fighter the opportunity of making BIONIC CHEST
a devastating kick attack.
A bionic chest is a toughened membrane that
A fighter suffering from a Leg Wound can be sheathes the sternum and frontal rib cage. The
implanted with a bionic leg, in which case all Leg material absorbs impact trauma and spreads the
Wounds that a chosen leg suffers from are struck from energy throughout the membrane thus reducing the
the gang roster. chance of penetration.
A fighter implanted with a bionic leg gains +1 to his
A fighter suffering from a Chest Wound can be
Movement and Attacks characteristics.
implanted with a bionic chest, in which case all of his
Chest Wounds are struck from the gang roster.
A fighter implanted with a bionic chest counts as
wearing a respirator and also receives a 6+ armour
saving throw.

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 in the gang’s A bio-scanner detects life signs within the proximity of
hideout or one of its workshops. The machine is used the user. The device is small, about the size of a
by a gang’s heavy to check and repair equipment, pistol, and can be worn upon a belt or around the
scan for hidden structural weaknesses and test owner’s neck. A fighter who carries such a device
batteries, power packs and internal generators. improves his chances of spotting enemy intruders.
If a gang has an auto-repairer then it can be used in A bio-scanner is used in one of two ways.
between fights to check out the gang’s weapons. The
If the fighter is a sentry (eg, in The Raid or Rescue
gang must include a Heavy to do this and you must
scenario) and the alarm hasn't yet been sounded,
assign a Ganger to help him. Both fighters must not
then there's a chance he may spot any intruders on
have gone out of action in the previous game and the
the bio-scanner. If at the end of the sentry's turn there
Ganger cannot collect income from territories or
are any enemy models within 16" of him then he will
search for rare trade goods.
sound the alarm on a roll of 4+.
In the next game, any weapon that fails its Ammo roll
Otherwise, a fighter equipped with a bio-scanner may
may roll a D6 and ignore the failed Ammo roll on a
use it during his shooting phase. He must not have
roll of 4+ regardless of the kind of weapon it is.
ran or charged and is instead of shooting normally. If
Weapons which automatically fail an Ammo roll can
the bio-scanner is used then it will automatically spot
still ignore it on a roll of 4+. In addition, any weapon
any hidden enemies within 16".
which explodes may also ignore the explosion on a
D6 roll of 4+.
Note that the auto-repairer is kept in the gang’s
territory and is not associated with any specific Heavy. BLINDNSnAkE POUCH
As it does not belong to a specific model its value is
not included in the gang’s rating. If the gang is raided The Ratskins milk venom from the albino blindsnake,
in the Raid scenario then the auto-repairer is mix the toxin with certain secret fungi, and place the
disrupted, damaged, and repaired or destroyed along resultant paste into a small leather pouch which is
with the territory. worn around the neck. The spirit of the blindsnake is
said to watch out for bad spirits and to guide its
owner in the darkness. The mixture in the leather
pouch is absorbed by the fighter’s skin and enhances
BIO-BOOSTER his natural psychic sensitivity, endowing him with a
sort of rudimentary sixth sense.
A bio-booster is a small chemical charge that fits into a
wrist band or similar. The booster’s bio-sensor is A fighter who carries a blindsnake pouch can sense
activated when the wearer is injured, administering a when an enemy is waiting to shoot at him. If a fighter
shot of booster chemical into the bloodstream by is shot at and hit from overwatch, he has a chance of
means of a pressure diffuser. The bio-booster is self- ducking or weaving to avoid the shot. The model
administering and completely automatic. receives a 4+ special save against overwatch shots.

If a fighter wearing a bio-booster is required to roll on


the injury chart during his recovery phase then a roll
of 1-4 counts as a flesh wound.
This only applies to the fighter’s first Injury roll
during his recovery phase – ie not subsequent Injury
rolls. 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 hivers
and crumbling superstructure of the Underhive often stick firmly up their nostrils to purify the air they
choose to make use of a clip harness to save them breathe. Cheap and disposable, these are used in
from falling. The harness is nothing more than a their millions throughout the lower regions of Hive
safety line that is fastened round the body, with a City and the Underhive, where smog, pollutant clouds
strong steel clip or magnetic clasp which can be and toxic gases are constant hazards.
attached to a nearby object. If the wearer should fall
A fighter wearing flugs can re-roll a failed Toughness
the harness will save him and enable the fighter to
test against dangerous gases including Choke,
scramble to safety.
Hallucinogen and Scare.
The end of the safety line must be fastened for it to
work. A model can fasten a harness if it does not
move in its movement phase. The fighter can still GRAV CHUTE
perform other actions in addition to fastening the
harness, such as shoot or go onto overwatch. The The grav chute is a passive gravitic repeller which
harness is automatically unfastened when the model reduces the downward pull of gravity to a fraction of
moves or enters a hand-to-hand combat. its normal strength. It enables the wearer to float
If the model becomes pinned or goes down within 1" from great heights and land softly.
of an edge then he does not have to test to fall. The A fighter wearing a grav chute takes no damage from
fastened harness prevents him from falling, just as if falling, even from falls greater than 10", but will still
he had passed the Initiative test. be pinned by the fall. He is also no longer restricted
to jumping down from heights of no more than 3",
instead he can jump down from any height and is
CONCEALED BLADE assumed to automatically pass the Initiative test to see
if he lands safely. Note he must still have enough
Although it is possible to hide any small blade about movement to cover the fall in order to jump down.
your person, the concealed blade is something a little
different. This tiny blade is cunningly concealed in a
specially designed boot heel, or inside a small GRAPNEL
biocompartment under the owner’s skin. The blade is
not used unless the owner is captured, in which case The grapnel consists of a magnetic grapnel attached
he can use it to try and escape. to a long wire which is fired from a small launcher.
A captured fighter can try and escape if he has a A fighter can fire the grapnel in the shooting phase
concealed blade. Roll a D6. instead of shooting with a weapon. Choose the spot
1 The fighter is killed while trying to escape. The you wish to aim for, counting it as a small target, and
capturing gang gets to keep his equipment. roll to hit as for weapons fire. If you miss the target
then it fails to grapple and is recoiled ready for the
2 The fighter is recaptured immediately. next shot. If you hit then the magnetic grapnel sticks
to the point indicated and this can be marked with a
3 The fighter escapes but loses all his weapons and
suitable counter. In his following movement phase
equipment to the capturing gang.
the model may winch itself to the position of the
4-6 The fighter escapes together with his weapons marker. If the fighter elects to do this then he cannot
and equipment. do anything else that turn. If he is forced to move
before winching himself (eg, if he becomes broken)
A concealed blade is only good for one escape then the grapnel is automatically recoiled. A grapnel
attempt. can be aimed 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. 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
But for every genuine newly discovered vase found in
INFRA-RED GOGGLES the deadzone wastes a thousand replicas are made in
the shanty towns of the Underhive.
These take the form of a pair of goggles or visor
If you are offered a Mung vase then the chances are it
which allows a fighter to see the thermal images of
is a worthless copy or a damaged example of only
enemy fighters. This enables the wearer to see foes
token value. Canny investors will no more touch a
who are hiding or partially concealed behind cover.
Mung vase than a festering sore on a rabid plague rat,
A fighter wearing infra-red goggles can spot hidden but not everyone is so circumspect. You can buy the
enemy at triple his normal distance – ie, his Initiative vase if you’re feeling lucky (some would say gullible).
x3. However, he must be able to see the hidden
You must commit to buying the vase before
enemy model. Sentries wearing goggles will also spot
establishing the cost, which represents the process of
fighters in cover just as if they were in the open. In
lengthy haggling involved. The vase is kept hidden in
addition, any fighters wearing goggles are immune to
a secret place known only to the gang’s leader. If the
the effects of smoke clouds.
leader is killed the location of the vase is lost forever.
The vase’s cost is not included in the gang’s rating.
You can sell the vase in any subsequent trading
ISOTROPIC FUEL ROD session by sending a Ganger with it to the various
specialist shops. The Ganger must not have gone out
Isotropic fuel rods are used to provide power for of action in the previous game, and he cannot
almost everything in the Underhive. Rods are made perform any other post game action, such as working
uphive in the Hive City factories, and sometimes turn a territory. If you decide to do so, roll a D6.
up as archeotech. Underhive settlers often use them
to set up small out-holes in the wastes using the fuel 1 The trader convinces you the vase is an obvious
rod to power its air-pumps, water still and generators. fake, but quite a nice one, and offers D6 credits
If a gang has a fuel rod it can convert any one piece of for it. You accept and thank the trader for his
territory into a Settlement at the start of the post generosity. The following day you learn that he
game sequence. The fuel rod can be used only once has left town in a hurry. He is never seen again.
and is kept in the gang's stash so its value is not 2 You are offered 2D6 credits.
included in the gang rating.
3-4 You are offered 30+6D6 credits.
Note outlawed gangs that use a fuel rod set up an
Outlaw Settlement instead. This behaves like a regular 5 You are offered 2D6x10 credits.
Settlement except outlaws generate the full 30 credits. 6 You are offered 3D6x10 credits.

Note unless a 1 is rolled you don't have to accept the


offer. Indeed it may be worthwhile to hold out until
LOBO-CHIP
you find a trader willing to part with more credits. A
vase can only be valued once per game.
The lobotomy chip is similar in general function to a
standard skull chip. The effect is to anaesthetise part
of the brain, reducing the wearer’s sensitivity and
curbing excessive and violent behaviour. MEDI-PACK
A fighter fitted with a lobo-chip is immune from the The medi-pack is a diagnostic medical computer that
effects of stupidity, frenzy and hatred, as well as nerve can alleviate the major symptoms of wounds by
tests. However, the model's Initiative is reduced to 1 means of electro-chemical impulses.
and it cannot be modified in any way.
A fighter who carries a medi-pack can use it upon a
Bionic: A lobo-chip is a bionic so cannot be removed friend who is down and in base contact. The fighter
once implanted into a fighter. must move base-to-base, not run, and then spend the
rest of the turn attending to his comrade. He cannot
shoot, fight hand-to-hand or do anything else. At the
end of the turn in the recovery phase an Injury roll is
MUNG VASE made for the down model as normal except that a
score of 1-4 recovers the injured fighter to flesh
The Mung vase is a much sought after and extremely wound, a 5 is down, and a 6 is out of action.
rare kind of archeotech. Genuine vases are prized by
collectors amongst the noble houses throughout Note that a fighter cannot use a medi-pack on himself,
Necromunda and first class examples are said to nor may another individual use the medipack once its
change hands for millions of credits. 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
map is inevitably on the make. On the other hand, the
map looks real, it’s certainly very old, and the trader
PHOTO-VISOR sounds genuine. Dare you take the risk?

A photo-visor is a special visor that enhances vision in If you decide to buy the map roll to see how accurate
poor light conditions. It also incorporates a it is before you play your next game. If the map is
photochromatic layer that protects the wearer against accurate it will enable you to manoeuvre round your
sudden bright flashes. enemy, and gives you an advantage when deciding
which scenario to fight. If it’s a good one you can use
A fighter wearing a photo-visor is immune to the the map from then on. Roll a D6:
effects of a photon flash flare.
1 Fake: Your opponent can choose the next
scenario automatically, there is no need to roll.
SILENCER 2 Treasure map: The map shows the whereabouts
of an ancient archeotech site. Roll a fD6 to see if it
A silencer damps out the sound of weapons fire as is real or a fake. On a 1-5 it is a fake. On a 6 the
well as any tell-tale muzzle flash. map is genuine and you can add an Archeotech
Hoard to your territory for free. The map has no
An autopistol, stub gun, autogun, hunting rifle or further use and is struck from the gang roster.
autoslugger can be fitted with a silencer. When
equipped with a silencer the weapon is effectively 3 Vague and inaccurate: The map is a vague and
silent, a useful factor in some of the scenarios. inaccurate copy but it does reveal some
worthwhile information. When you fight a battle
you may add or subtract 1 from the Scenario chart
to decide which scenario is played.
4 Worn and incomplete: Though badly worn and
incomplete the map is essentially accurate. When
you fight a battle you may add or subtract up to 2
from the Scenario chart to decide which scenario
is played.

54
NECROMUNDA
5 Ancient and faded: Barely legible though it is the Screamers
map is a genuine ancient relic. When you fight a If a gang owns screamers they can be deployed in the
battle you may add or subtract up to 2 from the Raid and Rescue scenarios where the defenders are
Scenario chart to decide which scenario is played. initially unaware of the intruders. If any intruder
In addition, the map reveals the location of models move in their movement phase then roll a D6
ancient service ducts. You can choose to add for each model that moved. On a roll of a 6 one of the
either a Vents or Tunnels territory to your gang intruders steps on a screamer and sets off the alarm.
roster – you must do this immediately or never.
Stummers
6 Recent and accurate: When you fight a battle If a gang has stummers they can be used in the Raid
you may add or subtract up to 3 from the and Rescue scenarios where the defenders are initially
Scenario chart to decide which scenario is played. unaware of the intruders. If the intruding gang has
stummers then reduce all chances of setting off the
If you wish to use the map then it must be carried by alarm when rolling dice by -1. If any attackers shoot
the gang’s leader and is lost if he is killed. Its cost is or use a noisy weapon then the Strength of the
therefore included in the leader’s value in the normal weapon is also halved for purposes of setting off the
way. The cost paid for the map is its value. alarm. Note stummers nullify screamers completely
Fade: If the map is used to modify the Scenario Table and the choice to use stummers is taken after your
roll, then roll a D6. If the score is not more than the opponent decides whether or not to use screamers.
amount the map was used to modify the roll by then
the map has partially worn away. For example if you
modified the Scenario roll by +2 then it would fade weapon reload
on a roll of 1-2. A map that fades has it's maximum
modifier reduced by 1. For example a fresh 'Worn and When a fighter carries a weapon such as an autogun
incomplete' map would from then only be able to add or bolter, which fires a great many individual shells in
or subtract 1 from the Scenario roll. If the maximum a short burst, he is assumed to carry extra
modifier is reduced to 0 then the map has faded away ammunition to last most of the battle. However, a
completely and is struck from the gang roster. fighter can, if he wants, carry additional magazines,
batteries, power packs and fuel over and above the
normal amount. This extra ammo is carried in the
RESPIRATOR form of reloads. Carrying extra ammo is expensive,
but it goes some way to ensure you won’t run out of
Respirators are an essential item in the lower hive firepower at the critical moment.
regions, where smog, pollutant clouds and toxic dust
are everyday hazards. Respirators remove the worst of Although a reload is helpful it doesn’t guarantee a
the pollution including most harmful substances. fighter will pass an Ammo roll. The Ammo roll
doesn’t just represent the chance of running out of
A fighter wearing a respirator is immune to the effects ammunition or carrying a defective magazine, it also
of dangerous gases including Choke, Hallucinogen represents the possibility of a gun jamming,
and Scare. overheating or proving defective and of course extra
ammo is useless if the gun explodes.
If a fighter carries a reload for the weapon he is using
SCREAMERS & STUMMERS and the weapon fails an Ammo roll then roll a D6. On
a roll of 4+ the extra ammo comes in handy and the
Screamers are small proximity alarms used to protect
failed Ammo roll is ignored. This only applies to the
a gang’s hideout. Individual screamers are tiny but
first failed Ammo roll. If the weapon fails a second
the noise they make is horrendous. A gang will scatter
Ammo roll then it really has ran dry. Note even
dozens around the perimeter of its hideout in order
weapons with an 'Auto' Ammo Roll can be bought a
to warn of approaching intruders.
weapon reload, such as grenades.
Stummers look like screamers but are spread about
Reloads are specific to individual weapons; when a
by intruders as they move. Where screamers make a
reload is bought the player must note down which
loud noise, stummers stop noise dead. Once activated
specific weapon the reload is for. Reloads may still be
all sound within a few metres is momentarily muffled
reallocated to another weapon of the same type or
and even loud noises are barely audible.
swapped between fighters after each game just like
Screamers and Stummers can only be used for one any other item. When working out the cost of a reload
game after which they are expended. The price at the only the base cost of the weapon is used. The cost of
Trading Post buys enough to last for one game. They any extra ammunition types bought for the weapon
are not carried by any particular model and so their are ignored and you only need to buy a reload for the
value is not included in the gang rating. weapon itself, not for each individual ammo type.

55
NECROMUNDA

SUSPENSOR STINGER POUCH

Suspensors are sophisticated devices that are able to The healing stinger mould blooms are such a rare
manipulate magnetic fields. They are used extensively fungi that merchants commonly split their stock and
within the industrial Hive City workshops to reduce combine it with other curious substances to maximise
the effects of gravity on heavy loads, such as when their profits. They are sold in small pouches so that
moving large containers or machinery. Smaller they can be easily stored and carried around by
personal units are used by nobles throughout the gangers for when it's needed most.
Spire for recreation and in every day life. Naturally
If a fighter equipped with a stinger pouch ends the
Underhive gangs have found numerous ways to
game down and goes out of action due to rolling a
exploit the suspensors unique magnetic altering
4-6, then he can use the curative stinger paste on his
effects, one of which is to lighten heavy weapons to
wounds. A model using the pouch in this way doesn't
allow gangers to more easily bring them to bear on
suffer a serious injury, instead it's automatically
their rivals during a fight.
assumed a Full Recovery result is rolled.
Any heavy weapon can be fitted with a suspensor, in
Alternatively, a stinger pouch can be used to attempt
which case it will ignore the normal Move or Fire
to heal a fighter's Old Battle Wound, however its
restriction all heavy weapons usually have. This allows
restorative powers are no miracle cure. If the pouch is
it to be fired even if the model moved during his
used in this way then roll a D6. On a roll 4+ the
movement phase, just like a normal gun. However, if
injury is fully healed and is crossed from the roster.
he does move then he suffers a -1 to hit penalty when
On any other roll the extent of the injury is too
firing the heavy weapon.
significent and the serious injury remains, but further
attempts to heal it can still be made.
DRUM MAGAZINE A stinger pouch is a one use only item, after it has
been used it must be struck from the gang roster.
Many Underhive gunsmiths have the expertise to
modify an autogun's firing mechanisms to use larger
ammo feeds. Such guns commonly use 'drum' BIONIC IMPLANT
magazines capable of supplying a vast ammunition
expenditure, though belt-fed devices are also used. Bionic implants cover a variety of small cybernetic
Any autopistol, autogun and autoslugger can be devices tailored to an individual hiver to remove the
modified and fitted with a drum magazine. Before the negative effects of a lasting injury.
fighter shoots you can elect to use the full capabilities If you decide to fit a bionic implant to a model then it
of the gun mod. If you decide to do so then the nullifies the effects of one chosen serious injury.
model receives a +1 to hit bonus. However, the shot However, only injury results between 22-36 are
will always cause an Ammo roll, even if the hit roll applicable – eg Leg Wounds. Bionic implants are kept
didn't score a 6. in the gang's stash until used, after which the injury
and implant are 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.
Once per game, 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.
• Gang Leader: Your gang must have one leader. No more. No less!
• Heavies: A gang can have up to two Heavies but no more.
• Gangers: You can include as many Gangers as you can afford.
• Juves: No more than half the gang can be Juves. If this is exceeded then further Juves cannot be recruited.
• 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. If a captured fighter is returned to his gang without his free knife
then he is given another free knife at no cost to the gang.

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.
Independent: The Gang Leader is unlike the rest of
the gang's fighters in that he can fight efficiently and
effectively 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.
Leader: Any fighter within 6" of the Leader can use
the Leadership characteristic of the Gang Leader
when taking any nerve tests. In addition, any fighters
within 6" of the Gang Leader can use the Initiative
characteristic of the Leader when testing to see if they
escape pinning at the start of their turn. 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 himself. The sight of an injured gang
leader bleeding out or wildly running for cover 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 Autoslugger 45
more of the weapons listed on the relevant weapons Boltgun 35
list for their house. In addition to being restricted to Chainsword 25
weapons available to their house, different types of Hand-to-Hand Weapons
fighter are restricted to different types of weapon. Chain or Flail 10
Juves, for example, can only have hand-to-hand Club, Maul or Bludgeon 10
weapons, pistols and grenades. Knife (first knife free) 5
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 Autopistol 15
depicted in his hands unless the player declares Hand Flamer 25
otherwise. Remember, additional weapons must be Laspistol 15
identifiable on the model itself. Stub Gun 10
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 Lasgun 25
the price of equipping the model with a supply of Shotgun (+Solid Slug, Scatter Shot) 20
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 80
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.
Chainsword 25
Extras Hand Flamer 25
Regardless of which house the fighter belongs to, the Meltagun 95
same grenades, ammo and miscellaneous equipment Hand-to-Hand Weapons
can be bought, as shown below. Chain or Flail 10
Club, Maul or Bludgeon 10
Grenades Cost Knife (first knife free) 5
Frag Grenades 25 Massive Axe, Sword or Club 15
Krak Grenades 40
Pistols
Missiles Autopistol 15
Frag Missiles 35 Bolt Pistol 25
Super Krak Missiles 50 Stub Gun 10
Ammunition Basic Weapons
Bolt Shells 15 Autogun 20
Dum-dum Bullets 5 Boltgun 35
Hot Shot Shells 5 Shotgun (+Solid Slug, Scatter Shot) 20
Manstopper Shells 5
Special Weapons
Miscellaneous Autoslugger 45
Clip Harness 10 Grenade Launcher 60
Filter Plugs 10
Heavy Weapons
Lobo-chip 20
Autocannon 260
Photo-contacts 15
Heavy Bolter 180
Weapon Reload Weapon ÷2
Heavy Stubber 120

78
NECROMUNDA
HOUSE DELAQUE WEAPON LIST HOUSE ORLOCK WEAPON LIST
Leader Only Weapons Cost Leader Only Weapons Cost
Grenade Launcher 60 Boltgun 35
Hand Flamer 25 Chainsword 25
Sword 15 Grenade Launcher 60
Hand-to-Hand Weapons Hand-to-Hand Weapons
Knife (first knife free) 5 Chain or Flail 10
Club, Maul or Bludgeon 10
Pistols
Knife (first knife free) 5
Autopistol 15
Sword 15
Bolt Pistol 25
Laspistol 15 Pistols
Plasma Pistol 30 Autopistol 15
Stub Gun 10 Bolt Pistol 25
Laspistol 15
Basic Weapons
Plasma Pistol 30
Autogun 20
Stub Gun 10
Boltgun 35
Hunting Rifle 25 Basic Weapons
Lasgun 25 Autogun 20
Shotgun (+Solid Slug, Scatter Shot) 20 Lasgun 25
Shotgun (+Solid Slug, Scatter Shot) 20
Special Weapons
Flamer 40 Special Weapons
Meltagun 95 Autoslugger 45
Plasma Gun 80 Flamer 40
Heavy Weapons Heavy Weapons
Heavy Bolter 180 Heavy Bolter 180
Heavy Plasma Gun 240 Heavy Stubber 120
Heavy Stubber 120 Missile Launcher 140
Lascannon 300
HOUSE VAN SAAR WEAPON LIST
HOUSE ESCHER WEAPON LIST
Leader Only Weapons Cost
Leader Only Weapons Cost Sword 15
Boltgun 35
Hand-to-Hand Weapons
Chainsword 25
Chainsword 25
Meltagun 95
Knife (first knife free) 5
Hand-to-Hand Weapons
Pistols
Chain or Flail 10
Autopistol 15
Club, Maul or Bludgeon 10
Bolt Pistol 25
Knife (first knife free) 5
Laspistol 15
Sword 15
Plasma Pistol 30
Pistols Stub Gun 10
Autopistol 15
Basic Weapons
Laspistol 15
Autogun 20
Plasma Pistol 30
Boltgun 35
Stub Gun 10
Hunting Rifle 25
Basic Weapons Lasgun 25
Autogun 20 Shotgun (+Solid Slug, Scatter Shot) 20
Lasgun 25
Special Weapons
Shotgun (+Solid Slug, Scatter Shot) 20
Grenade Launcher 60
Special Weapons Meltagun 95
Flamer 40 Plasma Gun 80
Plasma Gun 80
Heavy Weapons
Heavy Weapons Heavy Bolter 180
Heavy Flamer 80 Heavy Plasma Gun 240
Heavy Plasma Gun 240 Heavy Stubber 120
Heavy Stubber 120 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. When you are playing a campaign it matters a
rolled then the unfortunate fighter has been reduced
great deal what happens to fighters who go out of
to nothing more than gibs. So for example, on a roll
action! They might recover completely ready to fight
of 11, 22, 33, 44, 55 or 66, all that now remains of the
in the next battle, or they might sustain debilitating
gang fighter is a red smear on the dome floor. This is
injuries. Possibly they are captured by the enemy, or
treated as a Dead result, however, it cannot be re-
maybe they have to spend a while recovering their
rolled or modified in any way. Ratskins are just as
strength. Worst of all they might die or otherwise
susceptible to being obliterated as any other hiver
become badly injured.
and even the finest Medics cannot put all of the
You will notice that the Serious Injuries chart doesn’t pieces back together again.
just include serious injuries, it covers a whole range
of things that might befall your fighter. He might for DEATH OF A GANG LEADER
example be captured by a rival gang or become lost in
Even hardened and much loved Gang Leaders can fall
the hive depths and have to fight his way back home.
victim to the twists of fate. If the leader of your gang
Bear in mind that only models which go out of action
dies or is sold to slavers then don't despair, your gang
are obliged to roll on this chart. Models that suffer
will live on to avenge his untimely demise!
flesh wounds do not sustain serious injuries and will
always recover fully in time for the next battle. It's not possible to recruit a new Gang Leader mid-
campaign, instead the Ganger with the highest
In addition to fighters who go out of action during
Leadership characteristic will take over as the new
the game, fighters who are down at the end of a game
leader of your gang. If multiple Gangers have the
may also go out of action. Roll a D6 for each fighter
same Leadership value then the Ganger with the most
who is down when the game ends. On a D6 roll of a
Experience points out of those will take command.
1-3 the fighter recovers without further effect. On the
D6 roll of a 4-6 he goes out of action. Heavies and Juves cannot become the gang's new
leader. Heavies spend all of their time tinkering with
To find out what happens to fighters who go out of
weapons and gubbins while a gang led by a Juve
action roll two dice and consult the Serious Injuries
would hardly be respected or feared.
chart. The first dice roll represents ‘tens’ and the
second ‘units’ so a roll of 1 and 5 is 15, a roll of 3 and The new leader from then on follows all of the usual
6 is 36, and so on. This type of dice roll is referred to rules associated with a Gang Leader. For example, he
as a D66 roll. will gain access to new skills and special weapons and
will no longer be able to work territories. Note the
Over the course of a campaign fighters can suffer the
cost value of the new leader remains at 50 credits.
same serious injury multiple times. Many of the
injuries have cumulative effects if they are rolled
again. For example, a model suffering from two Shell Missing Games
Shock injuries suffers a -2 Leadership penalty. Some Occasionally fighters may be forced to miss a game,
injuries though once rolled multiple times may not usually due to a serious injury such as if he's suffering
have a cumulative effect. Injuries such as Horrible from an Infected Wound or was captured by a rival
Scars if rolled for a second time have no effect, as do gang. Gang members that are forced to miss the game
injuries that modify values already reduced to 1. automatically count as out of action for the purposes
However, even these types of injuries must be noted of post game actions. So for example, a Ganger would
on the gang roster. This is important to remember as not be able to work a territory or look for rare trade.
some gang fighters can become so terribly injured Note missing gang fighters do still count towards the
that not even an Experience advance or bionic gang's rating and for the purposes of any gang
implant will improve his condition. recruitment limits.

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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 one of his hands. The
to the mutant rats of downhive. All the weapons and fighter's Weapon Skill characteristic is reduced by -1.
equipment carried by the fighter are lost. A roll of 11 Randomly determine which hand has been hurt.
is also classed as high impact so cannot be modified.
34-36 OLD BATTLE WOUND
16: MULTIPLE INJURIES The fighter recovers but his old wound sometimes
The fighter isn't dead but has suffered many serious affects his health. Roll a D6 before each game for each
wounds. Roll a further D3+1 times on this chart. All Old Battle Wound suffered. On the roll of a 1 the
Dead, Multiple Injuries, Captured and Full Recovery fighter’s old wound is playing up and he is unable to
results must be rolled again. take part in the forthcoming battle.
21: INFECTED WOUND 41-55: FULL RECOVERY
The fighter eventually recovers but it takes time for The fighter has been knocked unconscious or suffers
his agonising wounds to fully heal. The model must a mildly incapacitating wound from which he makes a
miss the next D3 games. full recovery.
22: CHEST WOUND 56: BITTER ENMITY
The fighter has been badly wounded in the chest. He Although he makes a full physical recovery, the fighter
recovers but is weakened by the injury and his has been mentally scarred by his experiences. He
Toughness characteristic is reduced by -1. develops a bitter enmity for the gang responsible for
his injury. Roll a D6 to see who he now hates.
23: LEG WOUND
The fighter has smashed a leg. He recovers from his 1-4: The individual enemy who inflicted the injury (if
injuries but he can no longer move as quickly. The unknown, roll a random enemy model).
fighter’s Movement characteristic is reduced by -1. 5-6: The leader of the gang who inflicted the injury.
Randomly determine which leg has been hurt. 61-63: CAPTURED
24: ARM WOUND The fighter is captured. If both gangs hold captives
The fighter has smashed one of his arms. The fighter’s then they must be exchanged one-for-one with their
Strength characteristic is reduced by -1. Randomly gear starting with models of highest value. Remaining
determine which arm has been hit. Bear in mind captives are ransomed back to their gang. There is no
some combat weapons use the fighter’s own Strength. fixed value for ransoms, it's up to the players to
negotiate deals on captives, their gear and how they
25: HEAD WOUND are paid for. If a player refuses to rescue or pay a
A serious head injury leaves the fighter unhinged. At ransom then the captive must be sold to the Guild
the start of every game roll a D6 for each Head slavers, earning the captor D6x5 credits, and you may
Wound. On a 1-3 he is dazed and confused following keep their equipment. Any credits earned are added
the rules for stupidity. On a 4-6 he is enraged and straight to your stash. The status of a captured fighter
uncontrollable following the rules for frenzy. must be resolved before or immediately following the
26: BLINDED IN ONE EYE next time the two gangs fight each other.
The fighter is injured in a random eye. A fighter with 64: HORRIBLE SCARS
only one good eye has his Ballistic Skill reduced by -1. The fighter recovers but is left horribly disfigured. His
If the fighter is injured in an already injured eye then scarred and distorted features means he causes fear.
treat it as a Full Recovery result. If the fighter is
blinded in both eyes then treat it as a Dead result. 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.

84
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 skill types and basic weapons and can work
territories or search for rare trade. Note the cost value
of the new Ganger remains at 25 credits.

85
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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 which the fighter doesn't already have.
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's characteristic has
tables for your gang and randomly generate a
reached beyond its maximum limit, only characteristic
skill from it.
experience advances are considered. All other
12 New Skill: Choose any of the Skill tables and characteristic modifiers, such as the fighter's serious
randomly generate a skill from it. injuries, skills and equipment, are ignored.

87
NECROMUNDA

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 COMBAT SKILLS
1: Catfall 1: Combat Master
If a model with the Catfall skill falls then he can take If the model is attacked by multiple hand-to-hand
an Initiative test. If the test is passed then he lands opponents then he can use their numbers against
safely and doesn't suffer a hit from the fall. The fighter them. Enemy models don't gain the usual Attack dice
is also no longer restricted to jumping down from and Combat Score bonuses when fighting against him
heights of no more than 3", instead he can jump in a multiple combat, instead the Combat Master gets
down from any height assuming he has enough those bonuses.
movement to cover the fall.
2: Disarm
2: Dodge The model may use this skill against one close combat
A model with this skill receives a 6+ special save opponent at the start of the hand-to-hand phase. The
against hits from shooting or in hand-to-hand combat. model must take an Initiative test. If the test is passed
then he knocks his opponent's weapons aside and he
3: Jump Back
must fight the remainder of the turn using only a
At the start of his turn the model may disengage from
knife. It's assumed the fighter recovers his weapons in
any hand-to-hand combat by jumping back. If you
time for the next turn.
elect to do this then the model may immediately
jump back up to 2" leaving any hand-to-hand 3: Feint
opponents behind. During each hand-to-hand combat the first fumble the
fighter rolls is instead treated as a critical hit.
4: Leap
Therefore the fighter will receive a +1 bonus to his
The model may leap D6" during his movement phase
Combat Score instead of his opponent.
in addition to his normal move if he runs or charges.
Note you can roll the D6 before deciding where to 4: Deflect
move but you must commit to a charge before the roll The fighter is able to knock aside blows using the flats
is made. If the fighter attempts to jump across a of his hands and the haft of his weapons. During each
horizontal gap then the leap can be added to a jump. hand-to-hand combat the model can force his
opponent to re-roll one of his Attack dice.
5: Quick Witted
Before the first turn of the game begins, the fighter 5: Counter Attack
can make a special extra move, just as if it was his The fighter is able to repulse his opponent's advances,
movement phase. So for example, the model can swiftly turning defence into attack. Each hand-to-hand
choose to run, charge, hide, go onto overwatch, etc. combat the model can re-roll one of his Attack dice.
Note this skill cannot be used in scenarios that don't
6: Step Aside
allow special deployment rules.
The model has an uncanny ability to dodge blows in
6: Sprint close combat. The fighter receives a 4+ special save
The model may triple its movement rate when it runs against any hits struck during hand-to-hand combat.
or charges, rather than doubling it as normal.

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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
If the model is captured, such as from a serious injury
or a bounty hunter, then the fighter will automatically
escape and it is treated as a Full Recovery serious
injury result instead.
4: Evade
The model ducks and weaves 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 not benefitting from a cover modifier. MUSCLE SKILLS
5: Infiltration 1: Body Slam
A model with this skill can be deployed anywhere on If the model charged that turn then he may take a
the battlefield at the end of your first turn, though not Strength test at the start of the hand-to-hand phase. If
within 8" of an enemy model. 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 2: Bulging Biceps
counts as a fleeting target then the shooter's Initiative The fighter's immense rippling muscles means he
characteristic is reduced to 1 when he takes the receives a +1 bonus to his Strength characteristic.
Initiative test to see if he reacts in time.
3: Hard as Nails
If the model goes out of action and the hit wasn't high
impact, roll a D6. On 5+ the fighter doesn't roll for a
serious injury, instead it's automatically assumed a
Full Recovery result was rolled.
4: Juggernaut
If the model is running or charging and is hit by a
shot from overwatch which isn't high impact, then he
can take a Strength test. If the test is passed then he
harmlessly shrugs off the attack and won't suffer a hit,
just as if he rolled a special save.
5: Hurl Opponent
Once per turn, during the model's hand-to-hand
phase, he may use this skill before or after fighting his
opponent. 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 the best way to use
this skill is to throw enemy models off tall buildings!
6: Iron Jaw
If a model with this skill is hit in hand-to-hand combat
or shot at from within 12", reduce the Strength of
each hit suffered by 1 point.

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NECROMUNDA
FEROCITY SKILLS SHOOTING SKILLS
1: Berserk Charge 1: Crack Shot
If the model charged then he rolls +D3 Attack dice If the model inflicts any damage when making a
during any hand-to-hand combats that turn. 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
Usually a fighter that is pinned, down or using a
charts (eg needle guns or high impact) add 1 to the
follow-up move can only move up to 2". However, a
highest result band in the same way as above. Note
model with this 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 tests. In
2: Fast Shot
addition, if the fighter's Leadership is being used for
The model is allowed to go onto overwatch even if he
the Bottle roll then you can re-roll it if failed.
moved in the same turn. However, he still cannot go
4: Killer Reputation onto overwatch if he ran or charged.
A model with this skill has such a reputation as a
3: Gunfighter
vicious and depraved killer that he causes fear.
The fighter is able to aim and fire a pistol from each
5: Nerves of Steel hand. This enables him to make an extra ranged
The model can test to escape pinning early even if attack following the usual shooting rules if he fires
there are no friendly models within 2". If the fighter two pistols. You must choose to fire the second pistol
could already test to escape pinning early then he can immediately after the shot from the first pistol has
re-roll the Initiative test if it is failed. been resolved, or not at all.
6: True Grit 4: Hip Shooting
You may choose to treat a roll of 1-2 as a flesh wound The model can shoot a pistol or basic weapon even if
when rolling to see the extent of injuries the model he ran in the same turn. However, if he does so he
suffers. If a special injury chart is used (eg needle suffers a -1 to hit penalty when shooting a pistol, or a
gun) add 1 to the lowest result band in the same way. -2 to hit penalty when shooting a basic weapon.
5: Marksman
If the model can pass a Leadership test then he can
techno SKILLS ignore the normal restriction which obliges fighters to
shoot at the nearest target that turn. Instead he can
1: Armourer
shoot at any target he can see.
If the model didn't go out of action last game then
you ignore the first Ammo roll during a battle, just as 6: Rapid Fire
if the gang had a Workshop. If the model doesn't move in his movement phase
then he can re-roll any failed to hit dice when
2: Fixer
shooting. This skill can only be used when firing a
If the model didn't go out of action last game and the
pistol or basic weapon.
gang is offered a rare item, then you can roll the rarity
value of one item again and choose the lowest value.
3: Inventor
As long as the model didn't go out of action, roll a D6
after each battle. On a roll of 6 the model has
invented something! Roll an item from the Rare Trade
Chart to see what he has invented.
4: Medic
If the model didn't go out of action you can re-roll a
result on the Serious Injury table for one fighter after
the battle. This decision must be made as soon as the
injury is rolled and a Medic cannot patch himself up.
5: Specialist
This skill can only be taken by fighters who do not
have access to special weapons. It allows the model to
be armed with special weapons as well as basic
weapons if they didn't already have access to them.
6: Weaponsmith
A model with this skill can ignore failed Ammo rolls
and weapon explosions on a D6 roll of 4+.

91
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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 adding 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 collect
income from the same territory. You must also
declare all the Gangers being sent to territories before
rolling for any of their generated income (ie, you
cannot wait to see how much some of them earn
before sending more Gangers). 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 GIANT KILLER BONUS
of models in the gang. The more models in a gang the
When a gang fights and beats an enemy with a higher
more it costs to maintain. Note gang members who
gang rating it receives extra income. The gang’s
are currently captured are ignored from the model
contacts are impressed by its success and traders are
count. The number indicated on the chart is the profit
keen to expand their dealings with the Giant Killers.
in credits earned after deducting basic maintenance
costs. Profit is added to the gang’s stash. The chart below shows the extra income a gang earns
after beating an enemy with a higher gang rating.
Example: A gang consists of a leader, two heavies,
Note this is added to the gang's income, not profit.
four gangers and three juves. The gang fights a battle
and two of the gangers go out of action but survive Difference in Income Bonus
to fight another day. After the game is over the player Gang Rating For Winning
works out his income. He has only two remaining
gangers to work the gang’s best territories which 1-49 +5
happen to be an Old Ruins (10) and Mine Workings 50-99 +10
(D6x10). A roll of 4 for the mine gives a total of 10 100-149 +15
+40 = 50 credits. There are 10 fighters to support so 150-199 +20
the gang is left with a total of 15 credits profit to add
200-249 +25
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 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.
A ganger visiting his family collects 30 credits. In addition, there is a chance of a young relative joining your gang.
Roll a D6 after each battle. On a 6 you can recruit a Juve for free if you want to, who comes equipped with a knife.
If the gang doesn't have a Juve fighter type, such as Scavvies, then you can recruit a Ganger type instead.
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 opt to permanently 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 they can use these vents to deploy up to three fighters anywhere on the top surface level of
any buildings 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 always ignore the first Ammo roll during a battle. It is assumed
you pass the roll and no dice are rolled. Duplicate bonuses of this type apply to subsequent Ammo rolls 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 a 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 fighter rolls a Dead result on the Serious Injuries chart then the Doc may attempt to patch him up. This
decision must be made as soon as the injury is rolled, and a Doc can only make a single attempt per battle. If he's
sent to the Doc, roll a D6. On a 5+ the injury roll is treated as a Multiple Injuries result instead.
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.
Players should preferably complete their recruiting
and trading after the battle is over, making any Rare Trade Chart
appropriate dice rolls while both players are present. The following chart is used to determine what rare
trade items are offered for sale to the gang. D3 items
Alternatively, players may prefer to wait until the heat are offered automatically and a further +1 for each
of battle has cooled and they are able to consider ganger sent to search them out. The prices of rare
purchases more carefully. Determine which rare items items are given on the main trade charts.
are offered for sale whilst both players are together.
The players can then work out what to buy later on.

96
NECROMUNDA

RARE TRADE CHART


11 Power Weapon: Roll again 34 Medi-pack
1-3: Power Sword, 4-5: Power Axe 35 Isotropic Fuel Rod
6: Power Fist
36 Bionic: Choose one of the following:
12 Rare Weapon: Roll again Bionic Arm, Eye, Leg, Chest or Implant
1: Needle Rifle
41 Skull Chip
2-3: Needle Pistol
4-5: Web Pistol 42 Shock Maul
6: One in a Million Weapon (see page 54) 43 Grapnel
13-14 Gas Grenades: Roll again 44 Grav Chute
1-3: Choke, 4-5: Scare, 6: Hallucinogen 45 Bio-scanner
15-16 Grenades: Roll again 46 Bio-booster
1: Melta Bombs, 2-3: Photon Flash Flares
51 Concealed Blade
4: Plasma Grenades, 5-6: Smoke Bombs
52 Respirator
21-23 Ammo: Roll again
1-3: Hotshot Laser Power Packs 53 Photo-visor
4-5: Drum Magazine, 6: Hellfire Bolts 54 Berserker Chip
24-25 Gunsight: Roll again 55 Blindsnake Pouch
1-2: Red-dot Laser, 3: Mono-sight 56 Infra-red Goggles
4-5: Telescopic Sight, 6: Infra-red Sight
61-63 Raid Gear: Roll again
26 Heavy Gear: Roll again 1-3: Silencer
1-4: Auto-repairer, 5-6: Suspensor 4-6: Choose one of the following:
31-33 Armour: Roll again Screamers or Stummers
1-3: Flak, 4-5: Mesh 64 Stinger Pouch
6: Exotic Armour: Roll again
65 Ratskin Map
1-4: Carapace, 5-6: Force Field
66 Mung Vase

HOUSE WEAPON LISTS SELLING


During the post game sequence your gang can buy A player may wish to trade-in weapons at the same
any weapons on your house weapon list. The lists time as he buys new ones. After all, as gangs get more
reflect the fighting styles and character of the houses powerful they often abandon their earlier armament
so it's unusual for gangers not to be armed with in favour of something better. However, the second-
weapons from it. It's possible to still buy weapons not hand value of gear is not high due to the considerable
on your house weapon list, but to represent the rarity wear and tear inflicted on it by your fighters.
of this the following rules apply.
Gangs can sell equipment for half its listed price. In
When your Gang Leader and accompanying Gangers the case of rare weapons which have a variable price
search for rare trade, they can instead look for the gang receives half of the fixed cost component.
weapons not on their house weapons list. Before For example, a Red-dot laser sight costs 40+3D6
determining what rare items are offered to your gang credits so it can be sold for 20 credits.
(by rolling D66) you can instead choose to exchange
Old gear can be hoarded for future use (make a note
one or more of those offers to purchase a weapon not
in the gang's stash) or it can be swapped around the
on your house weapons list. Each non-house weapon
gang from one fighter to another (though not
purchased reduces your rare trade offers by one.
between gangs).

97
NECROMUNDA
PRICE CHART Special Weapons Cost Availability
The following charts indicate the cost of items Autoslugger 45 Common
available for sale at the trading post. The cost of rare Flamer 40 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 Meltagun 95 Common
includes a base cost plus a variable extra amount, for Needle Rifle 180+4D6 Rare
example 40+3D6 credits. In these instances the extra Plasma Gun 80 Common
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
Autocannon 260 Common
have them listed on their House’s weapon lists.
Heavy Bolter 180 Common
Heavy Flamer 80 Common
Hand-to-Hand Weapons Cost Availability Heavy Plasma Gun 240 Common
Chain or Flail 10 Common Heavy Stubber 120 Common
Chainsword 25 Common Lascannon 300 Common
Club, Maul or Bludgeon 10 Common Missile Launcher 140 Common
Knife (1st knife is free) 5 Common
Massive Axe, Sword or Club 15 Common Missiles Cost Availability
Power Axe 35+3D6 Rare
Power Fist Frag Missiles 35 Common
85+3D6 Rare
Power Sword Super Krak Missiles 50 Common
40+3D6 Rare
Shock Maul 35+3D6 Rare
Sword 15 Common Grenades Cost Availability
Choke Grenades 15+2D6 Rare
Pistols Cost Availability Frag Grenades 25 Common
Autopistol 15 Common Hallucinogen Grenades 40+4D6 Rare
Bolt Pistol 25 Common Krak Grenades 40 Common
Hand Flamer 25 Common Melta Bombs 40+3D6 Rare
Laspistol 15 Common Photon Flash Flares 20+2D6 Rare
Needle Pistol 80+4D6 Rare Plasma Grenades 35+3D6 Rare
Plasma Pistol 30 Common Scare Grenades 20+2D6 Rare
Stub Gun 10 Common Smoke Bombs 10+3D6 Rare
Web Pistol 120+4D6 Rare
Ammo Cost Availability
Basic Weapons Cost Availability Bolt Shells 15 Common
Autogun 20 Common Dum-dum Bullets 5 Common
Boltgun 35 Common Hellfire Bolts 20+3D6 Rare
Hunting Rifle 25 Common Hot Shot Shells 5 Common
Lasgun 25 Common Hotshot Laser Power Packs 15+2D6 Rare
Shotgun (+Solid, Scatter) 20 Common Manstopper Shells 5 Common

98
NECROMUNDA
Sights Cost Availability ADJUSTING
Infra-red Sight 30+3D6 Rare THE GANG RATING
Mono Sight 40+3D6 Rare The gang rating of each gang is equal to the value of
Red-dot Laser Sight 40+3D6 Rare its fighters plus their Experience points. As the value
Telescopic Sight of fighters includes their equipment, players must
20+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
Carapace Armour 60+3D6 Rare keeps but does not give to a fighter is hoarded. It
Flak Armour 10+2D6 Rare remains unissued in your hideout and its value is not
Force Field included in the gang rating.
100+4D6 Rare
Mesh Armour 25+2D6 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
weaponry and other equipment represents an
Bionic Arm 80+3D6 Rare
additional ‘rarity’ cost charged over and above the
Bionic Chest 50+3D6 Rare actual worth of the item.
Bionic Eye 50+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.
Auto-repairer 80+4D6 Rare
Berserker Chip 25+3D6 Rare Repairs & Supplies
Bio-booster 40+4D6 Rare If any weapons run out of ammo, malfunction, or
Bio-scanner 50+3D6 Rare explode during a fight then it's automatically assumed
Bionic Implant 50+3D6 Rare the weapons are fixed and their ammo replenished in
30+2D6 Rare time for the next battle. Supplies of grenades are also
Blindsnake Pouch
restocked as are any other specialist equipment, such
Clip Harness 10 Common
as weapon reloads and bio-boosters.
Concealed Blade 10+D6 Rare
Drum Magazine 15+2D6 Rare
Filter Plugs 10 Common
Grapnel 30+4D6 Rare
Grav Chute 40+4D6 Rare
Infra-red Goggles 30+3D6 Rare
Isotropic Fuel Rod 50+4D6 Rare
Lobo-chip 20 Common
Medi-pack 80+4D6 Rare
Mung Vase D6x10 Rare
One in a Million Weapon Weapon x2 Rare
Photo Contacts 15 Common
Photo-visor 25+2D6 Rare
Ratskin Map D6x10 Rare
Respirator 15+2D6 Rare
Screamers 10+D6 Rare
Silencer 10+2D6 Rare
Skull Chip 30+3D6 Rare
Stinger Pouch 10+3D6 Rare
Stummers 10+3D6 Rare
Suspensor 50+3D6 Rare
Weapon Reload Weapon ÷2 Common

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 A player cannot buy extra weapons or equipment for
A player can recruit Hired Guns when he creates his a Hired Gun, and he cannot remove, swap, or sell a
gang. Hired Guns can also be recruited from the trade Hired Gun’s weapons or equipment. Hired Guns earn
post after any game. A gang can dispense with the no Experience points which means they never gain
services of a Hired Gun after any game. further skills or characteristic bonuses. However they
must still roll for serious injuries if taken out of action
Hired Guns don’t belong to the gang they fight with just like regular gang members.
and they don’t help the gang except by fighting. This
means that Hired Guns don’t count as members of
the gang for purposes of collecting income or for HIRE FEE
deducting cost of living expenses. Hired Guns count The gang must pay the hire fee for the Hired Gun
as gang members for the purposes of working out when he is recruited and subsequently after each
when the gang must start taking Bottle rolls, however, battle including the first. This cost comes from the
a hired gun's Leadership characteristic cannot be used gang’s stash in the same way as the cost of buying
for the Bottle roll if the gang's leader is incapacitated. new weapons or recruiting new gang fighters. Note
Hired Guns must still usually be paid even if they
didn't participate in the fight. If the gang dispenses
with a Hired Gun then he must still be paid for his
In ages past a trickle of waste seeped down services that game.
through the hive and into an abandoned
If the Hired Gun is killed or was forced to miss the
dome. In time the trickle became a torrent,
game (as described in the Missing Games section on
and the dome’s roof collapsed under the
page 83) then understandably he does not have to be
relentless pressure. The falling fluids brought
paid for his services that game.
masses of debris into the dome, burying the
floor beneath a thick layer of sediment. If the Hired Gun was captured that game then he
Eventually, further erosion of the dome’s cannot be paid. If he is subsequently ransomed or
floor caused it to collapse too, and the fall rescued then the naturally grateful Hired Gun will not
plunged into a yet older dome beneath. demand any payment for either the game he was
captured in nor the Rescue attempt. Note Hired Guns
The effluent flow grew year by year, carrying must be ransomed together with all of their weapons
debris further down, and wearing away a and equipment.
whole series of domes to produce a roaring
fall of multi-hued effluent and a gaping If there is insufficient credit in the gang's stash to pay
chasm into the deepest levels of the hive. a Hired Gun, then he leaves the gang and the gang
may not recruit further Hired Guns until it has fought
Today the effluent is gone but a thin trickle another battle.
of dust still cascades from above. In its stead For purposes of the gang rating the value of a Hired
there is the shaft itself, plunging through the Gun is his hire fee x5.
Underhive to the darkness of the hive
bottom. This is called the Abyss, a mile-deep Although Hired Guns are good value, especially for
hole that pierces dome after dome in the new gangs, there are disadvantages. Firstly and most
path of the old river falls. importantly they do not accumulate Experience
points and cannot advance beyond the level they are
Perched upon the edge of the Abyss is Dust at when hired. This means that they are less useful for
Falls, a large settlement where ambitious established gangs that already have good quality
gangs can take the steep path down into the fighters. Secondly, the hiring fee of these mercenaries
depths of the hive. The trail leads to the Hive reduces the cash available to recruit new fighters and
Bottom itself and the pollutant sump lake of weapons – both of which are vital to a gang’s future.
chemical slime that lies at its base.

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. Understandably
outlawed gangs cannot hire a 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)

102
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 that
wasn't from an outlawed gang, roll a D6. On a 6 the
Bounty Hunter recognises the fighter as a wanted
fugitive with a price on his head. The gang can turn in
the fugitive to the Guilders. Note that the player
doesn’t have to turn in a fugitive, he may still prefer
to ransom the captive back to his own gang.
If a fugitive is turned in for bounty the gang's reward
is a number of credits equal to his total Experience
points plus D6x5, which is added to the gang's stash.
The gang may also keep any of his equipment.
To find out what happens to a fugitive who is turned
over to the Guilders roll a D6.
1 Sold into Slavery: The fighter disappears forever.
2-3 Fined: Fined a number of credits equal to his
basic fighter cost plus his Experience points. For
example, a Ganger (basic cost of 50 credits) with BOUNTY HUNTER GEAR
46 Experience would be fined 96 credits. His A Bounty Hunter fights with his own weapons as
gang may free the fighter by paying his fine. described below. They are invariably armed to the
teeth (it goes with the job). Bounty Hunters cannot
4 Fined: Fined D6x10 credits. His gang may free buy or use other weapons or equipment as they
the fighter by paying his fine. hoard all of their money and dream of retiring to the
5 Fined or Sentenced: The gang may choose to opulent Spire.
free the fighter for D6x5 credits or let him serve Bounty Hunters are armed with the following:
his sentence in the pit, in which case he misses
the next game. • Knife
• Bolt Pistol with Red-dot Laser Sight
6 Insufficient Evidence: Released immediately. • Boltgun, Lasgun or Hunting Rifle
Fines must be paid out of the gang’s stash before the • Chainsword
gang’s next game. If a player is unable or unwilling to • Shotgun (Solid, Scatter, and Manstopper Shells)
pay the fine the fighter is sold to the slavers and never • Respirator or Filter Plugs
seen again. Only in the case of a ‘Fined or Sentenced’ • Photo-visor or Photo-contacts
result does the gang have the choice of paying or
Plus any one of the following:
missing a game. If the fighter is returned to the gang
then he returns with his equipment, assuming the • Bio-Booster
capturing gang didn't keep all of his gear before • Blindsnake pouch
turning him over to the Guilders. • Infra-red Goggles
• Weapon Reload (for all weapons)
• Mesh Armour
• 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)
A gang that includes a Ratskin Scout can add or 2: Leap (Agility)
subtract 1 from the Scenario Table roll to determine 3: Sprint (Agility)
which scenario the players will fight. 4-6: Roll a further D6:
1: Catfall (Agility)
If a gang has a Ratskin Map which also gives a bonus
on the Scenario roll then the Ratskin Scout confers no 2: Dive (Stealth)
further advantage. The gang already has access to all 3: Ambush (Stealth)
the hidden passageways in the area. However, the 4: Evade (Stealth)
Scout's modifier can take precedence, which reduces 5: Infiltration (Stealth)
the chance of the map fading by 1. 6: Sneak Up (Stealth)

104
NECROMUNDA
Native
Ratskins are utterly at home within the Hive Bottom's
environments as they are born and bred in
unimaginably harsh conditions. Due to this, Ratskin
Scouts are immune from the effects of Treacherous
Conditions. If a Blind Fight scenario is being fought
then Ratskin Scouts are immune from the Vision and
Running special rules.

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
Explore • Club, Maul or Bludgeon
If the gang that has hired a Ratskin Scout wins the • Blindsnake Pouch
scenario and the Scout didn't go out of action then he
is allowed to explore the local area for new territory Plus one of the following:
after the game. The Ratskin searchs for mineral • Shotgun (Solid, Scatter and Manstopper Shells)
deposits, likely looking places for settlement, fungus • Autogun
caves, and other possibly useful finds. • Lasgun
If the player wishes to send his Ratskin exploring the • Hunting Rifle
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.

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 Scenario modifiers


Before the battle can begin the players work their way Sometimes a gang may be able to modify the Scenario
through the following pre-battle sequence. Table roll. If both gangs are able to modify the roll
then each point will nullify each other's bonus. For
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
example, if a gang hires a Ratskin Scout (+/-1) while
the opposing gang is using a worn and incomplete
Ratskin Map (+/-2) then he will only be able to
and a defender, then the player who picks the
modify the Scenario Table roll by 1 point.
scenario must attack.

2 Roll for fighters with Old Battle Wounds or Head


Wounds to see what part they play in the battle.
POST BATTLE SEQUENCE
After the battle is over the players work their way

3 Set up the terrain and gangs according to the


rules for the scenario you are playing.
through the following sequence. You do not have to
work through the entire sequence at once, as you
may wish to consider further purchases, but any dice
rolls required must be observed by both players or a
SCENARIO TABLE neutral third party. It is convenient to complete up to
Section 4 (Collecting Income) straight after the game.
2D6 Result
2 The player whose gang has the highest gang
rating may choose which scenario is played.
1 Determine the extent of any injuries for each
gang fighter out of action at the end of the game.
See the Serious Injuries section for full details.
This is also a grudge match so any Experience
earned from causing wounding hits is doubled.
In addition, if any fighters taken out of action
roll a Full Recovery result then it is treated as a
2 Allocate Experience points for your gang fighters
and make any appropriate Advance rolls. See the
Experience section and Scenarios for full details.
Bitter Enmity result instead.
3-4 The player with the higher gang rating chooses. 3 Re-allocate territory if appropriate. Territory may
be lost or won according to the scenario played.
5-6
7-11
Play the Gang Fight scenario.
The player with the lower gang rating chooses.
4 Collect income from territory, scenario loot, etc.
Then work out the gangs upkeep costs and add
any profit to the gang's stash.

5
12 The player with the lower gang rating may
Recruit new fighters, buy/sell/reallocate weapons
choose which scenario is played. In addition,
and equipment and pay hired guns as described
this is a grudge match as outlined in the 2 roll.
in the Trading Post section. You may also pay
ransoms if any of your fighters are captured.
WOUNDING HIT AWARDS
Gang fighters earn +5 Experience points for inflicting
an unsaved wounding hit on an enemy model.
6 Update your total gang rating and you are ready
to fight again.

Fighters don't receive this award if the hit roll failed


or if the target has zero Wounds. For example, blasts DISBANDING GANGS
that scattered or shooting down models won't count.
You may choose to disband your gang at the end of
If a model with at least 1 Wounds is 'finished off' in any game and start again with a new one. All of the
base contact, such as a webbed model, then it will old gang’s territories are lost, but gang fighters may
confer a wounding hit award. be hired for the new gang if you wish. Gang fighters
If a template weapon hits then all models wounded in who are ‘re-hired’ have a cost equal to the value listed
the blast confer wounding hit awards. for them in the gang list plus their equipment, plus 1
credit per Experience point. Note the normal fighter
Weapons that inflict multiple Damage score an award cost is still used for purposes of the gang rating. The
for each wound inflicted until the model is reduced leader of a disbanded gang, if he is still alive, may not
to zero Wounds. be hired into the new gang. He wanders alone into
In hand-to-hand combat each wound inflicted confers the wastes never to be seen again. Fighters currently
an award until the model is reduced to zero Wounds. captured by the disbanded gang are returned.

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

TERRAIN THE MONSTER ROLL


The players roll-off. Starting with the highest scorer Each player may, if he wishes, roll a D6 at the start of
each player takes it in turn to place a piece of terrain, the opposing player’s turn. On a roll of 1-5 nothing
either a ruined building, walkway, barricade, etc. It is happens. On a roll of 6 some unknown mutant
suggested that the terrain is set up within an area 4' x monstrosity has attacked a member of the rival gang.
4' so the 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 He manages to beat off the creature but may not
of the table and at least 4" away from each other. Note do anything else this turn. In addition, the fighter
that the counters are placed before deciding which must make an Ammo roll for a weapon – he has
edge the gangs will play from, so it is a good idea to fired off loads of ammo to drive off the attack. The
put the counters towards the middle of the table. opposing player chooses the weapon, ammo, etc.
2-5 The fighter manages to beat off the creature. The
GANGS fighter may not do anything else this turn.
Each player rolls-off. The low scorer chooses which
table edge he wishes to set up on, and places all of his 6 There is a gunshot, a shriek, silence, and the inky
gang within 8" of that edge. His opponent then sets blackness swallows another victim. The fighter is
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 then the game ends
immediately. The gang that bottles out loses the game
and the other side wins and 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 earn Experience points as noted below.
+D6 Survives: If a fighter takes part in the game (ie
was deployed on the table) and 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


a rival gang’s hideout. The aim isn't to destroy the
THE MISSION
The Hit and Run scenario can be played with any of
hideout, just to cause a bit of damage and remind
the mission objectives described below. After all the
rivals that your gang is a force to be reckoned with.
terrain is placed, the attacker rolls a D6 to determine
In this game the player who picked the scenario is the which mission he undertakes. The defender shouldn't
attacker and the other player is the defender. know what the result of the D6 roll was, it's up to him
to guess the raider's intentions. For this reason it's
TERRAIN recommended the attacker rolls the D6 in secret and
The players roll-off. Starting with the highest scorer notes down the mission which can then be later
each player takes it in turn to place a piece of terrain, revealed at the appropriate time.
either a ruined building, a connecting walkway,
barricade, etc. It is suggested that the terrain is set up 1 Blitz: The attackers try to wreck the water still
within an area of roughly 4' x 4'. vapour collecting vanes. The water still has a
Toughness of 6 and the raiders win if it's damaged
Once the terrain is set up the defender places a Loot by sustaining 1 or more ‘wounds’.
counter to represent a hoard which the gang has
collected ready to take back to their main settlement. 2 Bushwack: The raiders try to gun down the
The defender also places the Water Still piece which opposing Gang Leader. They win if the Gang
represents the collecting vanes of a vapour trap, a Leader is taken out of action. If the Gang Leader is
device that extracts water from the atmosphere. unable to take part in the game, such as due to an
Old Battle Wound, then re-roll this result.
The defender can place the loot anywhere on the
table, and can place the water still on the top surface 3 Scrag: The attackers aim to ambush and ‘scrag’
level of any building. He must place the loot and an enemy gang fighter who they have a personal
water still at least 12" apart and at least 12" away from grudge against. The target is chosen randomly
the table edges. These are not necessarily going to from the initially deployed defenders before the
play an important part in the game depending on attackers are set up. The raiders win by putting
which mission the attackers roll. the target fighter out of action in hand-to-hand
combat. If the target is taken out of action before
being scragged then the attackers fail the mission.
4 Shoot Up: The raiders plan to make a pass
through the area, firing weapons in the air,
whooping and yelling, and generally scaring the
hell out of everyone. They win by setting up
within 12" of one table edge and exiting at least
one model from the opposite edge.
5 Stick Up: The raiders try and steal the opposing
gang’s loot. They win if a raider leaves the table
with it. The Loot counter can be picked up and
moved exactly as described in the Scavenger
scenario. If successful the raiders gain D6x10
credits to add to their income, and the losers’
income is reduced by that amount. If the gang
doesn't generate enough income to pay for the
loot, the extra is paid out of the gang's stash if
possible. Note the raiders will still get the full
amount even if the defenders can't afford to cover
the cost from their income and stash.
6 Choose: The attacker can choose a mission from
an of the five 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 12" away from
the table edges. 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-off. 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.
ENDING THE GAME
Roll a D6 at the start of each turn after the first: 1-2 = The game ends once all the attackers are down, taken
up to 1 fighter, 3-4 = up to 2 fighters, 5-6 up to 3 out of action, or have moved off a table edge. The
fighters. The fighters all arrive on the same table edge. game also ends if the attacker bottles out. If the game
To see what table edge they appear on, first nominate ends without the attackers fulfilling their objective
a number for each of the table sides, then roll a D6. then the defending gang wins.
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 attackers 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 are deployed anywhere along the table edge
and 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
Mission Complete this scenario and cannot bottle out voluntarily.
If the raiders successfully achieve their mission, or in
the case of a 'Scrag' fail the mission, then they must
then attempt to escape the area before they are
EXPERIENCE
outgunned by the enemy reinforcements. Escaping Fighters who take part in the game – ie are deployed
raiders may move off any table edge, as explained in on the table – earn Experience points as noted below.
the Leaving The Table section of the Movement rules. +D6 Survives: If a fighter survives the battle then D6
Note raiders cannot leave the table in this way until points are earned. Even fighters who are
the mission is complete or in the case of 'Scrag' failed. 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 this scenario one gang has set a trap for the other.
The ambushers must plan their ambush very carefully,
EXPERIENCE
Fighters earn Experience points as noted below.
however, because if their opponents are able to avoid
it the hunters could very quickly become the hunted! +D6 Survives: If a fighter takes part in the game (ie
was deployed on the table) and survives the
In this game the player who picked the scenario is the
battle then D6 points are earned. Even fighters
attacker (the ambusher) and the other player is the
who are wounded and taken out of action
defender (whose gang is about to be ambushed).
receive experience for taking part.

TERRAIN +5 Per Wounding Hit: A fighter earns 5 points for


The players roll-off. Starting with the highest scorer each wounding hit he inflicts during the battle.
each player takes it in turn to place a piece of terrain, Make a note on the gang roster every time this
either a ruined building, a connecting walkway, a happens as described in the Playing A Campaign
barricade, etc. It is suggested that the terrain is set up Game section.
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.
The defender splits his gang into one or more groups
each of two or more models. He chooses one group SPECIAL
and places it in the approximate centre of the table If the losing gang has at least three enemy models
with all models being placed within 4" of one another. taken out of action, and suffers at least three times as
The attacker then sets up his entire gang. All the many casualties out of action as the opposing gang,
attacking fighters must set up behind cover and in then the winners can take over one piece of randomly
hiding. They may not set up within 12" of a defending determined territory from the opposing losing gang.
fighter, but otherwise can be placed where you wish. To randomly determine a piece of territory roll a D6
and count down from the top of the opposing
The defender then sets up the rest of his gang one player’s territory list on their gang roster, or use some
group at a time. He chooses the group he wishes to other suitable method as appropriate.
deploy and rolls a D6. On a roll of 1-5 nominate one
defending model that has already been placed and
deploy all the fighters in the group within 4" of that
model. On a 6 the group may be placed anywhere on
the table, but the group must all set up within 4" of
one another. This allows 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


The defending player rolls a D6 for each group that
he was allowed to place freely (ie, that he rolled a 6
for) and add them together. On a total of 1-5, or if no
groups were allowed to be placed freely, 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 then the game ends
immediately. The gang that bottles out loses the game
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
In this game the player who picked the scenario is the attention to the raiding party. The attacker can choose
attacker and the other player is the defender. which of his fighters he will commit to the raid.
Special deployment rules cannot be used by either
TERRAIN gang in The Raid scenario – eg Infiltration, Vents etc.
The players roll-off. Starting with the highest scorer
each player takes it in turn to place a piece of terrain, STARTING THE GAME
either a ruined building structure, a connecting The attacker takes the first turn of the game.
walkway, barricade, etc. It is suggested that 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 instead,
attackers can choose any one of the defender's though cannot move him into an obviously harmful
territories to raid. The terrain is either the territory position (such as walk him straight off a ledge). For
itself or the entrance to it (such as a mine or tunnel example, a roll of 1 gives a move of -2, so the attacker
entrance, hole or water still) or a part of the moves the sentry up to 2". Note if a 3 is rolled then
Underhive that a contact has asked you to protect or the sentry remains facing the same way.
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. Sentries can
raided. The raiders must destroy the Gateway to win spot raiders at any point during either player's turn.
the game. Raiders in the open will be spotted on a roll of 2+.
Raiders in partial cover will be spotted on a roll of
The Gateway structure has a Toughness of 6 and can
4+. Raiders in full cover will be spotted on a roll of 6.
sustain the equivalent of 3 wounds. Once the
Gateway has been reduced to zero Wounds it counts Sentries will spot any raider within their Initiative
as destroyed. distance in inches regardless of cover or hiding.

116
NECROMUNDA
Raiders are also spotted if they move within sight of a
2-5
sentry during their own turn. The sentry’s spotting
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 6
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 (eg a smoke
cloud) then he sounds the alarm on a roll of 4+.
ENDING THE GAME
Shooting: If a fighter shoots a weapon, roll 2D6 and The game ends if the Gateway is destroyed and all
add the weapon’s Strength to the score. If the result is surviving raiders leave the table by the edge where
over 10 then the alarm is sounded. However, this rule they originally set up. Note the raiders may not leave
does not apply to silent weapons, or any weapons the table in this way until the Gateway is destroyed.
without a Strength. Note that shooting can sound the The game also ends if all the raiders on the table are
alarm even if there are no sentries left. down or out of action or if the attackers bottle out.
Fighting: A sentry fighting in hand-to-hand combat As the attackers have so few raiders and because they
will sound the alarm if he is not taken out of action are hyped up for the attack, the gang does not have to
that turn. If the sentry or raider shoots a pistol or uses take Bottle rolls until it has lost 50% of its fighters
a noisy hand-to-hand weapon in combat then you rather than the usual 25%.
must roll as described above to see whether the noise
sounds the alarm even if the sentry is killed. In The defender is protecting his gang’s family, friends
addition the noise of fighting may also cause the or vital possessions, and so doesn’t have to take
alarm to be sounded. Each sentry fighting in hand-to- Bottle rolls. The defender won’t bottle out in this
hand combat must roll a D6 at the start of the hand- scenario and cannot bottle out voluntarily.
to-hand phase. If the score is not more than the If the Gateway is destroyed then the attackers win the
number of raiders fighting the sentry then sounds of game otherwise the defenders win.
the scuffle raises the alarm. For example, if 3 raiders
mug a sentry then a roll of 1-3 will sound the alarm.
EXPERIENCE
Gateway: The alarm is automatically sounded if the Fighters earn Experience points as noted below.
Gateway is destroyed.
+D6 Survives: If a fighter takes part in the game (ie
Important: Although it's possible to set off the alarm was deployed on the table) and survives the
mid-turn, the special sentry rules still apply until the battle then D6 points are earned. Even fighters
end of that turn. After the turn has ended the sentries who are wounded and taken out of action
can move and act following all the usual fighter rules. receive experience for taking part.
+5 Per Wounding Hit: A fighter earns 5 points for
REINFORCEMENTS each wounding hit he inflicts during the battle.
At the start of the game the defender divides any Make a note on the gang roster every time this
fighters not deployed as sentries into groups of one happens as described in the Playing A Campaign
or more models as he sees fit. These fighters are not Game section.
set up on the table, but can enter as reinforcements.
+5 Destroy Gateway: A raider earns 5 points if he
Once the alarm is sounded the defender can attempt inflicts a hit which destroys the Gateway.
to bring on one group of reinforcements per turn.
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 SPECIAL
than the size of the group then no reinforcements
If the Gateway was destroyed then roll a D6. On a 1-4
enter that turn.
the territory is disrupted. It cannot be worked after
Reinforcements enter together on any of the three the battle and confers no bonuses, but it can be
table edges other than the edge where the attacker worked again in subsequent games. On a 5 the
deployed. Roll a D6 to determine which edge they territory is damaged. It cannot be worked after the
enter as shown on the diagram. Reinforcements are battle and confers no bonuses. The territory must also
deployed anywhere along the table edge but cannot be repaired so cannot be worked until D3 games have
be placed within 8" of an attacker and can move and passed. On a 6 the territory is destroyed and must be
fire normally on the turn they are placed. struck from the gang roster.

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.

In this scenario one, or more, of your gang fighters


have been captured and you have discovered where
ENDING THE GAME
The game ends if all the captives and attackers are
they are being held. A small group of raiders is poised
either down, out of action or leave the table edge
to mount a daring rescue bid.
which the attackers were deployed from. Note the
This scenario can only be chosen when one of your attackers may not leave the table in this way until at
gang members has been captured by your opponent. least one prisoner is freed. The game also ends if the
Before rolling on the Scenario Table the player who attacker bottles out. The attackers are so hyped up
has lost his fighter may attempt a rescue rather than they do not have to take Bottle rolls until it has lost
pay a ransom. If the player refuses to attempt a rescue 50% of its fighters. The defender is guarding his
then a roll is made on the Scenario Table as normal. gang’s hideout so does not take Bottle rolls.
Except where noted otherwise below the rules are the
If all captives are rescued then the attackers win the
same as for the Raid scenario already described. Note
game otherwise the defenders win. If any prisoners
the Gateway is not used in a Rescue scenario.
are not rescued then another attempt cannot be made
and they may be sold to the guilders as a slave.
THE PRISONER
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 earn Experience points as noted below.
defender is not allowed to attack or ‘execute’ his +D6 Survives: If a fighter takes part in the game (ie
prisoners, but must attempt to drive off the rescuers. was deployed on the table) then D6 points are
Once the captives are freed he may be attacked or earned. Even fighters who are taken out of
shot at like any other fighter. action receive experience for taking part.
A prisoner is rescued and free to move and fight once +5 Per Wounding Hit: A fighter earns 5 points for
cut free by a friendly fighter. The friend moves into each wounding hit he inflicts. Make a note every
base contact with the captive and spends the rest of time this happens as described in the Playing A
the turn cutting him free. He may not shoot, fight Campaign Game section.
hand-to-hand, or do anything else during the turn.
Note the captive has no weapons or other equipment +5 Free Captive: A raider earns 5 points if he cuts
apart from any bionics, but is given a knife by his a captive free.
liberator. It's assumed his equipment is scooped up +10 Successful Defence: If the defenders win then
into a bag 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 walk slowly and
must entice your rival to draw first and then drive him deliberately towards each other until somebody’s
out of town with your return fire. nerve fails and guns are drawn. To represent this,
gang fighters may move up to 1" per turn. Fighters
TERRAIN that moved must move towards the enemy – ie they
The players roll-off. Starting with the highest scorer cannot end their move further away from the enemy.
each player takes it in turn to place a piece of terrain, They also must not move into cover – ie terrain
either a ruined building, a walkway, a barricade, etc. cannot obscure them from the enemy. Once a model
However, terrain cannot be placed within 12" of the is within 4" of an enemy fighter then he stops. Players
center of the table. It is suggested that the terrain is take it in turn to move one model, starting with the
set up within an area 4' x 4' or thereabouts. player that has the most.
After both sides have moved each player must make a
GANGS Nerve roll. Each player rolls a D6 and writes down the
Each player rolls a D6 to see how many of his gang score. At the end of the next move each player makes
are present: 1-3 = 3 fighters, 4-5 = 4 fighters, and 6 = another Nerve roll, and adds it to their previous
5 fighters. These models are randomly selected from turn’s score. Both players keep on rolling a dice at the
the gang – ie you cannot choose the fighters involved. end of each move and adding it to their score until
one player’s total score goes over 15.
The two gangs are set up 16" apart in the middle of
the table at ground level and in parallel lines facing Important: A roll of ‘6’ counts as ‘0’ when making a
each other. Roll-off to decide which side sets up first. nerve roll, so if you roll a 6 your score stays the same
Each gang must set up centrally with no model more as it was on the previous turn.
than 1" away from another friendly model. Special
Once a player’s score goes over 15 his gang’s nerve
deployment rules cannot be used by either gang – eg
has cracked and they go for their guns. If both
Infiltration, Vents etc.
players’ scores go over 15 on the same turn then the
player who has the highest 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 he is carrying 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. However, any
nerve tests due to friendly fighters going down or out
of action are only taken after the Fast Draw has
ended. Once the first model has shot, the next highest
score shoots, then the next, and so on. In the case of
a tie all 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. Move
or fire weapons (eg heavy weapons) can only be fired
if the model didn't move in the last build-up phase.
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
points are earned. Even fighters who are
wounded and taken out of action receive
ENDING THE GAME experience for taking part.
The game ends if one side fails a Bottle roll. The other
side automatically wins the shoot-out and the bottling +5 Per Wounding Hit: A fighter earns 5 points for
gang loses the game. each wounding hit he inflicts during the battle.
Make a note on the gang roster every time this
EXPERIENCE happens as described in the Playing A Campaign
Fighters who take part in the game – ie are deployed Game section.
on the table – earn Experience points as noted below. +? 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 a loot counter, though it
reinforcements have arrived to secure and loot the
is recommended you model your own gleaming
hoard. It could also represent a gang being hired by
treasure trove to represent it! The hoard cannot be
the guilders to protect something of value with the
picked up, destroyed or affected in any way. Fighters
opposing gang launching a daring raid to get one
close to the hoard are naturally emboldened by its
over on their rivals.
presence and are much more willing to fight on to
In this game the player who picked the scenario is the secure its contents. To reflect this, any models within
attacker and the other player is the defender. 6" of the hoard temporarily gain the Iron Will and
Nerves of Steel skills.
TERRAIN
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 then the game ends
from that edge in the middle. The players roll-off. immediately. The gang that bottles out loses and the
Starting with the highest scorer each player then takes other gang wins the fight. However, the defenders
it in turn to place a piece of terrain, either a ruined don't have to start taking Bottle tests until their
building, walkway, barricade, etc. It is suggested that reinforcements have arrived.
the terrain is set up within an area roughly 4' x 4'.
EXPERIENCE
GANGS Fighters earn Experience points as noted below.
The defender has a randomly determined number of +D6 Survives: If a fighter takes part in the game (ie
gang fighters initially protecting the hoard. Roll a D6 was deployed on the table) and survives the
to see how many models this is: 1-2 = 3 fighters, 3-4 battle then D6 points are earned. Even fighters
= 4 fighters, 5-6 = 5 fighters. The chosen gang who are wounded and taken out of action
members are placed anywhere on the table but must receive experience for taking part.
be within 6" of the loot counter. The defenders can
also choose to start the game on overwatch. +5 Per Wounding Hit: A fighter earns 5 points for
each wounding hit he inflicts during the battle.
The attacker then sets up his entire gang within 8" of Make a note on the gang roster every time this
the opposite table edge. happens as described in the Playing A Campaign
Game section.
STARTING THE GAME
The attacker takes the first turn of the game. +10 Successful Defence: If the defender wins then
their Gang Leader earns 10 Experience points.
REINFORCEMENTS
After the defender's first turn there is a chance the rest
SPECIAL
of the gang will show up to help defend the hoard. At The winning gang takes control of the valuable hoard
the start of each of the defender's subsequent turns, which is worth 3D6x5 credits. The income generated
roll a D6. On the first roll, a score of 6 will result in is added to the income from the gang's territories.
the reinforcements arriving. The remainder of the
gang are deployed 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.

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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
In this game the player who picked the scenario is the
switches taking place, who promptly makes a mad
attacker and the other player is the defender.
dash for the table edge. The attacking player must
react but only later finds out it was all one big
TERRAIN distraction, it was actually the plucky juve who snuck
The players roll-off. Starting with the highest scorer across from the other side of the table and was
each player takes it in turn to place a piece of terrain, carrying the package all along!
either a ruined building, a connecting walkway,
barricade, etc. 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 game – ie are deployed
be used by the defenders – eg Infiltration, Vents etc. on the table – earn 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.

122
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.
If a player picks the Blind Fight scenario then roll a
Models that are on fire can always be seen. If a fighter
D6 to find out in what circumstances the gangs meet.
is using a red-dot laser sight then his target can spot
1 Hit & Run the dot on a roll of 4+ instead of 6.
2 Scavengers
3-4 The Hoard RUNNING
5-6 Ambush Running in pitch black is fraught with danger. The
rubble strewn floors, overhanging girders and broken
The scenario is fought using the usual rules for its
walkways are all hazards to runners that are difficult
type, however, to reflect the blind conditions the
to see until it's too late.
following rules also apply.
If a model attempts to run or charge then the player
must first nominate the path he will take before then
VISION rolling 2D6. If the number rolled is equal to or more
A gang would never venture out in total darkness than the number of inches that the model would
unprepared. All Underhivers make use of cheap move, then he safely traverses the path and can
commonly available devices, such as blue-lights and continue his turn as normal. However, if the number
photonoculars, which allow them to see a few metres is less than the total number of inches then he trips
in front of them. During a Blind Fight scenario, gang up and hits the dirt. The model trips at the point
fighters are only able to see within a distance of 12". along the path equal to the number of inches rolled.
This means enemy models beyond this range cannot A fighter that trips is unharmed but cannot finish the
be shot at nor charged. move or do anything else that turn. If he trips within
1" of a ledge then he must also test to fall. If he 'trips'
in mid air then he counts as falling from that point.
Any fighters that are using photo-contacts roll 3D6
instead of 2D6 when testing to see if they trip. While
fighters equipped with a photo-visor never trip.
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 for surviving, however, in a Pitch
Black scenario this is increased to +2D6 points.

123

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