Necromunda Rulebook 1995 PDF Free

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BY RICI( PRIESTTEY

WITH JERVISJOHNSON & ANDY CHAMBERS


Rulebookcover:GeoffTaylor
Artwork:John Blanche,WayneEngland,Mark Gibbons& DesHanley
Componentart: DavidGallagher6, RichardWrignt
Fiction:RickPriestley& WayneEngland

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Partnumber:i07 i98
COTUTENTS
...' 5 T H E N E C R O M U N D A B O. X ........ 6
T N T R O D U C T I O. N
THEBOOKS ....'"' 6
....... 5
TABLETOPCONFLICT
THEMODELS ....... 6
BUILDINGTHE GANG
s THEBUILDINGS... ........7
T H E R U L E B O O.K. . . . """
5 TEMPLATES ........ 7
NEWPLAYERS . "...
7
W A R H A M M E R 4 O , O O O P L A .Y. .E. R
. S "..... 5 COI]NTERS

DICE . 8

W H A T E L S E Y O U W I L L N E"E. .D. ... ".... 8

GAME RULES
H I T M O D I F I E R. .S. . . ....16
CHARACTERISTICS... ll
covER "'"'"" l7
CHARACTERISTIC PROFILES
S M A L L A N D L A R G E T A R G E.T. .S. . ..... 17

7+HIT. """"' 18
THE TURN 12
PINNED ."" 18
PHASES
lz
wouND ""' 18

TOHITCHART """ "' 18


MOVEMENT 13 .... 19
INJURIES
M O V I N G. . . . 13 " """ 19
FLESHWOUND
RUNNING
13 ...""" 19
DOWN.
CHARGE!
13 19
ouroFACTION..... ""
HIDING ...
l3 ....... 19
M U L I I P L E W O T ] N D.S
TERRAIN
l4 .""""' 20
ARMOUR
....
OPENGROUND t4 ..".....20
PINNEDFIGHTERS
DIFFICULI GROUND 74 .... "... 20
ESCAPEFROMPINNING
VERY DIFFICULI GROUND 14 .. ".... 20
SHOOTINGINTOHAND-TO.HANDCOMBAT
IMPASSABLEGROUND 14 ... "..... 2I
SHOOTING
MOVINGAND
WALLS AND BARRIERS . . . . ' 74
S H O O T I N G A T A F I G H T E R W IHSOD O W N . . " . . . . . . 2 I
BLASTWEAPONS.... """2r
SHOOTING l5 GRENADES ......... 22
15 FLAMERTEMPLATES ....... 23
WHOCANSHOOT....
... 15 SUSTAINEDSHOOTING ."..23
CLOSESTTARGET
RANGE
l6 AMMOJAMS. """""23
. 16 M U L T I P L E S U S T A I N E D S H .O T S ......,.. 23
HITTINGTHETARGET
A M M O R O L L S. ""' 24

AMMOJAMS. """""24
FLAMERS """'24
GRENADES """25
ouToFRANGE """"'25
OVERWATCH """'25
' .H
GOINGONOVERWATC . "'"25
sHooTINGONOVERWATCH....'''''''' 25
H A N D - T O . H A NCDO M B A T ........ 26 PINNED FIGHTERSAND HAND-TO-HAND COMBAT . . 29
WHOCANFIGHT. ..........26 MOVINGFROMCOMBAT ....29
PROCEDURE ........ 26 BREAKINGFROMCOMBAT .........29
ATTACKDICE ....... 2]
FIGHTINGWTTHTWOWEAPONS ........ 21 L E A D E R S H .f .P. . ....30
D E T E R M I N E W I N N E. R ,..... 2] KEEPINGYOURNERVE ..... 30
COMBATSCOREMODIFIERS ..... 27 L E A D E R S H I P T E S.T. .S ..... 30
NUMBEROFHITS ..........27 WHENTOTEST..... .......30
WOUNDS,ARMOURANDINJURIES ......... 28 BROKENFIGHTERS ........ 30
WEAPONS ....... 28 RUNTOCOVER ......... 30
HITS.. ..........28 COMBATWITH
B R O K E N F I G H T E R. .S. . . . . . . . . . . 3 0
ARMOURMODIFIERS .... 28 BREAKING FROM
THEPARRY ...... 28 HAND-TO-HANDCOMBAT .......30
FUMBLE ........ 28 RECOVERINGYOURNERVE ........31
CRITICALHITS...... .... 28 B R O K E N T H A T T U R. N .......... 31
MULTIPLECOMBATS .......29 LEADERS .......... 31
FOLLOW-UP ..... .. 29 T T I E B O T T L E T E .S T ........ 31
F I G H T E RDSO W N . ......... 29 VOLUNTARYBOTTLEOUT ...... 31

ADVANGED GAME RULES


FALLING .... 32 TESTSFORFEAR.. ......... 34
JUMPING .... 32 TESTSFORTERROR, .......35
STRAYSHOTS ..,.,. 32 TESTSFORSTUPIDITY ......35
EXPLODINGWEAPONS .....33 HAIRED .... 36
WILDGRENADESANDSHELLS ..... 33 FRENZY ....36
MTACKING STRUCTURAL FEATURES AA

THE ARMOURY
WEAPONRY 39
TYPESOF WEAPON . . . . 39
PROFILES 39

HAND-TO-HANDCOMBATWEAPONS.... 41 Ptsrols ...... 44


MASSIVEAXE,SWORDORCLUB ........,. 4I AUTOPTSTOL ....... 44
C L U B S , M A U L S A N D B L U D G E O. .N S ....... 41 BOLTPISTOL ....... M
CHAINSWORD ...... 4I HANDFLAMER..... .......45
CHAINSANDFLAILS .......42 LASPISTOL ......... 46
SWORDSANDKNIVES ......42 NEEDLEPISTOL ..... 46
POWERSWORD .....42 PLASMAPISTO
. .L. . . ......47
\ POWERAXE ........ 43 S T U BG U N ......... 47
POWERFIST... .....43 WEBPISTOL ........48
POWERMAIJ'L. .....43
ARMOUR ..... 6l
CARAPACE ......... 61
F L A K. ...... 61
M E S H A R M O U. R
.... ....... 6l

AMMUNITIONANDGUNSIGHTS ... 62
HOTSHOTLASERPOWERPACK
. .... 62
RED-DOTLASERSIGHT .....62
MONO-SIGHT ....... 62
INFRA-RED
SIGHT. . . .. .. .. . 62
T E L E S C O PSI C
I G H T. ....... 62

BASfCWEAPONS ....49
BIONICSAND
BIO-IMPLANTS ...... 63
AUTOGUN ......... 49
BIOMCEYE.. ......63
BOLTGITN ..........49
BIOMCARM ... -.... 63
LASGUN ,... 50
BIONICLEG
.. ......63
sHorGUN .......... 50

MISCELLANEOUS EOUIPMENT . . . . .. . .... 64


SPECIALWEAPONS ...51
A U T O - R E P A I R .E. .R. . ...... 64
FLAMER .,.. 51
BIO-BOOSTER . .. . .. 64
GRENADELAUNCHER ......52
BIO-SCANNER ......64
MELIA-GUN ........ 52
BLINDSNAKEPOUCH ....... 64
NEEDLERIFLE. ..... 53
CLrPHARNESS...... ....... 65
PLASMAGUN .,.,...53
CONCEALEDBLADE ....,.. 65
FILIERPLUGS. ..,..65
HEAVYWEAPONS .... 54
GRAVCHUTE ....... 65
AUTO-CANNO
. .N
... -...... 54
GRAPNEL .......... 65
HEAVYBOLTER..... .-.-...54
INFRAGOGGLES.... .......66
HEAVYPLASMAGT]N. ......55
ISOTROPICFUELROD .-....66
HEAVYSTT]BGUN ..,......55
LOBO-CHrP ......... 66
LASCANNON ,...... 56
MUNGVASE ,..,....66
MISSILELAUNCHER.. ......56
MEDI-PACK ........67
ONEINAMILLIONWEAPON . .. . .. .. 67
GRENADES ... 58 P H O T O . C O N T A C. T
. .S ...... 67
KRAK . ..... 58 PHOTO-VISOR . .. .. . 67
F R A G. ...... 58 SILENCER -.-.-..... 67
MELTABOMB .......59 SKULLCHIP ........67
GAS.. ......59 RATSKINMAP.. ,...68
scARE .......... 59 RESPIRATOR ....... 68
cHoKE ......... 59 SCREAMERS ......., 68
HALLUCINOGEN ..,..... 59 STUMMERS ........ 69
PLASMA ,... 60 WEAPONRELOADS -.......69
PHOTONFLASHFLARE ..... 60
sMoKE ..... 60
WEAPONSUMMARY ....,.. 70
TTTRODUCTTOT
Necromunda is a game of fierce combat between rival gang juves quickly progress to become full gang fighters, and
fighters in the dangerousunderworld of the Necromundan fighters learn new abilities which make them superior
hives. combatants.
A hive is an ancient and incomprehensibly vast city, built up As the gang's leader becomesricher and his followers ever
layer upon layeq stretching ten miles into the planet's more deadly, his fame will spread throughout the
atmosphere.To those who live in the depths the dark and Underhive. Famous gunfighters and other renegadeswill
ruinous Underhive offers every opportunity for wealth and come and seek him out, perhaps to join him, maybe to
power. Its collapsed caverns conceal the riches of the collect the inevitable bounty that piles upon his head!
distant past: rare and precious metals, unfathomable
By recording the details of your gang you can watch it grow
archeotech devices, wondrous mutated fungi and much
from a bunch of young hopefuls to hardenedfighters feared
more. It is also a place of danger, where mutant creatures,
renegades and killers hide from the laws of House and and respectedthroughout the Underhive.
Hive. And, of course, there are others who want the riches
of the Underhive for themselves.
THE RULEBOOK
Outside the hives the planet's surface is covered by endless
This book, the Necromunda rulebook, contains the rules of
miles of toxic ash wastes and the atmosphereis so polluted
the game. You don't need to learn all the rules to play, but
that it corrodes the hive's armoured walls. Above is a harsh
we suggest you read through the rulebook before
sky and the sun's deadly light. Beyond the planet itself is
attempting your first game. The most important rules are
the wider galaxy and the great realm of the Imperium of
summarised on the separateplaysheets,and you'll quickty
Man, an empire of a million worlds held in thrall by the
find these are all you need in most situations. For more
Adeptus of Earth. But such things are nothing but legends
detailed rules and to resolve more complex situations, you
in the Underhive where sky and space,planets and even the
can always refer to the rulebook itself.
ground itself are concepts so wild and abstract that many
refuse to believe they exist.
NE\x/ PLAYERS
TABLETOP CONFLICT If you're new to Games Workshop games then you'll be
reassuredto know that finding other players isn't normally
The Necromunda game allows you to fight conflicts
a problem - you'll be surprised how many there are! There
between rival Underhive gangs on the tabletop. The
may be a Games Workshop store nearby, where you can
opposing gangs are representedby models, assembledand
obtain models, paints and game supplements. Games
painted by yourself, each representing an individual gang
Workshop stores are notjust shops, they are hobby centres
fighter. You'll find more information about the different
where the staff will happily help you learn the rules, show
cultures and peoples of Necromunda in the Necromunda
you how to paint, and suggestways to use and develop your
Sourcebook. Your tabletop becomes a part of the
collection. Games Workshop staff are also players who
Underhive, the scene of the action, with ruined buildings,
collect and paint their own forces and fight battles
gantries and multilevel walkways.
themselves.
The aim of the game is to outfight your opponent, which
requires a mixture of skill and luck. You'll soon learn how
to arm and equip your gang efftciently, and how to exploit \X/ARHAMMER 4O,OOO
the ruins and other terrain to your best advantage. You'll
also want to expand your gangs beyond the models
PLAYERS
provided in the game. Many models are available for the If you already play Warhammer 40,000 then the
different gangs and new models are coming out all the time. Necromunda game rules will be basically familiar to you
With these you can expand your collection, equip fighters and you'll have little difficulty absorbing the extra material
with different weapons, and add more powerful characters. needed to play. You'll still find it worthwhile to read
through the whole rulebook, as there are many points of
difference between the two games despite the many
BUILDING THE GANG similarities. After all, Warhammer 40,000 is designed to
reflect squad action games between two armies, whilst
Every time you play Necromunda you eam the opportunity
Necromunda representsindividual action between a dozen
to expand or improve your gang. By winning games you
or so fighters. As a result some of the rules developed for
gain territory discover ancient artifacts, uncover mineral
mass combat in Warhammer 40,000 don't apply to
wealth, and so on. With this wealth you can buy more
Necromunda, such as unit coherency and unit Break tests.
weaponry and hire more gang fighters.
On the other hand, there are new rules for wounded
Your gang will also improve with time. Every time a gang fighters, ammunition, falling, and other aspects of
fights, its members gain in skill and experience. Young individual combat.
THE NECROMUNDA BOX
This box contains the following models, rulebooks, and THE MODELS
card components. The Necromunda box contains two rival gangs, each
representing one of the great Necromundan Houses: the
Goliaths and the Orlocks.
1 Necromunda Rulebook
Select a model and carefully remove all the components
1 Necromunda Sourcebook
from the frame using a craft knife or clippers. Don't twist or
pull the pieces from the frames as they may break' Any
i"-. ot marks left on the models can be removed with a
Citadel Models: 12 Goliath fighters
craft knife or file.
12Orlockfiehters

2 Range Rulers

3 Multi-storey card buildings


30 Bulkheads
6 card Walkways
I L-shaped card WalkwaY
I card Water Still Piece
1 card Tunnel Entrance
1 squarecard Platform
Orlockgangers

Counters: 6 Hidden/Broken counters


The models are designed to fit without glue' but we
12 Overwatch/Run counters recommend that they are glued together using a suitable
6 Loot counters adhesive such as polystyrene cement or superglue' You
might wish to assemblesome models without gluing so you
can play a few games fairly quickly - you can always glue
Card templates: 2 Flamer templates them together later.

3 circular Blast markers Models can be painted using Citadel Colour paints. It is not
necessaryto paint models before you use them, but most
Dice: 4x6-sidedDice
people enjoy painting and you will probably want to paint
I Artillery dice youi models eventually. A brief painting guide is included
in the Necromunda box and further, more complete guides
I Scatter dice
are available from Games Workshop.
1 SustainedFire dice

2 Playsheets
1 Getting Started/Model Assembly leaflet
I Painting & Modelling guide

THE BOOKS
This book, the RULEBOOK, contains the game rules for
gang fights and descriptions of the various weaponsusedby
Underhive fighters.
The SOURCEBOOK contains extensive background
descriptions of the world of Necromunda and rules for
campaigninggangsover a seriesof games.
Goliath gangers
THE BUILDINGS
The Necromunda game contains three
buildings and seven connecting walkways
which can be set up in a variety of different
ways. These models consist of card and
plastic components which can be fastened
together and placed on your tabletop to
provide a reasonably stable three-
dimensional playing surface. We
recommend that you glue the components
together with a suitable contact adhesivein
order to make the structure as stable as
possible.
The buildings supplied in this box should
last you for quite a while. You can add more
buildings from Games Workshop, or you
can make buildings of your own to expand
the sceneof battle if you so wish.
The assembly instructions for the buildings
are included on a separateinstruction sheet.

TEMPLATES
Special templates are used to determine the effects of many Two plastic range rulers are also included. These are useful
weapons. For example, grenade and shell bursts, and the for measuring short distances,and for poking between the
gout of burning fire projected by a flamer. sceneryto determine whether a model has a clear shot to its
tarset.

COUNTERS
A selection of counters has been included. These are used to Some people prefer not to clutter the table with counters and
indicate models that are running, on overwatch, whose simply note down the pertinent details on their roster sheet,
nerve has broken, and so on. The counters are provided to or a scrap of paper as they go along. Whether you use the
save you making separatenotes or remembering what every counters, make notes, or merely remember, is entirely up to
model is doins. you.

ffiW Hidden/Broken counter Loot counter


WM Overwatch/Run counter
The Scatter dice is marked with four arrows and two HIT
symbols. This dice is used to determine where grenadesand
shells land if they miss their target, hence .scatter'. The dice
can be used to establish any random direction from a point.
Note that the HIT symbol also has a small arrow on it to
facilitate this.
The Artillery dice is marked 2, 4, 6,8, 10 and MISFIRE.
This dice is used in conjunction with the Scatter dice to
determine how far shells land from their mark. A MISFIRE
result can result in a shell proving dud or even exploding in
the breach.

\X/HAT ELSEYOU \X/ILI NEED


In addition to the box contents 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 sheetofchipboard or something similar. Such
a table can be slightly larger than the table or trestles that
support it, and can be divided into two or more pieces for
ease of storage. Many players find that a heavy blanket
draped over a table or spread upon the floor makes a fine
surface on which to play a battle.
You will need at least one retractable tape measuremarked
in feet and inches.All distancesin Necromunda are siven in
Imperial units.

DICE
Four different dice are used in the game as explained in this
rulebook. Don't worry about how the dice work for now.
this is covered in detail later on. The different dice are:
Ordinary Dice (D6)
SustainedFire Dice
Scatter Dice
Artillery Dice

.:,::
l;:::'' :.,tatt Pens and pencils, and plenty ofpaper will also be required.
...'i t& When you play a game you will need to keep track of
wounds suffered by your fighters, the weapons they are
carrying, and other details. This is most easily done using a
Fromleft to right:two 6-sideddice,SustainedFire dice, roster sheet, examples of which are included in the
ScatterdiceandAftiilerydice Sourcebook. We recommend that you copy or photocopy
additional roster sheets and use them to record details
during the game. We'Il explain more about roster sheetsand
Ordinary dice are marked I to 6 in the usual way. These how to use them in the Sourcebook.
dice are used a lot during play and to save space on charts
they are always referred to as D6 (where 'D' stands for A selection of other dice will also prove useful: for example
dice). So, when the rules call upon you to roll a D6 we are a four-sided dice (D4), ten-sided dice (Dl0) and twelve-
simply asking you to roll a dice. D6+l meansroll a dice and sided dice (Dl2). These are used to establish the amount of
add I to the score. 2D6 means roll two dice and add the wounds inflicted by some large or deadly weapons.None of
scorestogether to obtain a scoreof 2-12. these dice are strictly necessary, as you can generate
random numbers using the D6 provided. In the caseof a D4
The Sustained Fire dice is marked l, 1,2,2,3 and with a roll a D6 and re-roll numbers of 5 or 6. For a D12 roll a D6,
special JAM symbol as shown in rhe photo. This dice is on a l-3 roll a D6 to give a number of l-6, on a roll of 4-6
used to shoot a protracted burst of shells where l, 2 or 3 hits roll D6+6 to give a number of i-12. A DlO can be
can be caused (as discussedin the rules). representedthe same way but re-roll 6's.
CH/TTR/ACTERISTICS
The Underhive fighters of Necromunda have wildly varied BALLISTIC SKILL (BS). Ballistic Skill shows how good
martial skills and physical abilities. Some are faster than a shot the individual is. When you shoot a gun the chance
others, some are stronger,some more determined, some are of hitting a target depends upon your Ballistic Skill. An
better shots, and so forth. This tremendous variety is fully average score is 3 and a dead-eye shot might have a
represented in the Necromunda game in the form of Ballistic Skill of4, 5 or even higher.
characteristics and special skills. Right now we won't
worry about the special skills - these come later with STRENGTH (S). Strength simply shows how strong a
practice and battle experience. For the moment we'll just person is! Strength is especially important when you fight
consider a fighter's characteristics. hand-to-hand combat because the stronger you are the
harder you can hit or thrust. A Strength value of 3 is about
Each model fighter is defined by a set of characteristics average.
namely: Move, Weapon Skill, Ballistic Skill, Strength,
Toughness, Wounds, Initiative, Attacks and Leadership. TOUGHNESS (T). Toughnessis a measure of how easily
Each characteristicis assigneda value of (usually) between an individual can withstand a hit from a weapon or a blow
I and 10. The higher value your model has for any from a club or fist. The tougher you are the harder you are
characteristic the better - for example, a model with a to wound or kil1. An averagevalue is 3.
Strength of 6 is stronger than a model with a Strength of 2.
WOIINDS (W). A model's Wounds value shows how
Descriptions of the different characteristics are given
many times a fighter can be wounded before he collapses
below.
and goes down dead or incapacitated. Most individuals
have a Wound value of only I but tough old gang leaders
MO\|E (M). A model's move shows the number of inches and veteran gangers might have a value of 2 or more.
it can move in a turn under normal circumstances. The INITIATIYE (I). The Initiative value represents alertness
usual number is 4 as almost all fighters move 4" per turn, and reaction speed. It determines a fighter's chance of
although they can move faster when they are running or dodging a sudden blow or gathering his wits while shells
charging, as you'll see later. and bombs explode around him. An averageInitiative value
is 3.
WEAPON SKILL (WS). Weapon Skill is a measure of
close combat ability - how good the person is at hand-to- ATTACKS (A). The Attacks value indicates the number of
hand fighting. A good swordsman or a skilled knife fighter 'Attack dice'rolled when
the model fights in hand-to-hand
would have a high value compared to a green juve, for combat. Most individuals roll only one dice and so have an
example. An averagevalue is 3. Attacks value of 1, but experienced fighters might have a
higher value and roll correspondingly more dice. The more
dice you roll the more chance you have of beating your
opponent!

LEADERSHIP (Ld). Leadership represents raw courage


and self-control. The higher a person's Leadership the more
likely he is to remain steadfastin combat while others run
off or are slain around him. An average Leadership value
is 7.

CHARACTERISTICPROFILES
A model's characteristic values are written in the form of a
convenient chart which we call his characteristic profile
or just profile.

Fighter M\XtSBSSTWtAtd
Mak McMadd 4 3l

This is the averageprofile for a gang fighter or 'ganger', as


they are called. When you raise your first gang it will
include gangers with exactly this profile. As you fight
gamesagainst other players your fighters will get befter and
their characteristicswill rise. All these details are recorded
using the gang roster sheets provided. This is explained
properly later on. For now it's enough to know what the
characteristics are and how the values vary.
THE TURT
During the game you take command of a gang of Necromundan Underhive
fighters. Your opponent commands a rival gang, yo.rr deadly opponents in the
forthcoming conflict.

During the movement


phase you may move
your gang fighters
according to the rules
given later for
movement.

In the shooting phase


you may shoot with
any appropriate
weapons as described
in the rules for
shooting.

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 regardlessof
whose turn it is.

During the recovery


phase you can attempt
The model fighters and sceneryare set up on the tabletop as
to recover individuals
appropriate for the encounter you are fighting (see the
whose nerve has
Scenarios section in the Sourcebook). There are many
broken. The rules for
different types of encounter, varying from the
keeping your nerve,
straightforward shoot-out to rescuemissions, ambushesand
running away and
daring raids. Depending on the encounter played, you can
recovery are described
set the gang fighters up in different ways, but all the games
Iater.
are basically played in the same fashion'
To begin with one side takes a turn, then the other side, then
the original side and so on, much like a game of draughts or
chess.When it is your turn you can move all your models,
shoot with any fighters that are able to do'so, and fight Once your turn is complete it is your opponent's turn. Your
hand-to-handcombats.Once your turn is complete it is your opponent works through each phase, moving, shooting,
opponent's turn to move, shoot and fight with his gang. fighting hand-to-hand and recovery after which his tum is
over.
Games last until one side either gives in or is forced into
PHASES defeat as described later. You can also be obliged to
To keep track of who's doing what and when, your turn is withdraw from the fight if your side takes too many
divided into four distinct phases as follows' Each phase is casualties. During some encounters, there is a specific
completed before beginning the next. So, begin by moving objective which you must achieve, perhaps to destroy a
all your models, then shoot with all models that can do so, machine or rescue a captive. Each of the special encounters
then fight hand-to-hand,and finally recover any models that describes what you must do to win, and therefore end, the
have run from the fieht. game.
MOl'E|UlETT
During the movement phase you can move your models as move, as this will help to remind both players that the
you wish in accordancewith the rules given below. Move model is unable to shoot that tum. You can place a Run
your model fighters one at a time and finish moving each counter beside the model to jog your memory if you wish.
before moving the next one.
If a running model approacheswithin 8" of an enemy that
You can move your fighters in any order except where he can see he must stop immediately. The runner is
noted below. surprised to find an opponent so close and immediately
stops to draw a weapon or ready himself to fight.
Chargers If you want a model to charge
at an enemy and attack him
hand-to-hand then you must CHARGE!
do this before moving any If you wish a model to engage an enemy in hand-to-hand
other models. When you combat then you must declare and make a special move
charge you must declare to called a charge. The reason we do this is that the enemy
your opponent that you are may get a chance to shoot as you leap towards him waving
charging and indicate which your weapons and yelling a bloodcurdling cry. Without
enemy model you are measuring the distance, declare that you are charging and
attacking. indicate which enemy model you wish to attack.
2 CompulsoryMoves Sometimes a model is obliged A charge is like a run, at double move rate, but ends with
to move in a certain way and the attacker touching his enemy base-to-base. Once
this is called a 'compulsory opposing models are touching bases in this way they are
move'. For example, a fighter engagedin hand-to-hand combat. Models are also engaged
whose nerve breaks must run in hand{o-hand combat if separated by a low wall or
away from his enemies and obstacle, where it is literally impossible for the bases to
take cover. Make all your touch becausethe wall is in the way.
compulsory moves before
It can happen that you charge towards an enemy but fail to
finishing any remaining
movement. reach him becauseyou have miscalculated the distance. ff
this happensthe model is moved as far as possible towards
3 The Rest Once you have moved his enemy and can do nothing for the rest of the tum.
chargers and compulsory
Note that you cannot move models into hand-to-hand
movers you can move the rest
combat except by charging - any move intended to bring a
of vour models as vou wish.
fighter into hand-to-hand combat is a charge by definition.

MOVING HIDING
During their movement phase models can move up to their The Hiding rule allows us to represent the fact that real
move rate in inches in any direction. Most fighters have a people can duck down and conceal themselvesin a way our
move characteristic (M) of 4 and so can move 4" in any unmoving and dramatically posed models cannot. A hiding
direction including up or down ladders. fighter keeps as still as possible, just peeking out over his
In normal circumstancesyou do not have to move the full cover or around a corner. Hiding is sometimesuseful if you
permitted distance or at all if you do not wish. Any want to keep out of a fight until the enemy gets within close
exceptions are described later and invariably involve either range, or if you want a breatherto recover and regroup your
chargesor compulsory moves. forces.
A model can hide if it ends its movement behind a low wall
or column, at the corner of a building, or in a similar
RUNNING position where a person might reasonably conceal himself.
The normal 4" move representsa person moving at a fairly The player declares that his fighter is hiding and can
rapid rate but allowing time to aim and shoot a weapon and indicate this by placing a Hidden counter beside the model.
generally observe what is going on around him. If you wish While hidden a fighter cannot be seen or shot at, even if a
a model can move much quicker than this - he can run! A portion of the model is actually sticking up or out from its
running fighter can move at double speed:8" rather than 4", cover.
for example.
While hidden a model cannot shoot without giving away its
A running model loses his chanceto shoot in the turn. He is position or coming out of hiding. If a hiding model shoots
concentrating on running and is not prepared to fight, or moves so that it can be seen then it is no longer hidden
having shouldered his weapons or replaced them in and can be shot at as normal.
holsters.You should declare that models are running as they
A model that runs or charges is not able to hide that turn. fighter, then the model cannot claim to be hidden any longer
His suddenburst of speeddoes not give him time to conceal and the counter is removed.
himself from view. A model may not hide if it is too close to an enemy - he will
A model may stay hidden over several turns so long as it be seen or heard no matter how well concealed he may be.
remains behind a concealing wall or similar feature. It may This distance varies according to the enemy fighter, who
even move around behind cover so long as it remains will always see, hear, or otherwise spot hidden foes within
concealed while it does so. If an enemy moves into a his Initiative value in inches. So, a fighter whose Initiative
position where he would clearly be able to see the hidden value is 3 will automatically spot all hidden enemy
within 3".

TER]IAIN
The underworld of the Necromundanhivesis a dark and ruinous placewhere the
tumbfed constructionsof a distant age form a broken and hazardouslandscape.
Collapsedtunnels and gushing riversof effluviamakethe going arduousand sometimes
impossible.Many parts of the Underhiveare connectedby man-sizedcrawlholeswhich
travellersmust squeezethrough to reachtheir destination.Eventhe open areasof the
Underhive,the ancientand abandonedhabitation domes, area tangle of half buried
buildings,industrialzonesand collaPsedservicetunnefs.
Batflesmostlytake part in open areaswhere movementis easiest.Obviouslyhigh walls
and other constructionswill block your progress,but the ground leveland raised
surfacesare reasonablysotid.Howevet shouldyou find yourselfstruggling over shifting
ash wastesor up to your elbows in marshesof bubbling pollutant,your progresswill be
impededas indicatedbelow.

OPEN GROUND VERY DIFFICULTGROUND


The tabletop surface, building floors, connecting This is the really nasty stuff you wouldn't want to go
walkways and ladders are all considered to be open near.It includes tar pits, deep or noxious pools of liquid
ground which does not affect your movement. You can wastes, and narrow crawlholes through the rubble.
also move through doors or hatches without slowing Models move over very difficult ground at a quarter
your speed. rate, so each 1" of movement counts as 4".

DIFFICULTGROUND IMPASSABLEGROUND
Difficult ground includes steep or treacherous slopes, Much of the Underhive is simply impossible to move
dense stands of hive foliage such as giant fungi, pools over or through, such as deep or corrosive pools,
of pollutant liquid or effluvia, and thick or soddenhive enveloping layers of soft hive dust, and, of course, solid
dust. Models move over difficult ground at half speed walls, collapsed tunnels and the like.
or half rate, so l" of movement counts as 2". For
example, to cross a I ll2" wide pool of bubtrling algal
WALLS AND BARRIERS
slime you must expend 3" of your move. Similarly, if
moving over a steepmound of ash waste you'll move at Walls, pipelines, small heaps of debris, and other low
2" per tum rather than 4". obstaclesform barriers that you can either go around or
leap over. A model can leap over a barrier less than 1"
A fighter who is running is slowed down by difficult high and no more than l" wide without impeding its
ground. He will run at 4" rather than 8" over steep movement at all. A barrier between l" and2" high, and
slopes for example, because all models move at half no more than 1" wide, can still be crossedby climbing
soeedover difficult terrain. 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 higher than
2" is too tall to climb over and is effectively impassable.
sHooTrrG
Necromundan Underhive fighters calry a variety of
weaponry. Individual fighters often have several different
weapons such as grenades,pistols, knives and guns.
e
6^6
During the shooting phaseof your turn each of your fighters
o
may shoot once with one of his weapons. So you can either
shoot a laspistol, fire a boltgun, or throw a grenade, for
example.
g
Work through your models one at a time. Pick which fighter
$e
is going to shoot, nominate his target, work out if he hits his
enemy and, if he does so, any wounds or injuries caused,
and then continue to the next shooter.You can take shots in
any order you wish.

\VHO CAN SHOOT


Each model can shoot once in the shooting phase so long as
he can see atarget and assuming he has a suitable weapon
and isn't fighting in hand-to-hand combat (as described
later). The fighter is always assumedto 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 diasram below.
CLOSESTTARGET
You must shoot at the closest enemy as he representsthe
most immediate threat and therefore the most obvious
target. However, you can fire at a more distant target if it is
easier to hit. For example, a closer target may be hard to hit
becauseit is partly obscuredby cover whilst a more distant
target might be in the open and therefore an easier shot.

The Orlockcan shoot at GoliathA becausethat modelis within


his 90'arc of sight.He cannotshoot at GoliathB becausethis
model is outsidehis 90" arc of sioht.

To shoot at a target a fighter must be able to see it, and the


AN
AVA

s@
only way to check this is to stoop over the tabletop for a
model's eye view. Sometimes it will be obvious whether a
target can be seen,at other times it will be more difficult as
buildings and girders will be in the way. So long as the
shooter can see at least a part of the target's body he can
shoot, even if all that can be seenis an arm or leg. If he can
see nothing but the tip of a gun or the end of a sword then
he cannot shoot as he is unable to seethe target's body. Ifin Here, the closest target (A) is behind cover and so is more
doubt, and if you've checked the shot from both the firer's difiicultto hit than the more distanttargetsB, C and D. In this
and the target's view and still can't decide, then roll a dice situationthe firer may shoot at targetB even thoughhe is
- on a 1, 2 or 3 you can't seeand on a 4,5 or 6 you can. furlher awav.
RANGE HITTING THE TARGET
Once you have decided to shoot and have chosen your To determine whether a shot hits its target roll a D6. The
target you must measure to see whether the shot is within dice score needed will depend upon how good a shot the
range. Each type of weapon has a maximum range as firer is (as indicated by his Ballistic Skill or BS). The chart
indicated later in the Armoury section of the book. The below shows the minimum D6 roll neededto score a hit.
following examples show the short, long and maximum
ranges of a selection of typical weapons. BS of
shooterl234567a9lO
Short Long Maximum -r -2 -3
D6 score 6 32 0
Range Range Range
Ld)Pr)LUl 0-8 8-16', 16" For example: If the shooter is a ganger with a BS of 3, a
Bolt Pistol 0-B B-16', t6' dice roll of a 4 or more is required to hit the target. An easy
way to remember this is simply to subtract the firer's BS
Autogun 0-12' 12-24', 24',
from 7 to find the number neededto hit.
Lasgun 0-12', 12-24', 24',
Boltgun 0-12' 12-24' 24', You will notice that the chart covers scores of 1 and even
less. However, a dice roll of a I is always a miss regardless
MeltaGun 0-6' o-tz t2'
of circumstances.There is no such thing as a certain hit - if
Shotgun 0-4' 4-tB'* IB" the dice turns up a I you have missed!
MissileLauncher 0-20' 20-7z', 72',
HeavyStubGun 0-20' 20-40' 40'
HIT MODIFIERS
Assuming your ta.rgetis within range you can proceed with Some shots are easier than others. It is easier to hit a target
the shot. If the target is out of range then you have that is in the open compared to a target behind cover.
automatically missed, but you still have to test to see Usually it is easier to hit a target if it is close compared to
whether your weapon develops a fault (see Ammo Rolls, one further away. These situations are representedby the
later in this section). following modifiers.

If the target is in partial cover Up to half the target is obscured as defined in the section on cover.

If the target is in cover More than half the target is obscured as defined in the section on cover.

Appearing/disappearing
or charging target The shooter is firing at a suddenly appearing/disappearingor charging
target whilst on overwatch. See the Overwatch rules later in this section.

Rapid moving target The target moved 10" or more in his previous move phase.

Small target The whole target is less than I/2" tall or wide. Such targets might include
unexploded bombs, mechanical devices, or a specific point on the ground
or wall. Enemy fighters are always larger than this!

Large target The whole target is 2" tall or wide. Such targets include large processor
tanks, bulkhead doors and other sizeablebits of industrial equipment.
Modifiers for range depend upon the weapon used. A11 COVER
weapons have their own range bands and different The many walls, girders, buttressesand ruined buildings in
modifiers at short or long range, as indicated in the the Underhive provide plenty of cover. If a target is partly
Armoury section of this book. The following examples obscured by intervening cover then it will be harder to hit.
show how this works. How much harder dependsupon how much of the target is
Short Long obscured by the cover.
Weapon Range Range If the shooter can see at least half of the target's body but
Ld)pr)LUr +2 -l not the entire body, then the target is said to be 'in partial
cover'. The shooter suffers a -1 to hit penalty.
BoltPisrol I?

PlasmaPistol +2 -t If the shooter can see some of the target's body but less than
half of it, then the target is said to be 'in cover'. The shooter
Autogun +l
suffers a -2 to hit penalty.
Qnltnr rn
+l
HeayyBolter If a target model is in cover or partially in cover and hiding,
- -l then it cannot be seenor fired at even if the shooter can see
Shotgun (Solidslug)
a portion of the model's body. The fighter is assumedto be
As you can see, pistol weapons are very sensitive to range: keeping still, concealing himself in the shadows and
they are likely to hit at short range but can be inaccurate at hugging his cover as closely as he can (see Hiding in the
long range. Remember,long range isn't necessarilyvery far Movement section).
in the case of a pistol! Heavy weapons, on the other hand, A certain amount of judgement is called for by the players
tend not to be sensitive to range.With theseweaponsit is as when deciding whether a model can be seen,ifit is in cover,
easy to hit at a distanceas it is at short range becausea close or whether it can reasonably continue to hide behind cover.
moving target is hard to track with a weighty or clumsy In practice, players quickly reach an agreeablemethod of
weapon. Most other weapons are marginally easier to hit determining this for themselves, but if you really cannot
with at short range, as you would expect. decide in a particular case then each player rolls a dice to
Example 1: A ganger with a BS of 3 shoots a settle the matter, the highest scorer deciding in that
laspistol at a target 12" away. The ganger needs to roll a instance.
dice score of 4 to hit. The target is not in cover so no
modffiers apply there. On the other hand the target is at
SMALL AND LARGE TARGETS
long rangefor a laspistol (8-16") and so suffers the -l to hit
penalty. The firer therefore needs to roll at least a 5 to These modifiers are not normally used unless the encounter
involves a specific target which is especially large or small.
successfullyhit (5-I = the required score of4).
For example, perhaps you must destroy a water still
Example 2: The same ganger (BS3) shoots his collecting vane or a chemical storage tank to achieve
laspistol at a target 12" away which is partially obscuredby your objective. Enemy fighters are never small or large
cover. He basically needsa 4 to hit, but there is a -1 penalty targets and you cannot specifically aim at items they are
for shooting at long range, and afurther -1 for shooting at carrying.
a partially obscuredtarget. He will thereforeneed a 6 to hit.

This fighter is considered to be 'in cover', as Though some of this fighter's body is This fighter is out in the open. A shooter
less than half his body is in view. hidden, more than half can still be seen. would incur no Denalties to hit.
7+ HIT \VOUND
Because of the modifiers it is quite possible that you will Once you have hit a target you must test to see whether a
end up needing a score of 7 or more to hit the target' It is wound is inflicted. A shot may fail to cause a wound
obviously impossible to roll a 7 on a D6, but you can still becauseit hits part of the target's equipment or weapoffy'
hit if you are lucky. Roll a D6 as before. If you roll a 6 then or perhaps it just scratches the skin or causes some very
you might have hit. Roll a further D6 - the additional score minor injury which the fighter bravely ignores. If you fail to
reouired is shown on the chart below. causea wound then the target is unharmedbut is still pinned
by enemy fire as described later.
ScoreRequiredto Hit lo
To determine whether your shot has caused a wound you
Additional must compare the Strength value of the weapon with the
4+ 5+ 6+ Miss
D6 Score Toughness (T) characteristic of the target. You will find a
complete description of the various weapons together with
Example: A juve is shooting a laspistol at a target their Strength values and special rules in the Armoury
12" away and behindpartial cover.Theiuve's BS is 2 so he section, but a few examples are given here.
requiresa 5 to hit. The modifiersare -l for long range and
a further -1 for partial cover. A score of 7 is thereibre Weapon Strength
needed.To achieve this the juve must roll a 6 followed by a
Laspistol 3
further roll of a 4 or more.
BolrPistol 4
StubGun 3
PINNED Autogun 3
As soon as a fighter is hit the model is knocked over and Lasgun 3
placed face up. We say the model has been pinned by Boltgun 4
enemy fire.
MeltaGun B
The force of the shot l.rasknocked the fighter off his feet' Lascannon 9
The shot may have hurt or even killed him, or he may be B
Auto-cannon
lucky and escape without significant harm' Even if he
HeavyStubGun 4
survives he is momentarily confused, or, at best, his
instincts force him to hit the dirt and keep his head down'
The chartbelow showsthe D6 scorerequiredto turn a hit
Later we'll deal with what happensto the pinned fighter if into a wound. Remember, an average Toughness
he survives unharmed.First, we'Il find out whether the shot valueis 3.
characteristic
has woundedhim.

TARGET'STOUGHNESS

| 2 3 4 5 6 7 8 9 l0
STRENGTH
I 4 5 6 6 N
2 3 A
+ 5 6 6 N
3 3 4 5 6 6 N
'3 \ 6 N
4 2 2 4 6
5 2 ) 3 4 tr 6 6 N
6 2 z 2 2 3 4 5 6 6
7 2 2 Z 2 1
4 5 6
I 2 1
Z 2 2 2 2 3' 4 5
9 2 2 2 2 2 2 2 3 4
r0 2 2 a
I 2 I 2 I 2 3

,N, as this using a weapon of that strength'


A result of on the chart means that it is impossible to cause a wountl on a target as tough
INJURIES
Most fighters have a Wound characteristic of 1 but some
have a value of 2 or more. If the target has more than I
wound then deduct I wound from his total for each wound
he suffers. Make a note on the roster sheet. So long as the
model has a least 1 wound left he can continue to fight.
As soon as a fighter suffers his last remaining wound roll to
determine the extent of his injuries. The player who
inflicted the wound rolls a D6.

1 Flesh Wound The target has sustaineda minor


wound. Deduct -1 from both his
Weapon Skill and Ballistic Skill for
the rest of the game.
2-5 Down The target falls down ro the ground
where he lies wounded and barely
conscious.Turn the model over or
face down, to show that the fiehter
has gone 'down'.
6 Out ofAction The target has been badly wounded
and falls to the ground
unconscious.He takes no further
part in the game and the model is
immediately removed from play.

FLESHWOUND model face up to show this. Models which stay down


A model with a flesh wound can continue to fight even remain face down and unchanged.Models which go out of
though it has 'zero' wounds left. If the model takes further action are removed.
wounds then roll for injury once more, just as if it had lost
During his movement phase a man who is down can crawl
its final wound.
or stagger 2" as if he had a M characteristic of 2. He may
A fighter can sustain severalflesh wounds and still continue do nothing else and he may not run or charge. This enables
to fight, albeit at reduced effectiveness. Make a note on a badly wounded character to get behind cover or escape
your roster sheet and apply the penalties indicated for the from his enemies (if he's luckyl).
rest of the game. Leave the model lying face uppermost to
show it is still pinned (see later).
OUT OF ACTION
Each time a model suffers a flesh wound, it loses a further 'Out
of action' indicates a man is out of combat and also out
I point of BS and WS, so a model with several flesh
of the game. Remove the model from the tabletop. It is
wounds may have a WS or BS of 0. If his WS and BS both
impossible to tell whether the fighter is alive or dead, but
reach 0 the fighter automatically drifts into for game purposes it makes no difference at this stage.
unconsciousnessdue to loss of blood and is taken out of
After the fight is over you can test to see whether he
action.
survives and if he sustainsany serious lasting injuries as a
result ofhis wounds (see the Sourcebook for details).
DO\x/N
When a fighter goes down he is either badly injured or
temporarily knocked senseless:he might reiover or he
MULTIPLE \X/OUNDS
might lapse into unconsciousnessand even die. Turn the Some weapons inflict more than I wound when they hit. A
model face down to show the fighter has gone ,down'. A model cannot be reduced to fewer than 'zero'wounds, but
model which goes down may do nothing except crawl as each extra wound inflicted means you roll another injury
noted below. dice. So, if a fighter has I wound remaining and suffers 4
wounds he rolls four Injury dice.
A player must roll to seewhat happensto any of his fighters
who are down at the end of his recovery phase. Fighters Multiple 'down'results are ignored but a fighter can suffer
may recover, stay down, or go out of action. Roll a D6 and multiple flesh wounds. A fighter who suffers flesh wounds
consult the Injury chart again (1 = flesh wound, 2-5 = down and goes down at the same time is treated as going down
and 6 = out of action). Models which recover to flesh but suffers the penalties indicated for his flesh wounds as
wounded may continue to fight but suffer the -l WS/BS well. Remember, any fighter reduced to 0 WS and BS by
penalty, and are 'pinned'for one turn (seePinned). Turn the flesh wounds automatically goes out of action.
but a shot from a huge lascannon is a different matter! To
ARMOUR represent this, each weapon has an armour save modifier
Armour is less important and less readily available in the as indicated in its description in the Armoury section. For
confines of the Necromundan Underhive than on a example, a boltgun has a -1 save modifier so all armour
conventional battlefield. Gangers rely more upon the savesmust deduct 1 from the dice roll. It is not possible to
natural cover of the hive and their own wits to avoid injury. effect a save if the score required is more than 6.
However, some fighters wear protective clothing or armour
which may save them from a wound if they are lucky. To
representthis there is a special test called a saving throw. PINNED FIGHTERS
If a fighter is wearing armour and suffers a wound then roll Often a fighter is hit and pinned by enemy fire but doesn't
a D6. If the dice roll is sufficiently high then the wounding go down or out of action. He might be hit and not wounded,
shot has struck the armour and not hurt the wearer at all. or he might suffer a flesh wound, and so on.
The dice score required varies according to the type of
A model that is pinned remains knocked over lying face up.
armour. The most conrmon a"rmourtypes and the D6 roll
Whilst pinned, the fighter can do nothing. He cannot move,
required to effect a save are given below.
shoot, or so on.
Minimum D6 score A model which is pinned at the start of his turn will
Armour required to save automatically recover from pinning at the end of that turn.
In effect, the model misses his turn and is then ready to fight
Flak
once more. At the end of the turn stand the model up to
Mesh 5
show that the fighter is no longer pinned.
Carapace 4

For example: A fighter is hit by a shot from a ESCAPE FROM PINNING


Iaspistol and suffers a wound. Fortunately, he is wearing A model which is engaged in hand-to-hand combat will
carapace armour, a hardenedplasteel iacket or plate which automatically escapepinning. The pressing need to defend
covers his upper body. He rolls a D6 and scores 5 - easily himself galvanises the fighter into action. Stand the model
enough to deflect the shot and save him. up to show he is no longer Pinned.

Some weapons are better at penetrating afinour than others. If a model has at least one other model from the gang within
A shot from a laspistol might be deflected relatively easily, 2" then he can try to escape pinning at the start of his turn.
If successfulthe fighter will not have to miss his tum at all.
Roll a D6. If the score is equal to or less than his Initiative
value he has recovered his wits immediately. Stand the
The fighter can move and fight normallv that
"n.
il;]:t
Note that when testing to escape pinning at the start of the
turn juves, fighters who are down, and fighters whose nerve
is broken do not count. Rather than reassuring the fighter
and offering covering fire, the proximity of these unreliable
comrades will only encouragehim to keep his head down!

SHOOTING INTO
HAND'TO'HAND COMBAT
Normally it would be considered very rash indeed to shoot
at fighters who are grappling with each other at close
quarters - it would be very easy to hit the wrong man!
Although the models themselves are immobile the fighters
are actually ducking, diving and rolling about in a
whirlwind of action.
Should you wish to shoot at a model engaged in hand-to-
hand combat roll to hit as normal. If you hit then you must
decide whether you have hit the intended model or a model
fighting the target. There is as much chance of hitting the
target as there is of hitting each model he is fighting. So' if
there are two models fighting a D6 roll of 1-3 indicates one
model, a 4-6 indicates the other. If the target is fighting two
opponentsthen you'll need a 5 or 6 to hit the right man, and
so on.
MOVING AND SHOOTING
In most cases a model may move at its normal movement
rate and shoot. There is no penalty for this, as the normal
move rate assumes a certain amount of time soent
stationary or nearly so.
Some 'heavy' weapons are so cumbersome that it is
impossible to move and shoot with them in the same turn.
These weapons are indicated in the Armoury section.
Models which run or charge may not shoot.
Models which have gone down as a result of an injury, or
which are pinned as a result of a hit, cannotshoot.
Models fighting hand-to-hand combat cannot shoot, any
weapons fire at close quarters being worked out in the
hand-to-hand phase. Models which are broken are also
When you shoot a weapon that uses a blast marker
unable to shoot (see the Leadership Tests section).
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 dissipatesharmlessly causing
SHOOTING no damage.Otherwise take the blast marker and proceed as
AT A FIGHTER \x/HO IS DOWN follows.
You do not have to shoot at a target who is down even if it If you hit the target place the blast marker with its cenue
is the closest target. However, you can shoot at a fighter directly over the target model. The target is hit, and any
who is down if you want to and he is the closest or easiest other model that lies wholly inside the blast marker is hit
shot. You can... If you're really that mean. You are... Read too. If a model lies partially within the blast marker then it
on! is hit on a further D6 roll of a 4, 5 or 6. Roll for wounds and
If a fighter who is already down takes a further wound or injuries on each model that is hit.
wounds, roll again on the Injury table and apply the result. If you miss the original target then your shot has flown wild
A flesh wound will inflict further WS/BS penalties. If the but may still land close enough to cause damage. To
fighter goes down again then ignore the result. If he goes determine where the shot has landed you must make a
out of action remove the model from combat. Scatter roll. To do this you will require the two special
Generally speaking, it is rare for players to shoot at enemy dice, the Scatter dice (marked with arrows and a hit
fighters who are down unless they are strandedin the open symbol) and the Artillery dice (marked with numbers and
and there are no other targets available. However, it the word 'misfire'). Take both these dice and roll them so
sometimes happens that blast weapons scatter from their that they land as close to the target as possible.
point of aim and accidentally hit men who are already
down.

BLAST WEAPONS
Some weaponsfire an exploding shell or energy blast which
inflicts damage over a large area. The spread of a shot or
blast is representedby a circular card blast marker. These
vary in size from 1" radius upwards. Different weaponsuse From left to right: Scatter dice, Artillery dice
different sized blast markers as indicated in the Armoury
section.
If the Artillery dice shows a number this indicates how far
you have missedthe targetby - 2", 4,6", 8" or 10". The
direction in which the shot lands is indicated by the scatter
dice arrow. Note that the Hit symbol also has an arrow
marked on it, so it can be used to indicate direction. place
the marker in the position indicated by the two dice.
If the Artillery dice shows a misfire then the shot dissipates
in the air or is a dud and has no effect.
If the dice show a Hit and Misfire then the shell may have
exploded in the breach as explained in the rules for
Exploding Weapons (see Exploding Weapons in the
Advanced Game Rules section).
Once the marker is positioned any models that lie wholly A model may throw a grenade rather than shoot a weapon.
under the blast marker are hit. Any models which lie A grenade throw is treated exactly like any other shot, so
partially under the blast marker on hit on the further D6 roll roll to hit using the thrower's Ballistic Skill (BS)
of a 4, 5 or 6. Work out the effect of hits normally. characteristic.
Frag grenadesand most of the special grenadestypes use a
The artillerydice rolls a
'4' and the blast marker. All grenades scafter if they miss just like other
scatter dice rolls an arrow symbol. weapons with blast markers. Work out scatter as described

\> O6=
already, except that the number on the Artillery dice is
--a always halved because grenades are thrown at very short
,=\ ranges. On the other hand, the maximum scatter limit does
,'-
/\, not apply to grenades,which can bounce around all over the
I r' --xr - I place before going off! A grenade thrown at a tuget 2"
! ; away may therefore scatterup to 5" in any direction.

"..@;)'
\+_/
The maximum range of a thrown grenade depends upon the
Strength characteristic of the fighter as shown on the chart
below.
The new target is partially
within the blast marker Thrower's Strength Range of Throw
and is therefore hit on a
D6 rollof a 4. 5 or 6. I 4',
2 o

3 8"
4 l0
5 or more l2'

Some special grenades are designed to produce clouds of


smoke or gas which can be used to provide cover. When
The Goliathfires his shotgunal you throw a smoke grenade,for example, you don't want to
an Orlock 8" away. He misses
and must therefore roll the scatter
actually throw it at an enemy fighter but at a specific point
and artillerydice to determine on the ground. You can do this by simply nominating the
wherethe shot lands.He rollsa 4 point you wish to aim the grenade at. The point counts as a
on the artillerydice, indicatingthat small target, and therefore suffers the -1 to hit penalty for
the blastmarkeris moved4" in
shooting at small targets.
the direction of the arrow on the
scatter dice.
Becausethe Goliathis only 8" away the
maximum distance the shot can scatter is
4" - half the drstancebetween the Goliath
and his target. Even if the artillery dice
had rolled6, 8 or 10 the scatterdistance
wouldstill have been 4".

Note that no shot can ever scatter by more than half the
range between the shooter and their target. If the target is
10" away, for example, the miss may not scatter by more
than 5" regardless of the dice score. However, a wildly
scattering shot may land outside its usual fire arc (90
degreesin front of the firer) or beyond its usual maximum
range.

GRENADES
There are many different sorts of grenades available to
Underhive fighters. The most common are explosive
'frag' grenades and implosive energy
fragmentation or
'krak'. If a model carries grenadesthen it is
grenadescalled
assumed that he has enough to last the entire battle,
regardless of how many he might actually throw See
Grenades in the Armoury section for a description of the
different types of grenades.
FLAMER TEMPLATES hit the target. So ifyou roll a I you have hit once, ifyou roll
2 yolhave hit twice, if you roll 3 you have hit three times.
Flamers utilise a special teardrop-shapedtemplate which
representsa jet of flame. There are two sizes of template to If you wish, you can spread excess hits amongst other
representboth sizes of this weapon: the hand flamer and the visible enemy models within 4" of the target (at least I hit
larger-sizedflamer. is allocated to the original target). So, if you score 3 hits you
can hit your chosen target once and two other models once
To shoot with a flamer or hand flamer take the appropriate-
each if they are within 4". You can allocate hits in any way
sized template and place it with the narrow end touching the
you wish, providing the extra models targetted would not
base of the shooter and the broad end over your target. Any
have been harder to hit than the original target. If a target in
models wholly covered by the template are hit
the open is hit, hits could not be allocated to other targets
automatically and any models partially covered are hit on a
behind cover. Allocate all the hits before testins for wounds
further D6 roll of a 4, 5 or 6.
and injuries.
Any hits are resolved as normal, roll for wounds and then
determine injuries for any wounded models. Note that the
hit modifiers for range, cover, and such like do not apply to
flamers. Flamers are especially good at winkling enemy
fighters from behind cover! See the Armoury section for
further details.

W
,'----
f-'-l
LlJ-

The Orlock shoots his stubber and hits the Goliath ganger.Two
sustainedlire dice are rolled revealing3 hits. There are three
A Goliath armed with a hand flamer shoots at three Orlock other models within 4", but one is behind cover, and so cannor
fighters.The Goliathplayerplacesthe templateas shown. be hit. One shot always hits the target; the remaining2 shots
Two Orlocks are completelycovered by the template and are can be allocated to the target or either of the other two eligible
therejore hit automatically.The other Orlock is only partially models.
covered by the template, and will be hit on a D6 roll of 4
or more.

AMMO JAMS
If you roll a jam symbol on the SustainedFire dice then no
SUSIAINED SHOOTING hit is caused and the weapon has gone wrong. you must
take an Ammo roll to find out what happens.
Some especially large and dangerous weapons can fire a
sustainedburst of shells which may hit several targets at a The rules for Ammo rolls are covered below. Weapons
time. This is called sustained shooting or sustained fire. which use sustainedfire are far more likely to malfunction
Weapons which are capable of making sustained shots are than ordinary weapons.
indicated in the Armoury section. Basically, these are
machine gun type weapons such as the heavy stubber and
autocannonwhich can rake targets with a hail of shells.
MUTTIPLE SUSTAINED SHOTS
Some weapons allow you to tlrow not just one Sustained
When you shoot with a weapon of this kind declarewhether Fire dice but two or three. In this caseyou can either roll the
you are firing a normal single shot or a sustained shot. A number of dice indicated, or you can roll less if you prefer.
single shot is worked out as normal. A sustained shot is You may wish to roll fewer dice becausethe more dice you
worked out as follows. roll the greater chance you will have of rolling a jam.
Pick your target and shoot to hit as normal. Ifyou don't hit When you roll a jam then no hits are inflicted from that
then you have missed and hit nothing. If you hit then roll dice. Any indicated hits on other dice are still valid and can
the specialSustainedFire dice (marked l,1,2,2,3 and the be worked out as normal. In addition, you make a separate
jam symbol). The scoreindicates how many times vou have Ammo roll for each iam rolled.
the rest of the game. Make a note on your roster sheet' If
AMMO ROLLS you roll the score indicated or more' then the weapon is
Ammo rolls represent faults in the internal mechanisms of alright and you can continue to use it normally' The
weapons or ammunition as well as the possibility of simply examples below give the Ammo rolls for some common
-nning out of ammo. Power packs can fade or suddenly weapons.
release a burst of energy which burns out circuits, shells
jam in the loading mechanism, explode or simply prove WeaPon Ammo Roll
iud. No weapon is absolutely reliable or has an infinite Lasoistol 2+
ammo supply. Some weapons are notoriously fickle' 4+
Autopistol
When you roll to hit a target a dice score of a 6 indicates Bolr Pistol 6+
that your weapon may have malfunctioned after firing and Lasgun 2+
a D6 Ammo roll is required' Note that you still hit your Autogun 4+
target with the ro11of a 6 and the successfulshot is worked Boltgun 6+
out as normal. 4+
Flamer
Some weapons are more reliable than others' This is HeaYyStubber 4+
reflected by the weapon's Ammo roll rating as shown in the
Armoury section. Roll a D6. If you roll less than the number As you can see, laspistols and lasguns are very reliable
indicated the weapon has malfunctioned and is uselessfor weapons, which is why they are favoured by gang fighters'
Bolipistols and boltguns are more potent weaponsbut their
.o-pl"^ ammunition means that they are far more likely to
go wrong.

AMMO JAMS
Weapons which utilise the Sustained Fire dice can also go
*rong ut a result of an Ammo jam roll on this dice' You
mustLake a standardAmmo roll for every jam scored' This
means such weapons are far more likely to go wrong
because they can malfunction either during the hit roll itself
or as a result of rolling ammo jams.

FLAMERS
Some weapons, notably flamers, use a highly volatile fuel
or energy charge and these must make an Ammo roll every
time after they are fired. See the Armoury section'

GRENADES
Grenades will automatically fail any Ammo test they are
required to make. This means that you have thrown your
lasi grenade of that type, or that all further grenades of that
type that you have are duds.

OUT OF RANGE
If you shoot and your target is out of range then you must
stiil make a hit roll to see whether an Ammo roll is required
(ie on the D6 score of a 6).
OVER\VATCH
The Overwatch rule allows a model to shoot during the
enemy player's turn. This represents a fighter taking up
position to shoot at an enemy as he appears in view. The
reasoning behind the Overwatch rule will become apparent
once you have played a few games, so if you are reading
this for the first time we recommend you skip this section
for now. Come back and read it when you have played once
or twice. The Overwatch rule is not a vital part of the game
and can be conveniently ignored to start with.

GOING ON OVER\VATCH
Any model may go onto overwatch at the start of its tum. A
fighter who is down or pinned, or whose nerve is broken
cannot go onto overwatch. You will find it convenient to
place an Overwatch counter by the model to indicate it is on
overwatch.
A model must give up its whole turn to go on overwatch.
The model cannot therefore move or shoot. The model
cannot hide, but may remain hidden if it started the turn
hiding.
During the enemy's turn the model may shoot at any target
as it presents itself at any time. For example, the model
could shoot before the target moves, after it has completed
its move, or actually while the target is moving. Overwatch
is obviously very useful for shooting at enemy models as
they dash from cover to cover or as they peek out of hiding
to shoot. and shoot normally in its following tum, or go onto
Once a model has fired on overwatch remove the counter. overwatch again if you prefer.
The model is no longer on overwatch and is free to move If a model on overwatch does not shoot in the enemy's turn
then it reverts to normal - the Overwatch counter is
removed and the model may move and shoot. If you wish
you may set overwatch again and give up a further turn as
before.
If a model is hit whilst on overwatch it loses its overwatch
statusimmediately. The same applies if the model is forced
to move for any reason. For example, if a fighter's nerve
breaks he will be forced to move and will therefore lose
overwatch status.

SHOOTING ON OVER\VATCH
When you wish to shoot with a model on overwatch begin
by declaring that you are doing so and then determine the
position of the enemy model at the moment of fire.
Work out the shot as normal but bear in mind there is a
special -l hit modifier for shooting at an emerging or
disappearingtarget whilst on overwatch. This applies when
the target is emerging from a position where he can't be
seen or is attempting to move to where he can't be seen,
presenting a fleeting target to the firer.
The same -1 hit modifier is also applied if the target is
charging the overwatcher,representingthe unnerving effect
of the enemy's rapid approach. Remember that you can fire
on overwatch at any time during the enemy's turn so you
will want to let a charger get into close range before firing.
H/[TD -TCD.IIITiID COMBAT
Hand-to-hand fighting is the most dangerous kind of combat, with adversaries
using swords and knives, point blank fire from pistols, and even fists, feet and
heads.

adversaries. Any very close range shots they are able to


\VHO CAN FIGHT make with pistols are taken into account in the hand-to-
Models which are touching base-to-base are said to be hand combat rules that foliow.
engaged in hand-to-hand combat. This can only happen
once a fighter has charged an enemy, as models are not
otherwise allowed to move into physical contact. See the PROCEDURE
Charge! section of the Movement rules. 'one-on-one'where a model is fighting one
Most fights are
In the hand-to-hand combat phase all close quarter fighting other model. These combats are worked out as described
is worked out. Regardlessof whose turn it is, all models that below. Fights involving several models attacking a single
are engaged in hand-to-hand combat will fight. Unlike opponent are worked out slightly differently as described
shooting, a model in hand-to-hand combat can fight all later.
round against enemy to its side, front or rear. In reality the
models are constantly moving, dodging, ducking and
weaving as they struggle to kill their adversaries.
I Throw Attack Dice
Models fighting in hand-to-handcombat do not shoot in the Both players roll a number of D6's equal to their
shooting phase.They are far too busy struggling with their model's Attacks characteristic.

2 Work Out Combat Score


Each player picks his highest scoring dice and adds
his model's Weapon Skill (WS) to the score. He then
adds any Combat Score modifiers as shown on the
chart. The total is the Combat Score.

3 Determine Winner
The player with the highest Combat Score wins. In
the case of a tie the model with the highest Initiative
characteristicwins. If there is still a tie the combat is
a stand-off.

4 Number of Hits
Compare the Combat Scores of both combatants.
The difference between their Combat Scores is the
number of times the winner has hit the loser. If you
win the combat on a tie you still cause t 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
weaponused.

6 Saving Throw
Models which are wearing arnour may attempt
savesin 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.
COMBAT SCORE MODIFIERS

+1 Opponent Fumbles Add +1 to your score for


each of your opponent's
fumbled dice (rolls of 1).
See the Fumble rule for an
explarnation of how this
works.

+1 Critical Hit Add +1 to your score for


each critical hit inflicted
(additional rolls of6). See
the Critical Hit rule.

+1 Charging Ifyour fighter charged into


combat this turn add +1 to
his Combat Score.

+1 lligher Up If your fighter is standing on


a higher level, platform, or
slope then add +l to his
Combat Score.
-1 Encumbered If your fighter is carrying a
heavy weapon, or other
heavy piece of equipment,
he suffers a -1 penalty on his
Combat Score.
-1 Obstacle If you charge an enemy who
is sheltering behind cover
such as a low wall, then you
ATTACK DICE suffer a -1 penalty on your
Roll the number of Attack dice indicated by the model's Combat Score that turn.
Attacks characteristic. This will normally be one but some Note this penalty only
especially mean fighters may have two or more Attacks. applies during the turn when
you charge.
Although a model may roll more than one Attack dice it is
only the best result that counts towards the Combat Score.
Note that hit modifiers for weapons are never applied in
The advantage of rolling more dice is that it gives you a
hand-to-hand fighting. These only apply when shooting at a
better chance of rolling high.
distance as described in the Shootins section.

FIGHTING WITH T\x/O \X/EAPONS


If the model carries a weapon in each hand, such as two NUMBER OF HITS
pistols, two swords, or a pistol and a knife, then the model The difference between the winner's Combat Score and the
rolls one extra dice to representthe extra weapon. loser's Combat Score is the number of times the winner has
hit the loser.
This bonus only applies to fighters armed exclusively with
pistols and/or hand-to-hand combat weapons, not to Example: A ganger (WS3) is fishting a juve (WS2).
fighters who carry other basic, special or heavy weapons in The ganger rolls a 4 and adds his WS of 3 to make a total
addition. Carrying grenadesdoes not prevent you using an of 7. The juve rolls a 5 and adds his WS of 2 to make 7, but
extra weapon as they are assumed to be clipped to the the juve has charged and so adds afurther +1 making 8.
model's belt or stowed conveniently out of the way. These The juve has won by 8 to 7, and the dffirence (l) is the
different types of weapon are discussed in detail in the number ofhits he has struck.
Armoury section.

DETERMINE WINNER
Each player takes his best Attack dice roll, adds the model's
Weapon Skill (WS) and then applies the following
modifiers. The highest score is the winner. In the case of a
tie the highest Initiative wins. If both models have the same
Initiative the result is a stand-off and no blows are struck.
and a laspistol and who inflicts 2 hits will strike once with
the sword and once with the laspistol. Any odd hits can be
resolved with either weapon.

ARMOUR MODIFIERS
Knives, swords and other close combat weapons often use
the fighter's own Strength. The chart below is used to
determine saving throw modifiers where a model's own
Strength is used in hand-to-hand fighting.

\VOUNDS. Model's Strength Armour Save Modifier


ARMOUR AND INJURIES 3 or less
Once you have established the number of hits, the
remaining procedureis the sameas for shooting. Refer back
5-2
to the Shooting section for a description of how to do this.
Note that models cannot be pinned by hand-to-hand hits,
r::
but they suffer wounds in the same way and injuries are 7-4
resolved in the same way too.
9 or more
WEAPONS
Only hand-to-handweapons and pistols can be used to fight THE PARRY
hand-to-hand combat. All fighters carry a knife at the very
Fighters armed with swords are allowed to parry or attempt
least, and are assumedto have one tucked out of sight if the
to turn aside an opponent's blows. To represent this, a
model itself does not include it.
model fighting with a sword can force an opponent to re-
A fighter will, generally speaking, fight hand-to-hand roll his highest scoring Attack dice before working out his
combat with the weapons he carries as depicted on the Combat Score. Remember, if your opponent has 2 or more
model. However, as it is impossible to use basic, special or Attack dice he can always choose his next highest score
heavy weapons in close combat (as described in the rather than the score ofthe re-rolled dice.
Armoury section) fighters are allowed to draw any one
If both combatants are fighting with swords then the ability
pistol or hand-to-hand combat weapon from a pouch, bag,
to parry cancels out and neither may do so. In the unlikely
holster etc.
event that a model carries two swords it may parry twice -
Bear in mind that a fighter with a basic, special or heavy that is, it may force two re-rolls or one re-roll against a
weapon needs at least one hand just to carry it, so he can model with a single sword.
only ever have one hand free to carry a sword, pistol, etc.
A fighter who carries a hand-to-hand weapon or pistol in FUMBLE
each hand normally fights with the two weapons depicted In the mayhem of close combat it is only too easy to trip or
as carried by the model. However, if he wishes he is overbalance and leave yourself open to a quick punch or
allowed to swap one weapon for another pistol, sword, etc stab. This is representedby the Fumble rule.
at the start of the hand-to-hand combat. For example, a
fighter who has a laspistol and a stub gun could put away Any Attack dice rolls of a I indicate that you have tripped,
his stub gun and draw a sword. The player must declare he dropped a weapon, or otherwise fumbled. For each fumble
is doing so at the start of the combat. rolled your opponent may add +l to his own Combat Score.

Fighters cannot swap weapons around once they are


fighting hand-to-hand; they must persevere with their CRITICAL HITS
chosen weapons until the combat is over. A critical hit representsa lucky blow, a spectacularfeint or
a cunning trick. When you roll more than one Attack dice
there is a chance of scoring a critical hit. You must roll at
HITS
least two 6's. The first 6 is taken as your highest score and
If a fighter is using a single weapon then any hits inflicted each extra 6 counts as a critical hit addine a further +l to
in hand-to-hand fighting are assumed to have been made your total.
with that weapon - be it a sword, knife, pistol etc. Resolve
the hit using the Strength of the weapon as indicated in the For example, if you have an Attacks characteristicof 2 and
Armoury section. a pistol in each hand you will roll 3 Attack Dice (2 for your
Attacks and +1 for the extra weapon). If you roll two 6's
If a fighter is using two weapons (one in each hand) then and a 3 you pick one of the 6's as your highest score and
any hits are inflicted alternately, first with one hand and add +1 critical hit for the extra 6 giving a Combat Score of
then the other. For example, a fighter who carries a sword 7 plus your WS.
MULTIPLE COMBATS PINNED FIGHTERSAND
When two or more models are fighting a single enemy this HAND.TO-HAND COMBAT
is called a multiple combat. The outnumberedmodel must
Fighters cannot be pinned when fighting hand-to-hand
fight each of his opponents one after the other during the
combat. Afighter who is hit whilst engagedin hand-to-hand
hand-to-hand combat phase.The outnumbering player may
combat, even if hit by shooting in the shooting phase,is not
decide the order in which his models will fight. Having pinned.
chosen the first model to fight the combat is worked out
exactly as described for one-on-one fights. If a fighter is already pinned when he is charged then the
pin is discounted as soon as he is engaged.
If the outnumbered model survives he must go on to fight
his secondopponent.The enemy chooseshis secondfighter
and the combat is worked out as before except that the MOVING FROM COMBAT
outnumbering player may now roll an extra Attack dice and
adds a further +1 to his Combat Score. Once models are engaged in hand-to-hand fighting they
cannot move away in their movement phase. They must
If the outnumbered model survives he goes on to fight the stand and fight until they are taken out of action, until they
third, fourth, fifth and each successiveenemy until there are take out their enemies, or until one or the other breaks and
none remaining. Each subsequentenemy he fights gains a mns as described later.
further Attack dice and adds a further +1 to his Combat
Score. For example the third enemy has +2 Attack dice and The only exception to the above is in a multiple combat,
+2Combat Score,the fourth has +3 dice and Combat Score, where fighters who are down may crawl away so long as
and so on. friends continue to fight.

FOLLOW.UP BREAKING FROM COMBAT


If all of a model's hand-to-hand opponents go out of action A fighter who loses his nerve whilst fighting hand-to-hand
the model may make a special follow-up move. This is an combat will break off and make a run for it as described in
exception to the normal turn sequence and it makes no the Leadership section.
difference whose tum it is. The model may be moved up to When a fighter breaks off from a fight he simply turns his
2". You can use this 2" move to get behind cover, to engage back and runs off. His opponent automatically hits the
another model in hand-to-hand combat, or in any way you fighter as he breaks, inflicting t hit which is worked out
wish. You can cross an obstacle without penalty during a immediately.
follow-up, but other terrain penalties apply as normal.
If you use a follow-up move to engageanother enemy then
move the model but don't work out further combat that
turn. The fight continues in the next hand-to-hand combat
phase.This is becausethe fighter has insufficient time to do
anything other than follow-up. This is an exceptional
circumstance where a model may engage in hand-to-hand
combat without charging. No charging bonus is added to
the Combat Score if a model follows-up in combat.
Note that a follow-up doesn't affect a model's ability to
move in its following movement phase.The follow-up is an
extra bonus move which reflects the intense activity of
close quarter fighting.

FIGHTERSDOWN
Fighters who are wounded and go down are completely at
the mercy of their enemy. In a one-on-one combat any
model that goes down is automatically out of action. His
enemy finishes him off with a quick blow and the model is
removed.
In multiple combats a fighter who goes down has more
chance of survival. Where all models on one side go down
they are automatically out of combat. Where two or more
models are fighting on the same side, some can go down
and crawl away at 2" in their movement phase so long as at
least one continues to fisht.
LE/ADERSHTP
KEEPINGYOUR NERVE \VHEN TO TEST
'down' or 'out of action' then each friend
This section of the rules is concemed with how your If a model goes
fighters react under fire: whether they bravely continue to within 2" must take an immediate Leadership test.
fight while shells explode around them or whether they turn
tail and run for cover. Regardlessof your own feelings or
those of the gang's leader, even the most hardened gang
BROKEN FIGHTERS
fighter can be driven off or forced to take cover as the If a model fails a Leadership test then the fighter's nerve
action hots uP. has broken. For this reason we refer to such fighters as
broken and you can indicate this by placing a Broken
counter by the model if You wish.
LEADERSHIP TESTS The broken fighter is momentarily panicked or shaken and
A fighter may be called upon to take a test to seeif his nerve will attempt to run for cover. He might recover sufficiently
holds. This test is taken using the model's Leadership to return to the fray once he has steeledhimselfto fight on.
characteristic (Ld) and is therefore called a Leadership
test. To take the test roll two dice (2D6) and add the scores
together. RUN TO COVER
As soon as a fighter is broken he turns tail and runs for
If the result is more than your model's Ld then the test is
cover. This movement takes place outside the normal turn
failed. The fighter's nerve is broken and he runs to cover as
sequenceand is worked out immediately. The fighter makes
describedbelow.
a dash of up to 2D6" away from his enemy and towards
If the result is equal to or less than your model's Ld then the cover. Roll the dice and determine how far the model runs'
test is passed,and the fighter keeps his nerve. In this case
If he can reach a position of cover within this distance
there is no further effect and the model continues to fight as
where he cannot be seenthen he stops there.
normal.
If he is unable to reach cover where he cannot be seen the
fighter runs the full distance rolled. In subsequent
movement phases he continues to move 2D6" away from
the enemy until he reachessuch a position. If he can get out
of sight by staying where he is and hiding then he will do
so (see the Movement section).
Abroken fighter may do nothing other than run to cover and
remain there while he attempts to recover his nerve as
described below. He may not otherwise move and he will
not shoot.

COMBAT wlTH BROKEN FIGHTERS


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

BREAKING
FROM HAND.TO.HAND COMBAT
A fighter who loses his nerve and breaks while fighting
hand-to-hand combat turns away from his enemy and runs
away 2D6" just like any other broken fighter.
Because a broken fighter is turning his back upon the
enemy he is very likely to be struck as he turns to flee' To
represent this the model takes one automatic hit from his
enemy. Work this out as soon as the fighter breaks and
before he is moved.
RECOVERING YOUR NERVE
A broken fighter may attempt to recover his nerve during
his recovery phase so long as he is in cover and he cannot
be seenby an enemy model.
To attempt to recover a fighter's nerve roll 2D6. If the score
is equal to or less than the fighter's Leadership he has
passedthe test and can fight normally from then on. If the
score is more than the fighter's Leadership he fails the test
and remains broken.

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.

LEADERS
A fighter within 6" of the gang's leader may use the
Leadership characteristic of the leader when taking any
Leadership test. This applies to tests to see if a fighter loses
his nerve and also to tests to recover. This representsthe
leader's ability to encourage his fighters and push them
beyond their normal limits!
A leader cannot confer this benefit if he is down or broken
himself. The sight of your leader running for cover is far
THE BOTTLE TEST
from encouraging. The Bottle test is a special test the player must make at the
start of his turn if a quarter (25Vo) or more of his gang is
down or out of action. For example, in a gang of 10 men a
test is required if 3 or more men a.redown or out of action.
If the Bottle test is failed the gang automatically loses the
fight. The game ends immediately and surviving fighters
retreat from the area. A failed Bottle test is the most
common way in which a game ends.
Underhive is a vast,sprawlingplacc and
much of it is unexplorcdor buried. Onc To take a Bottle test roll 2D6.
part of it forms a disrinct pocket, If the score is more than the gang leader's Leadership
accessibleonly by a single largetunncl. characteristic then the test is failed. The gang bottles out of
All other routesto this areaarecollapscd combat and the player has lost the game.
or buried. The tunnel is very wide and a If the score is equal to or less than the gang leader's
settlementlies acrossit, boundedby a Leadership characteristic the player has passedthe test and
vall on both sides.This placeis called may continue to fight.
Dead End Passand thc region bcyond is
If the gang's leader is out of action or is down, then the
known as Dead End. player may not use his Leadership to take the test. Instead,
To reachDead End 8atrgshaveto 80 use the highest Leadership characteristic amongst those of
through Dead End Passand pay the the remaining fighters who are neither down nor out of
action.
Guilders'toll of passage.Ib 6et out a gang
must pay an evenhcaviertoll upon the
boory they havewon. This encourages VOLUNTARY BOTTLE OUT
Batrgsto tradewith the Guilders in Dead Once his gang has taken two or more casualtiesdown or out
End Passitself. ratherthan scek more of action a player may bottle out at the start of any of his
Iavourableprices elsewhere.Like all such turns without taking a test.
placesDead End Passis a havcnfor Sometimes this is by far the best option, as it allows a
brigandsand rencgades, and is one of the player to savehis remaining gang from a hopelesssituation.
most danSerous aswell asthe most Preserving your gang for another day is important once you
cxciting placesin the hive. are playing in a full blown campaign as described later.
ADVAilUCED GAI'IE RULES
This section includesa variety of new rules which add further detail and complexitlt
to the game. They are not necessaryin order to play, and tor 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 FALLING ONTO ANOTHER MODEL
with, or at least until they are familiar with the way the In the unlikely event that someone else lies directly in the
game works. If you consider yourself to be an experienced path of a plummeting fighter then he may also be hurt. The
gamesplayer then you'll have no problem introducing these hapless individual is hit on a D6 roll of a 4, 5 or 6. He
more complex elements as you go along. sustainsthe same strength hit as the faller, suffering I or D6
wounds depending on the distance of fall.

FALLING If struck by the fatling fighter, and assuming he doesn't go


down or out of action, the victim is pinned as if hit by a
The multiple levels and gantries of the Underhive afford shot.
fighters ample opportunity to fall from a great height.
Assuming the faller and victim survive, position the models
l" apart to make it clear they are not in hand-to-hand
TEST TO FALL combat.
If a fighter is pinned or goes down within l" of an edge
there is a chance he will slip and fall off. To determine this
roll a D6. If the score is more than the fighter's Initiative JUMPING
characteristic then he falls over the edge to the ground. A model may jump down from one height to another but is
If a fighter is engagedin hand-to-handfighting within 1" of quite likely to hurt himself in the process, especially if the
an edge then he may fall off if he loses the combat. RolI a height is a great one. Any damage is worked out in exactly
D6. If the score is more than the fighter's Initiative the sameway as a fall and the results are the same.In effect
characteristic, or a 6, then he falls over the edge to the a vertical jump is simply a fall by any other name.
ground. A model may also attempt to jump across a horizontal gap
from one side to the other. He does this instead of a normal
move and jumps D6". If he fails to cover the gap the fighter
DAMAGE
plummets down as per a fall.
A fighter who falls sustains an automatic hit at a strength
equal to the height of the fall in inches. Where a wound is A model may attempt a jump by way of a charge in order to
suffered a fall of up to 3" will inflict 1 wound, and a fall of engagean enemy, but still jumps only D6".
more than 3" will inflict D6 wounds. Although the scenery
Ajumping model counts as moving and will otherwise fight
supplied in the game does not scale to such dizzy heights, a
as normal.
fall of more than 12" is assumedto take the fighter out of
action with no dice rolls required.
Armour saves do apply to wounds sustained by falling. STI?AY SHOTS
Save modifiers are the same as for hand-to-hand combat When a fighter shoots and missesit sometimeshappensthat
hits from combatants with high strengths.So 54 counts -1, the path of the shot passesclose to one of your own fighters.
55 -2. 56 -3 and so forth. See the Hand-to-Hand Combat
section for the full chaft. If a shot passeswithin l/2" of a friend at any point along its
path then there is a chanceof accidentally hitting the friend.
A model which falls without going down or out of action is This can only happen when you miss and roll a I to hit.
automatically pinned as if hit by enemy fire.
Roll a further D6 to determine if the stray shot hits the
intervening model. On the roll of a I the intervening model
\VILD GRENADES AND SHELLS
is hit. Work out whether the target is wounded as normal. Grenades and weapons which use a blast marker can also
go catastrophically wrong. If the thrower or shooter misses
There may be a choice of more than one model that could
his target the player must establish where the shell or
be hit by a stray shot. In this caserandomise which target is grenade lands using the Scatter and Artillery dice as
hit in some convenient way - eg 1,2 or 3 the target on the
described in the Shooting section.
left, 4, 5 or 6 the target on the right.
If the Scatter and Artillery dice turn up Hit and Misfire then
roll a D6 and refer to the followins chart.

The grenadegoes off in the thrower's hand


or the shell explodes in the breach. Place the
template directly over the model and work
out damage normally.

The grenade throw goes wild or the shell


spins out of control as it leaves the weapon.
The projectile travels 2D6" in a random
direction and explodes.

Grenadesas above. For other weapons as


above but the shell travels D6 x D6" and
Goliath 'A shoots at the Orlock and not only misses but rolls a explodes.
1. As Goliath'B' is withinthe line of fire there is a chancehe
will be hit by the strayshot.
As for 3 above except that the grenade or
shell lands and does not explode. Mark the
position of the projectile. From now on, at
D@LODING \X/EAPONS the start of each player's turn roll a D6. On
Badly maintained weapons, home-made ammunition and the score of a 4 or more the projectile
old corroded power packs can explode destroying the explodes.
weapon and probably harming the shooter.This represents
A grenadetumbles from the thrower's hand
the weapon overheating, plasma leakage, or a magazine
down a deep crack. A shell spins upwards
exploding as the next shell is autoloaded. While not as
and strikes the dome roof. There is a muffled
dangerous as a direct hit from the weapon, this is still bad
explosion, the ground shakesominously and
news and can easily take a man down or out of action.
chunks start to fall from the roof and tall
When a 6 is rolled to hit then an Ammo roll is required as ruins. From now on each player must roll a
already described in the Shooting section. In the case of D6 at the start of his turn. If he rolls a I then
flamers, an Ammo roll is required every time a weapon one of his fighters has been struck by debris
shoots.Jams from sustainedshooting also require an Ammo and suffers a Strength 3 hit. Randomly
roll. determine which of the player's gang fighters
has been struck.
If an Ammo dice roll is a 1 then the weapon is not only
uselessfor the rest of the game (as a I will inevitably fail) The grenade or shell drops to the floor in
but there is a chance it might explode. Roll a further D6. If front of the thrower/shooter and fizzes
the score is less than the weapon's standard Ammo roll ominously. It is a dud.
rating then the weapon explodes.
If a weapon's ammo rating is 'auto' then it automatically
fails an Ammo roll so none is taken. Roll a dice anyway and
the weapon explodes on the roll of a l.
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 I less than normal. In the case of weapons with
blast markers and templates no template is used: the blast is
confined to the firing model.
structure within 1" ofthe fighter during the shooting phase.
This is considered to be shooting although no ro11 is
required to hit, and chargesplaced in this way never scatter.
The bomb is fastened to the structure by means of its
magnetic casing, it explodes, and the target is hit
automatically.

HAND-TO-HAND
A fighter can strike a structure in base contact in the hand-
to-hand combat phase. He cannot fight hand-to-hand
combat against an enemy or shoot his weapon in the same
turn. In effect the fighter is attacking the structure during
the turn, hacking away at it with whatever weapons he has.
A fighter automatically strikes t hit on a structure for each
Attack on his profile. Work out the result of hits in the
normal way.

TESTS FOR FEAR


Fear is a natural reaction to horrific mutants, unearthly
psychic powers, and some particularly gnresome injuries.
To representthis, models must take a Leadership test when
confronted by fearsome creatures or circumstances. This
test is taken in exactly the sameway as a Leadership test for
keeping your nerve.
A Leadership test is required under the following fearful
circumstances.
ATTACKING
If the model is charged by an individual or creature
STRUCTURALFEATURES I
which causes/ear
The Necromunda game rules represent combat between
rival fighters. Sometimes a fighter may want to attack an Such horrific creatures are rare. Take the test as soon
inanimate object rather than an enemy. Perhapshe wants to as the enemy declares its charge. Ifthe test is passed
cave in a door, destroy a fuel pipe, rip apart a power cable, there is no further effect. If the test is failed the
or smash a water still. These are all structural features and fighter is broken immediately and runs 2D6" to cover
just as described in the Leadership Tests section.
can be attacked as described below.

2 If the model wishes to charge an individual or


TOUGHNESSAND \X/OUNDS creature which causes/ear
Although not strictly accurate it is convenient to think of
Take the test when you declare the charge. If the test
structuresas being able to take a fixed number of'wounds',
is passedyou may charge and fight as normal. If the
just like fighters. You can consider a wound to be
test is failed you may not charge and the fighter is
equivalent to a damage point if you find this more
momentarily transfixed by fear. The model is unable
acceptable.
to do anything for the rest of the turn.
Structures have a Toughness value and they can sustain a
certain number of wounds before they are destroyed or
damaged. For example, the water still in the Hit and Run
scenario has a Toughnessof 6 and is damaged once it has
taken 1 wound. These details are covered in the scenarios
themselves.
The favoureddrink of Underhive is the
potent spirit known asWildsnake. It is
SHOOTING
brewedfrom rhe skins and flesh of snakes
A structure can be shot at just like an enemy fighter. You caughtin the badzones.The provenanceof
must therefore roll to hit and score wounds as normal. eachbottle is guaranteedby the deadsnake
Many structures will be easier to hit than fighters because preservedwithin. Wldsnake is a clear sharp
they are large targets (+l to hit). tasring liquid rhe bitternessof rshich is
A fighter can also use Krak grenades or Melta bombs as derived from the venom in the snakes
demolition charges. The device can be placed upon a themselves.
Take the test in the usual way. If the test is passedthe model
may act normally. If the test is failed the following rules
apply until such time as the test is taken again.

If fighting in hand-to-handcombat the model is


1
I temnorarilv disorientedor confused,Roll a D6
before eacir hand-to-handphase.
l-3 Roll no Attack dice this turn. Your WS still
counts towards the Combat Score
representingbasic instincts only.
4-6 Fight normally.

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


.L determinehow the model movesat the start of your
movementphase.
TESTS FOR TERROR 1-3 Roll a Scatter dice. The arrow indicates the
Terror is a more potent form of fear. Although no creature direction in which the model moves this turn.
described in Necromunda causes terror, the rule has been The model moves its full normal move
included here next to fear, which it resembles. The distance. If the model moves into contact
importance of terror will be revealed in the Outlander with an enemy it becomes engagedin hand-
supplement. to-hand combat and may or may not fight
(ro1l as above).
Just as some horrific individuals or creaturesare so ghastly
they cause fear, others are even worse and cavse terror 4-6 The model does not move.
instead. Circumstances which cause terror automatically
causefear as describedabove, so you will need to test if you n The model can do nothing else this turn. The fighter
want to charge a terrifying creature or individual, or if the J wiil not shoot weapons or otherwise move unless he
creature charges you. In addition, a Leadership test is loses his nerve and runs 2D6" to cover as described
required if the model is within 8" of someoneor something in the Leadership section.
which causesterror at the start of your turn.
A The model does not have to take any further
A Leadership test must be taken before declarations of -T
Leadership-basedtests for fear or terror. It must still
chargesare made and if it is failed the model is broken and take tests to keep its nerve as described in the
runs 2D6" to cover as described in the Leadership section. Leadership section. If such a test is failed the model
This comprises the model's move for that turn. will run 2D6" to cover. The rules for broken
fighters override the rules for stupidity.
SPECIAL FEAR
AND TERROR LIABILITIES
Later on you may acquire fighters who are sufficiently
repulsive to cause fear themselves! Obviously individuals
who are so impressively hideous are not going to be put off
by others of their kind.
A model which causesfear does not have to test Leadership
for fear. It treats any enemy which causesterror as causing
fear instead - ie, it does not have to test just because the
model is within 8" at the start of its turn.
A model that causesterror cannot be affected by either fear
or teffor and no Leadership test is required for either.

TESTSFOR STUPIDITY
Many large and severely mutated creatures are so dim-
witted that they often behave in a fairly random and stupid
way. A gang fighter may sometimesbe reduced to a state of
bafflement as a result ofiniuries or shock. Such individuals
are described as stupid.
Stupid models must make a Leadership test at the start of
each of their turns to determine how they react.
HATRED FRENU
Hate is a powerful emotion and in the Underhive there is Some fighters are more than a bit crazed and can be driven
plenty of opportunity for gangs to develop bitter rivalries. into a frenzy of slaughter during combat. Such wild and
Grudges and ingrained animosity can lead to feuds that tear dangerous individuals are described as frenzied. How or
gangs apart and leave dozens dead. This is representedby exactly why a fighter may go over the edge in this way is
the special rules for hatred. Hatred can develop following not particularly important - he could be psychotically
disturbing injuries. deranged, under the influence of dangerous hive fungi, or
affected by localised gasesor radiation.
Models can hate specific enemy gangs or even entire
Necromundan Houses.The following rules apply to models If an individual is frenzied the following rules apply.
which hate their rivals.
I A frenzied model must always charge the closest
If a fighter hates his adversariesall Leadership tests I enemy within his charge move (usually 8") if able
1
I are taken as if he had a Ld characteristic of 10. to do so.

,') A model fighting hand-to-hand combat with a hated n The frenzied model doubleshis Attacks
.L foe mav re-roll anv Attack dice in the first turn of .L characteristic.For example, A1 becomesA2, A2
arry hand-to-handtombat engagement.After the becomesA'4 and so on.
first turn the model has vented his pent-up anger
and fights as normal. 2 Frenzied models cannot parry (see Parry inthe
J Hand-to-HandCombat section).
a A model in hand-to-hand combat must use his 2"
J follow-up move to engagea hatedenemy if A Frenzied models must use their 2" follow-up move
possible. Otherwise he must use the follow-up to + to engagein hand-to-handcombat ifpossible.
move towards a hated enemy he can see.He may Otherwise they must use the extra move to move
not use follow-up to move away from hated closer to their enemy. They may not use a follow-up
enemies or take cover if there are hated enemy in move to get behind cover or retreat (see Hand-to-
sight. Hand Combat).

J nor are they affected by stupidity or hatred.

A If a frenzied model loses his nerve and is broken as


U described in the Leadership section, then the Frenzy
rules no longer apply. The fighter has taken a
beating and his senseof self-preservationasserts
itself.
For those who cannotafford the pricc of
Wildsnakc the next best is quite litenlly Second .7 A player may try to gain full control over a frenzied
Best. SecondBest is brewedfrom rat pelts too / model at the start of his tum. This is purely up to
mouldy to usefor anythingelse,slugstoo rancid to you - you may not wish your splendidly berserk
fighter to calm down and behave sensibly! To gain
sell asslavcfood, and householdwastcso
control over the model take a Leadership test as you
disgustingthat it's bettcr not to think about it.
would for testing your nerve. If the test is passed
Conveniently,it is almost impossible to think then the fighter is under control and can act
about anyrhinga{ter drinking a bottle of Sccond normally - however, none ofthe special Frenzy
rules described above will apply. This control lasts
Best...
until the start of your following turn.
THE ARMOURY
This section of the Necromunda rufebook describesthe different weapons which
gang fighters carry as wetl as other equipment such as armour and gunsights' fn
addition to commonplaceweapons and easilyobtained items of equipment there
are many unusual or exotic weapons and rare devicesof various kinds. These
much sought after and expensiveitems are carried only by the richest and most
successfulgangs, but they have been collated here for ease of reference.

Some of the items described on the following pages are For example, the Isotropic fuel rod enablesa gang to set up
used in the various scenariosgiven in the Sourcebook. For a new settlement, while the Ratskin map guides the gang
example, screamers and stummers are used with the through secret passagesand into old treasuredomes.
special rules inthe Raid and Rescuescenarios,being alarm Don't worry about learning the rules for every weapon and
devices and sound mufflers respectively. Players fighting item of equipment as this isn't necessary.The pages that
these scenarioswill appreciatehow useful such devices can follow provide you with all sorts of information which can
be. be referred to as and when needed. There is a summary
Other items are used in the context of the broader chart for the various weapons for convenience. To start
Necromundan Underhive campaign described in the with, players should familiarise themselves with the
Sourcebook.For example, the lobo-chip will cure a fighter weapons their gang is armed with. Once players have
of the longterm effects of a head wound sustained in a mastered these, new weapons and unusual items of
previous game. Other devices can help to acquire territory. equipment may be introduced as required.
WEAPOTRY
This section describesthe different weapons that gang fighters can carry.Some of
these weapons are common, simpfe and even cheap, whilst others are rate,
technicafly complex and expensive.

A gang may be equipped with any weapons it can afford BASIC \VEAPONS
within the limits discussedlater. Models are available with Basic weaponsare largeq heavier firearms generally carried
a wide variety of weaponry, and are always assumed to and fired using two hands. You can shoot in the shooting
carry the weapons they are depicted with. Holstered pistols phase with such a weapon but it confers no advantage in
can obviously representany pistol weapon, whilst grenades
hand-to-hand fighting.
can be assumedto be concealed, so a model not depicted
with grenadescan still carry them. SPECIAL\X/EAPONS
All fighters are assumedto carry a knife even if the model Special weapons are similar to basic weapons in terms of
itself does not visibly have one. their size and the way they are used. However, they eue
more complex in design, less reliable, and more specialised
in nature.
TYPESOF WEAPON
Weapons are divided into the following broad categories. HEAVY \yEAPONS
Heavy weapons are even larger and heavier than basic
HAND -TO-HAND COMBAT \X/EAPONS weapons, and are generally more powerful and have a
These are weaponsdesignedfor use purely at close quarters Ionger effective range. A heavy weapon is so cumbersome
such as swords, knives, axes and crude clubs. Such and bulky that you cannot move and shoot with it in the
weapons cannot be used for shooting but only in hand-to- same turn. In hand-to-hand combat a weighty weapon is a
hand combat. disadvantageand fighters carrying one will suffer a penalty.

PISTOLS GRENADES
Pistols are small hand-held firearms which can be used at Grenadesare small bombs or grenadesthat are thrown by
close quarters or at longer range. A fighter can shoot with a hand and which explode on impact. A model can throw a
pistol or use it in hand{o-hand combat. grenadeinstead of shooting a weapon in the shooting phase.

PROFILES
All of the weapons are described in terms of a profile as shown below.

l-qtu ,
nange I
To Hlt ,
l pa'nsel"#*lW '
Short
Irp*"r
0-12 t2-2+ +t 4 I I of

Short Range. Save Modifier.


The short range of the weapon, for example 0-12". The modifier applied to the target's armour saving throw if
Long Range. he has one.
The long range of the weapon, for example 12-24". Ammo Roll.
To Hit Short/Long. The D6 dice score neededto pass an Ammo test. The
The hit modifiers applied when shooting at short and long Iower the number the more reliable the weapon, so 2+ is
range. good and 6+ not so good. Some weapons fail
automatically and are indicated as 'Auto'(automatic fail).
Strength.
The strength value of a hit inflicted by the weapon. Special.
This column summarisesthe special rules that apply to the
Damage. weapon - these are explained fully in the weapon,s
The number of wounds inflicted by a hit - usuatly 1 but in description itself.
the case of larger weapons possibly more.
II \ilD.TO.H/IilD COMBAT WEAPOTS
Hand-to-hand weapons include primitive weapons such as knives, swords, clubs, and
advancedweaponry such as power axes.Theseweapons cannot be used to shoot, they
are used exclusivelyfor hand-to-hand fighting. As this is true of all the weapons in this
category it is not noted in the specialrules descriptions,but it is indicated on the profile
'cfose combat'. All Necromundan fighters carry a knife in addition to
summary by the tag
whatever other weapons they carry. lf not apparent on the modef it is assumedto be
tucked into a boot or concealedby the fighter's clothes.

A few unhinged individuals prefer to fight with a massive SPECIAL RULE


sword, club, metal bar, axe, hammer or some other large and Draws. Due to the ponderous lurching swing required to
unlikely implement. A massive weapon is hard to swing wield this weapon, any combat which ends in a draw will
because of its weight, but when it strikes an enemy it will always be won by your opponent regardless of Weapon
cut him in two or crush him to a pulp. It requires two hands Skill or Initiative levels. Your opponent catches you on the
to swing a massive weapon so it can never be used in upswing.
conjunction with another weapon.

To l{t '
Snort , *
Close combat only As user.+2 Closecombat.OooonentWll Wn draws

Simple primitive weapons are often used by juves. bludgeons. They can be used with one hand, leaving the
impoverished fighters and the hordes of mutant creatures other free to carry a pistol or another close combat weapon.
that plague the Underhive. This type of weapon comprises Because these weapons are crude and heavy they are
crude clubs or metal bars, murderous hammers or axes, and marginally more dangerousthan bladed weapons, although
other weighty blunt instruments such as spiked mauls and it is impossible to use them to parry.

The chainsword is a deadly if noisy weapon with a powered


chainsaw edge. Its rending saw-teeth are made from sub-
atomically honed adamantium and can slice through
plasteel. It is an expensiveand prestigious weapon favoured
by gang leaders.

SPECIAL RULE
Parry. You can parry with a chainsword.

Sp1,c|al

Close combat oni! + l I Closecombat.Usermay parry


A length of chain or a chain fastened to a metal bar is a SPECIAL RULES
dangerous and unpredictable weapon. Only the most Parry. It is impossible to parry against a fighter armed with
maniacal fighters would use a weapon like this, swinging it a chain - the sword is simply dashedaside.
around their head with long powerful strokes. A fighter
swinging a heavy chain is unable to use any other weapon Fumble. Because the weapon is so clumsy any fumbles
in hand-to-hand combat because of the concentration rolled in hand-to-hand combat count double - so every I
required to keep the chain swinging. It is also a dangerous rolled adds +2 to your opponent's Combat Score.
weapon to use becausethe wielder must struggle to keep his
balance whilst avoidins the chain itself.

Sfrort . Ib Hir, To Fflt:


Range r Short' Long

Close combat only As uset + I l Closecombat.Opponent may not parry.


Fumblescount double

Every Necromundan fighter caries a knife of some kind. of a great variety of other bladed weapons including
Heavy bladed single-edge fighting knives are the most cleaversand machetes.
common type, but needle thin stilettos and long double-
All of thesebladed weapons are essentially similar and they
edged daggers are favoured by some fighters.
have the same weapon profrle. The principle difference is
Longer blades are carried by some fighters instead of, or as that fighters with swords are able to parry.
well as, their knives. Short, broad-bladed weapons are easy
to carry and are well suited to fast and bloody combat. SPECIAL RULE
Longer swords are carried by fighters who prefer this Swords. Fighters with swords are able to parry as described
dangeroustype of combat over shooting. Fighters make use in the game rules.

To Hit
Long. I ffi '
M:?fr*
Closecombatonly As user Closecombat.UsermavDarrv

The power sword may look much like an ordinarJ sword but SPECIAL RULE
it is actually a technically sophisticated and very deadly Parry. You can parry with a power swordas describedin
weapon. The sword's hilt and blade incorporate an energy the gamerules.
sourceand a disruptor generatorwhich sheathesthe blade in
a shimmering blue energy field. As the blade strikes a
crackling discharge envelops the target and tears it apart.

qlort I tong To Hlt . ToHh Strength


Rang€ J Rang€ Short : Long .
Closecombatonlv 5 l 3 Closecombat.Usermav oarrv
The power axe is a large bladed
weapon often as tall as a man. It
utilises the same energy field
technology as the power sword and
is even more devastating on
account of its greater size and more
powerful disruptor generator.
Becauseof its size the weapon is
often wielded with both hands,
although it can be used one-handed
with a slisht reduction in effect.

Lo!g To Hlt, Specfal


Range Long r

Closecombatonly 6 -3 Close combat. Two-handed


Closecombatonly 5 -2 Ciose combat. One-handed

The power fist is the most potent weapon of its kind, being tears at his target the energy discharges rend the object
even more deadly than a power axe. It is a very rare weapon apart. Whilst fighting hand-to-hand combat it is impossible
and requires a powerful energy source for its large to hold another weapon in the power fist, but at other times
generator.The fist is a massive armoured glove surrounded it can be deactivatedand used to hold another weapon.
by a shimmering blue energy field. As the user punches and

This weapon is used only by Arbitrators, the uniformed SPECIAL RULES


guardians of Imperial justice. Arbitrators are almost never Out of Action. A fighter who goes down to a blow from a
seen in the Underhive. Their duties go beyond the laws of power maul will go out of action automatically, even in
individual planets, and their concerns rarely interfere with multiple combats where this would not normally be the
planetary goveffiment except on the very highest level. case.
None-the-less, power mauls can sometimes reach the
Recovery. A fighter who goes out of action to a power maul
Underhive where they make an acceptableand prestigious
altemative to the power sword. will never suffer serious injuries. After the game such
models recover automatically and are unharmed, so no roll
The maul contains an adjustable energy generator which is required on the Serious Injuries chart.
allows the user to bash a hole through a wall or conveniently
stun a victim. It is wielded in one hand, leaving the other
hand free for another weapon.

'
.Short Long ltr Hit To Hit Strength Damaqe
R ngq Range Short Lonq

Close combat only 5 3 Close combrat.


Opponent out of action automatically.
Does not inflict seriousinjuries.
PISTOLS
Pistolsare smafl hand-hefd weapons that are especiallyuseful for cfose ranged
fighting and hand-to-hand combat. At short ranges their tightness means they
are easy to aim and fire, though at longer ranges their fack of stabifity and power
means they are inaccurate.
Pistolscan be used to shoot during the shooting phase and fight in hand-to-
hand combat. As afl pistols can be used in hand--to-handfighting this is not
mentioned in the accompanying specialrufes, but it is indicltea in tne speciat
rules summary on the weapon profife by the tag 'cfose combat,.

The autopistol is a rapid firing automatic pistol, effectively Because of its high rate of fire, the autopistol is
a smaller and handier version of the larger autogun. Auto astonishingly accurateat the short ranges favoured by some
weapons are easy to manufacture and simple to use, and are gang fighters.
amongst the most commonly employed weapons in the
Underhive.
Most weapons are made in the factories of the hive city and
traded down through the hive. Crude but effective versions
are made in the Underhive workshops themselves.
Ammunition, sparesand repair facilities are relatively easy
to find throughout the Underhive, and traders always have
guns and ammunition for sale.

Bolt weapons are sophisticated weapons that fire self- More deadly and far more obvious than an autopistol or
propelled explosive ammunition in the form of small laspistol, it makes the ideal side-arm for a gang leaier keen
missiles called bolts. Bolt pistols and boltguns are to impress his rivals.
manufactured in the factories of the hive city, but the fine
engineering tolerancesand quality materials required means
few if any are made in the Underhive. For the same reason
bolt weapons are hard to maintain, spares are rare, and
ammunition is expensive. Furthermore, ammunition made
in the Underhive is often unreliable. On the whole this is a
weapon best suited to the technically sophisticated armies
of SpaceMarines for which it was designed.
Despite its drawbacks the bolt pistol is still a highly
favoured weapon. It may not always work, but when it does
the results are usually impressive. For one thing, it makes a
lot of noise and creates a great deal of obvious dzLrnage.
Amongst the Underhive gangs this weapon is also known as
the flame pistol or burner. It fires a short burst of flaming
chemical, an unstable sticky material that ignites upon
contact with air. This volatile fuel is held within a small
pressurised container that fits into the weapon. A single
container contains very little fuel, so flamers often run out
of power after a few shots.The unstable and temperamental
nature of the fuel also means that some containers prove
useless whilst others explode unexpectedly as they are
loaded.
The flamer is a very dangerousweapon that spreadsa sheet
of flame over a short distance. At this range it is almost
Catching Fire. If a model is hit by a flamer and goes down
impossible to miss and several victims can be claimed with
then the target has absorbed the full brunt of the blast and
a single shot.
the flames go out with no further effect. If the model goes
out of action then remove the model as normal.
SPECIAL RULES If a target is hit but does not go down or out of action, then
Ammo Test. An Ammo test is required every time the hand make an immediate test to detemine whether the model
flamer is fired regardlessof your to hit roll. Hand flamers catchesfire. Roll a D6. On the score of a 1-3 the target does
are unreliable weapons and can only be counted on to fire not ignite and there is no further effect. On the score of a 4-
once or twice. 6 the target ignites with the following results.
Template. The hand flamer's shot is represented by the A burning target will continue to burn until the flames are
smaller teardrop-shapedflamer template. This is used as extinguished. Test for this at the start of the fighter's own
described in the rulebook, by placing the template so that it turn. Roll a D6:
covers one or more target models. Any models wholly
under the template are hit automatically, whilst those l-5 On the roll of a l-5 the model continues to burn and
partially beneath are hit on the D6 roll of a 4, 5 or 6. automatically sustainsa further Strength 4 hit. If a
model goes down or out of action whilst on fire the
flames automatically go out with no further effect.
While burning the fighter's nerve is automatically
broken as described in the Leadership tests section,
except that the model moves 2D6" in a random
direction rather than towards cover (a random
direction can be establishedusing the Scatter dice).
A burning model will not engagein hand-to-hand
fighting and other models automatically move out
of his way.
6 On the roll of a 6 the flames qo out with no further
effect.

If there are any models within 1" of the burning fighter


during their movement phase then they may attempt to beat
out the flames. If they do this they cannot shoot in the
shooting phase. Roll a D6 and add a +1 for each extra
model attempting to beat out the flames (eg, 2 models +1).
If the total is 6 or more the flames are beaten out with no
A Goliatharmedwith a hand flamershootsat three Orlock further effect.
fighters.The Goliathplayerplacesthe templateas shown.
Two Orlocks are completelycovered by the template and are Frenzied target. A frenzied fighter who catches fire will
The other Orlockis only partially
thereforehit automatically. ignore the flames and continue to move, shoot and fight
coveredby the template,and will be hit on a D6 roll of 4 despite burning up. He will, however, continue to take
or more. damase as described above.

Close combat. Temolate weaoon


Flaming attack - target may iatch flre
Laser weapons are manufactured in vast quantities in the fighters prefer the laspistol over more powerful weaponsfor
factories of the hive city and are exported to the armed these very reasons.
forces of the Imperium throughout the galaxy. Laspistols
find their way into the Underhive via the Guilder traders.
Power packs come from the same source and some are
made in local settlements.Supplies of parts are plentiful and
repairs easily effected.
Laser technology is reliable and easy to replicate, and
although the weapons are not the most powerful they are
certainly the most trustworthy. A laser power pack will last
for many shots and can be rechargedfrom a standardpower
source or by exposing its thermal cells to heat or light. In an
emergency a pack can be recharged by placing it in a fire,
although such treatment tends to shorten the life of the pack
and increasethe probability of it failing. Many experienced

Short , tong to Hlt i' nc Hlt l


Range, nange . Short Long .
0-8 8-16 +2 3 2+ Close combat

The needle pistol or needler is a complex laser-powered Injuries. A target suffering his final wound from a toxic
weapon. Its tight laser beam carries a tiny toxic needle or dart does not roll on the standard Injury chart. Instead, roll
dart which pierces the target's flesh to send its deadly on the chart below both when the injury is inflicted and in
poisons into their body. The laser carrier beam will dissolve subsequentrecovery phases.
or blow away armour or clothing and burrow into exposed
flesh enabling the darts to penetratemore deeply.
The needler is a rare and expensive weapon in the D6 Result
Underhive. Its chief advantage is that it is virtually silent,
t-2 No Effect. The toxin has no effect or wears
and consequently the favoured weapon for assassinsand
off. The target may continue to fight in the
other unwelcome characters.
same way as if he'd suffered a flesh wound
except that he suffers no penalties on his
SPECIAL RULES ws/Bs.
Toxic Dart. No wound roll is required when shooting a 3-4 Sedated. The target shrugs off the full effect of
needler: if the target is hit then the toxins will automatically the toxin or recovers sufficiently to crawl up to
inflict I wound. Armour mav still save a target as normal. 2" but can do nothing else. This is the same as
'down'result.
a normal
Comatose, The target is knocked comatose
and falls to the ground. The target cannot
move at all.
Out of Action. The target slumps lifelessly to
the ground. He may be dead or barely living,
but is overcome by the toxin for the rest of the
game. Remove the model as you would any
other that was out of action.

r:
snort .
Range .
L".S
Range
To Hli
Short
;, bffi,
Long , I m",IHo. spcclal

0-8 8-16 +2 3 l 1 of Closecombat.Toxicdart. lryuries


Plasma weaponsfire energy shells of bright glowing plasma dangerous. The biggest disadvantageof a plasma pistol is
- matter in a super-heatedenergised state. When a plasma that it takes a relatively long time to recharge once it has
shell strikes its target there is a tremendous release of been fired. The user can mitigate against this by firing as
energy and the target blows apart in an almighty explosion. short a blast as possible with slightly reduced effectiveness.
Plasma weapons are extremely effective and very

SPECIAL RULE
Energy Levels. You can choose to shoot the weapon on a
low energy setting or maximum power. The profiles for
each setting are different. If you shoot the weapon on
maximum power then you cannot shoot again until it has
recharged. It takes the firer's entire following turn for the
weapon to recharge once more. This restriction does not
apply on the low energy setting.

Shortr Long:
f,ange Ranger il
"1ffi ItYl
0-6 6-18 +2 6 -l ++ Closecombat.Maxlmumpower.TaKesone
entireturn to rechargeafter firing.
0-6 6t2 +Z 4 0 ++ Closecombat.Low energy

The stubber or slugger is a primitive type of hand gun which and add +1 to the Strength of any hits (Strength 4 rather than
fires solid bullets - usually one at a time. It is recognisable 3). Howeveq if an Ammo roll is failed while using dum-
as a revolver or small automatic of the kind used since the dum bullets the weapon automatically explodes (see
Twentieth century. Stub guns are made locally in the Exploding Weapons).
Underhive and are readily available, simple to maintain, and
fairly reliable. The quality and appearance of individual
weapons varies a great deal. Their effectiveness can be
increasedby using more powerful, if somewhat expensive,
dum-dum bullets.

SPECIAL RULE
Dum-dum Bullets. A stub gun can be loaded with dum-
dum bullets. A supply of these hand-made bullets costs
extra, but they are more powerful than standardammunition

I t*d"
To Htt
Long ffi
0-8 8-16 I 3 4 | Closecombat.Dum-dumbullets(54)
The web pistol, or glue gun as it is cheerfully called, is not The pistol is bulky and has a cone-shaped nozzle and a
a common weapon. It is used by the Necromundan Houses' distinctive canister containing the web chemical itself. Both
own security forces as a means of suppressing crowds or weapon and its chemical ammunition are hard to get hold of
taking captives without harming them. and the weapon is not particularly popular amongst the
Underhive fighters.
The weapon fires a tangle of gluey threads which envelop
and ensnare their target, trapping and rendering them
immobile. The sticky mass quickly shrinks and hardens SPECIALRULES
holding the target fast and preventing him from making the Webbed Targets. Once a web pistol has hit its target the
slightest move. A victim who struggles too hard may be victim is automatically enmeshed - there is no roll for
strangled or even crushed by the constricting mesh. wounds or injuries and no saving roll is allowed for armour.
A webbed target may do nothing other that attempt to
struggle free at the start of its turn. If the fighter wishes to
make an attempt to struggle free roll a D6 and add the
model's Strength. If the total is 9 or more the victim frees
himself from the web and may continue normally. If the
total is less than 9 then the victim suffers I wound
immediately, though an annour save may be attempted if
the victim has armour.
Freeing Webs. All web pistols incorporate a solvent spray
for removing the web material. Any model that has a web
pistol may automatically free a webbed fighter at the start of
the turn if he is within 1". 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.

gt4rt l
nang€ l
t3ng ,
Rangle :
Tg Hlt i
Strort :
Io ir.ili,
tong :
slamas€
| ^m- I Hl" I sp""d
0-4 +8 Special 6+ | Closecombat.Firesweb

ftuilder merchants run slave frains from settlement 10 Slaves are usually muzzlcd which makes it impossible
\tr.ttl.rn.ot, acrossthe wastes,through rubble-strewn domes, for them to bire rheir mastersor eachother. They wear
and into tunnels and crawlholes. No machine could negotiate the heavy harnessesto which are attachedback packs or twin
narrow and often flooded tunnels that cotrnect many parts of the panniers.A fit slave can carry his own veighr and the
dome: only a pack slave can successfullyscalethe ruins and climb strongestcan lug loads of nearly twice that. Slavery is
into the holes and cratersof the badzones.The settlers of o{ten the fate of capturcd outlaws, mutants. renegade
Underhive, the holesteaders,ore-diggersand hivers of the big Ratskins, and others who reachthe Guilder courts.
settlemetrts,depend upon the slavetrains to transport goods and
Slave trains are chained or roped together by meansof
essential supplies.
neck collars which either connect the \rhole train or link
the slavcsto6ether into pairs or small groups. There are
many recorded instanceswhere a pack slave has fallen
into a hidden shaft, draggingthe vhole train down after
him.

Each slave is marked on his forehead vith a Guilder


implant, which looks likc a shining black button. This
device contains crystal circuits which the slave'smaster
useslo record details of ownership. These buttons can
only be read or rcmoved using a Guilder badge,so a slave
can be readily identified.

t
BASTC |,I'E/APONS
This section coversweapons designed to be carriedand used with two hands like
an automatic rifle or sub-machinegun. Thesecomprisesome of the most
common and effectiveweapons available to the Underhive fighters.

The autogun is a rapid firing automatic weapon. Auto Autoguns are made in the factories of the hive city and
weapons are easy to manufacture and simple to use, and are traded down through the hive. Crude but effective versions
amongst the most commonly employed weapons in the are made in the Underhive workshops themselves.
Underhive. Ammunition, sparesand repair facilities are relatively easy
to find throughout the Underhive, and traders always have
guns and ammunition for sale.

The boltgun or bolter is the standard armament of the wealthy and don't mind advertising the fact. A fighter with
Imperium's finest fighting forces the SpaceMarines. It is a a bolter means business.
weapon made in limited quantities and to the highest
standardsusing the most costly materials. Boltguns require
constant attention and regular expert maintenance if they
are to work properly.
Bolt weapons fire a self-propelled armour-penetrating
mass-reactiveexplosive missile called a bolt. Even bolts are
expensive to make and cannot be easily fabricated in the
undercity. Overall, boltguns are rare, expensive and prone
to going wrong. However, they are very effective indeed.
Despite their drawbacks boltguns are still highly favoured
weapons. They make a great deal of noise and cause
immense damage to any target they hit. They are prestige
weaponscaried by gang leadersand other fighters who are
Laser weapons are manufactured in vast quantities in the Laser technology is reliable and easy to replicate, and
hive city and are exported to the armed forces of the although the weapons are not the most powerful they are
Imperium throughout the galaxy. Lasguns are traded in certainly the most trustworthy. A laser power pack will last
Underhive settlements and the Guilders bring shipments for many shots and can be rechargedfrom a standardpower
from the factories above. Power packs come from the same sourceor by exposing its thermal cells to heat or light. In an
source and some are made locally. Supplies of parts are emergency a pack can be recharged by placing it in a fire,
plentiful and repairs easily effected. although such treatment tends to shorten the life of the pack
and increasethe probability of it failing. Many experienced
fighters prefer the lasgun over more powerful weapons for
these very reasons.

Shon tong . To Hlt i TO HIt'


Range Rang€ Short , LonS ,

0,12 1 22 4 +l 3 I I 2+

A shotgun is a simple low velocity weapon which any Scatter Shot: This is a cartridge filled with lots of small
Underhive workshop can make to order. They vary in pellets. Although it's not as powerful as other types of
appearance, often incorporating special features or ammunition it is very useful for blasting enemy out of
decoration to the taste of the owner or the gunsmith. Some cover. The hundreds of pellets ricochet around and often
are pump-action guns, fed from a tubular magazine slung score hits on partially concealed targets. When firing a
under the barrel, others have box magazinesor long ammo scatter shot work out the hit as described for blast weapons
belts. The ammunition itself is easy to make, and many in the rules. The scattershot usesthe 1" radius blast marker.
owners make their own shells. There are severalrecognised In addition, disregard any cover modifiers for hitting the
types, each tailored to a particular type of shot or range. The target - the hundreds of pellets saturatethe area with shot
ingenuity of the Underhive gunsmiths is quite remarkable in and can catch partially concealed targets as if they were in
this respect. the open.
Man Stopper: This is a particularly heavy solid cartridge
SPECIAL RULES with a massive propellant charge. It is more powerful than a
Knock-back. The high impact of a shotgun is quite capable normal solid shot and more accurateat range. However, it is
of knocking a man off balance or even off his feet. To more expensive than an ordinary solid shot.
representthis a target making a roll for falling over an edge
as a result of a shotgun hit counts his Initiative with a -1 Hot Shot: This is a hollowed out shot which contains a
penalty. For example, if his I is 3 he will fall on a score of small charge of flamer chemical. If a target is hit and does
3-6 rather than 4-6. not go down or out of action then it may catch fire in the
same way as a target hit by a flamer. See the rules for
Ammo. A variety of shell types is available and you can catching fire in the flamer description.
decide which to use before each shot. Their different effects
are summarisedon the profile. Each type has its advantages. Bolt: This is a small self-propelled missile. In fact it is a
Some are effective but expensive and often unreliable. If charge adapted from a boltgun round, and has similar
you fail an Ammo roll the weapon and all ammunition properties including being somewhat temperamental. The
carried cannot be used for the remainder of the game. long range of the shotgun is extended to 24" when firing a
bolt.
Solid Slug: This is the standardtype of solid ammunition.
It takes the form of a heavy shell which is fairly inaccurate
but quite powerful.

To Hlt l To Hlt' 4f_nl'|9 l SP..U,


Shot tjrye : Short l Long Roll ]

SolidSlug 0-4 4- I B I 4 4+
ScatterShot 0-4 4- I B +i I 3 4+ cover
l" blast/lgnores
Man-Stopper 0-4 4- I B 4 -2 4+
Hot Shot 0-4 4- I B 1 4 of Catchfire
Bolt 0-4 4- 24 +l 4 -l o-t Range24"
SPECTIIL WE/APOilS
Speciafweapons are simifar in size and design to basic weapons and like them
require both hands to fire. Theseare technically sophisticatedweapons which
require above average care and skill to use. For this reason not everyone can use
such a weapon and they are mosuy carried by heaviesor gang leaders.

The flamer fires a burst of flaming chemical, an unstable Catching Fire. If a model is hit by a flamer and goes down
sticky material that ignites upon contact with air. This then the target has absorbed the full brunt of the blast and
volatile fuel is held within a pressurisedcontainer that fits the flames go out with no further effect. If the model goes
undemeath the weapon or is attached by a separate fuel out of action then remove the model as normal. If a model
pipe. A container contains little fuel, so flamers often run is hit but does not go down or out of action, then make an
out of power after a few shots. The unstable and immediate test to determine whether the target catchesfire.
temperamental nature of the fuel also means that some Roll a D6. On the score of a 1-3 the target does not ignite
containers prove useless whilst others explode and there is no further effect. On the score of a 4-6 the rarser
unexpectedly as they are loaded. ignites.
The flamer is a very dangerousweapon that spreadsa sheet A burning target will continue to burn until the flames are
of flame over a short distance. At this range it is almost extinguished. Test for this at the start of the fighter's own
impossible to miss and several victims can be claimed with tum. Roll a D6.
a single shot.

SPECIAL RULES
1-5 The model continuesto burn and automatically
Ammo Test. An Ammo test is required every time the
sustainsa further Strength4 hit. If a model goes
flamer is fired regardless of your to hit roll. Flamers are
down or out of action whilst on fire the flames
unreliable weapons, and can only be counted upon to fire automaticallygo out with no further effect.
once or twice per engagement. Whilst burning the fighter's nerve is
Template. The flamer's shot is representedby the larger automaticallybroken as describedin the
teardrop-shapedflamer template. This is used as described LeadershipTestssection,exceptthat the model
in the Shooting section, by placing the template so that it moves2D6" in a random direction ratherthan
covers one or more target models. Any models wholly towardscover (a random direction can be
establishedusing the Scatterdice). A burning
under the template are hit automatically, whilst those
model will not engagein hand-to-handfighting
partially beneath are hit on the D6 roll of a 4, 5 or 6.
and other modelsautomaticallymove out of his
way.
6 The flames go out with no further effect.

If there are any models within 1" of the burning fighter


during their movement phase then they may attempt to beat
out the flames. If they do this they cannot shoot in the
shooting phase. Roll a D6 and add a +1 for each extra
model attempting to beat out the flames (eg, 2 models +l).
If the total is 6 the flames are beaten out with no further
A Goliatharmed with a flamershootsat two Orlocks.The
effect.
Goliathplayerplacesthe templateas shown.One Orlockis Frenzied target. A frenzied fighter who catches fire will
completelycoveredby the templateand is hit automatically.
The other Orlockis only partiallycovered,and will be hit on a ignore the flames and continue to move, shoot and fight
D6 roll of 4 or more. despite buming up. He will, however, continue to take
damaqe as described above.

To Hlt I no
Lorrg r ,, l
,, tl Poctd

Specialrules 4 -2 4+ Templateweapon.Flamingaftack,target
may catchflre.
A grenade launcher is a light tubular launcher capable of The launcher is a very robust and straightforward weapon.
firing most grenade types by means of a compressed gas Its supply of compressed gas is soon expended, but
charge. The most cofirmon grenades are explosive Frag recharging is a simple matter using a high pressure source
grenadesand implosive Krak grenadeswhich are designed to fill its internal tank.
for cracking open tough and well armoured targets. These
Frag and Krak grenades are described in the section on
grenades are often home-made affairs, simple devices
grenades. When you equip a model with Krak or Frag
manufactured in the Underhive itself.
grenades you are assumed to be buying him a supply
sufficient to last for the entire game - or until you fail an
Ammo rol1. Other kinds of grenade that can be used are
Choke, Flash, Plasma, Scare, Smoke and Hallucinogen.

SPECIAL RULE
Move or Fire. Because of its bulk and massive recoil, a
fighter cannot shoot a grenade launcher if he moves in the
same turn. He can move, or fire, but not both.

ro tlit i
foflg l
$q{c :
frlodry€r i trl'l j
0,20 20-60 AUto As crenadewoe. Moveor flre

The melta-gun is also known as the melter, cooker or vape The weapon makes no noise when fired. The passageof the
gun. It works by meansof sub-molecular thermal agitation, beam heats the air to super-hot temperatures, causing a
literally cooking, melting, or eventually vaporising the distinctive hiss which becomes a roaring blast as living
target. A melta-gun can melt plasteel and its effect upon flesh is hit and body moisture vaporises explosively.
livine tissue is horrible indeed.

ffi.1ffi: bFlts
tong
I
I Jvri ,.a :
0-6 6-12 +l 8 D6 4+
The needle rifle is a sniper's weapon and for this reason it
is often referred to as a needle sniper rifle. It is a complex t-2 No effect. The toxin has no effect or wears
laser powered device and relatively rare in the Underhive. off. The target may continue to fight in the
Its tight laser beam carries a tiny toxic needle or dart which same way as if he'd suffered a flesh wound
can easily penetrateflesh to send its deadly poisons into the except that he suffers no penalties on his
target. The laser carrier beam will dissolve or blow away WS/BS.
annour or clothing and burrow into exposed flesh enabling
-l -q Sedated. The target shrugs off the full effect
the darts to penetrate more deeply. The needler's chief
of the toxin or recovers sufficiently to crawl
advantageis that it is virtually silent, and consequently the
up to 2" but can do nothing else. This is the
favoured weapon for assassinsand other unwelcome sameas a normal 'down'result.
characters.
Comatose. The target is knocked comatose
SPECIAL RULES and falls to the ground. The target cannot
move at all.
Toxic Dart. No wound roll is required when shooting a
needler,if the target is hit then the toxins will automatically Out of Action. The target slumps lifelessly
inflict I wound. Armour may still save a target as normal. to the ground. He may be dead or barely
living, but is overcome by the toxin for the
Injuries. A target suffering his final wound from a toxic rest of the game. Remove the model as you
dart does not roll on the standard Injury chart. Instead, roll would any other that was out of action.
on the chart below both when the injury is inflicted and in
subsequentrecovery phases.Roll a D6.

Plasma weapons fire energy shells of Plasma weapons are extremely The user can mitigate against this by
bright glowing plasma - matter in a effective and very dangerous firing as short a blast as possible with
super-heatedenergised state. When a weapons. Their biggest disadvantage slightly reduced effectiveness.
plasma shell strikes a target energy is is that they take a relatively long time
releasedand the target blows apart in to recharge once they have been fired. SPECIAL RULE
an almighty explosion. Energy Levels. You can choose to
shoot the weapon on a low energy
setting or maximum power. The
profiles for each setting are different,
as you can see. If you shoot the
weapon on maximum power then you
cannot shoot again until it has
recharged. It takes the firer's entire
following turn for the weapon to
recharge itself. This restriction does
not apply on the low energy setting.
Note that sustained fire can only be
usedwhen shootingon the maximum
energy setting.

Hil' l s@i
.
"11:

0,6 6-2+ +l 7 2 ++ Maximumpower Takesone entireturn


to recharge.Sustainedflre - I Dlce.
0-6 6-16 +i 5 I 4+ Low settrng
HEAI/YWE/APOTS
This category covers particularly large and powerful weapons. They are too hea!ry
and clumsy to be used by afl fighters, and are also difficult to maintain and repair.
Only fighters with appropriate technical skifls can hope to own heavy weaponry
of this kind, though most gangs have one or two fighters who carry heaq/
'heavies' on account of the weapons
weapons. Theseindividuats are known as
they carry and also becausethey tend to be big, muscular fighters able to bear
the weight of their weapon, ammunition and spares.

All of the heavy weapons described below are weighty, heavy weapon may not move and shoot during the same
cumbersome affairs which take quite a bit of physical turn. If you choose to move you may not shoot, although
strength and energy to carry and use. Spare parts, you can go onto overwatch and shoot in the enemy's turn if
ammunition and a basic tool kit all add to the weight a you wish. As this rule applies to all heavy weapons it is not
heavy must bear. Because of this, any fighter carrying a included in the special rules for individual weapons.

The auto-cannonis a heavy automatic weapon - a larger and mechanism and brutal recoil mean that it is a difficult and
more powerful version of the autogun. It is a rapid firing, energy sapping weapon to use. It is also extremely effective,
high-velocity weapon capable of spitting out a hail of and one of the most popular heavy weapons.
deadly shells. The blaze of shells, scream of the loading

All bolt weapons are highly advanced and technically Only very experienced and relatively wealthy fighters can
sophisticated, and the heavy version is the most effective afford to own and use a heavy bolter. The constant and
and most complex weapon of its type. They are extremely demanding maintenance routine also makes it an unwise
'back breaker'by those choice for a novice. For those who know what they're doing
bulky and are often known as the
who carry them. Like all bolters it is noisy and the shells it is a prestigious weapon carried by the most dangerousof
explode when they hit their target causing great devastation. fighters.

Short l f4!gi To Hit l


Rang€l Rang€l t""g
0-20 70-40 5 D4 -2 6+ SustainedFire-2dice
The heavy plasma gun, or sun gun as it is known, fires SPECIAL RULE
energy shells of bright glowing plasma - matter in a super- Energy Levels. You can choose to shoot the weapon on a
heated energisedstate. low energy setting or maximum power. The profiles for
When a plasma shell strikes a target energy is releasedand each setting are different. If you shoot the weapon on
the target blows apart in an almighty explosion. Plasma maximum power then you cannot shoot again until it has
weapons are extremely effective and very dangerous and recharged. It takes the firer's entire following turn for the
the heavy version is the most deadly of all. The biggest weapon to recharge once more. This restriction does not
disadvantage of plasma weapons is that they take a apply on the low energy setting.
relatively long time to rechargeonce fired. In the caseof the
heavy plasma gun the user can mitigate this by firing the
weapon on a low energy discharge to preserve his energy
reserves.

Short l tt
nange : tdffi"Im. Serdd
: .:
0-20 20-40 7 D+ -2 4+ 1 1/2"Blastmarker.Low energy
0-20 20 72 t0 Dl0 4+ 1 1/2"Blastmarker.Maximumpower.
Takesone entireturn to recharge

This heavy and old-fashioned weapon is affectionately terms of their effect. It is a simple weapon to maintain and
known as the 'big stubber'. It rattles off a hail of heavy relatively cheap to buy. Many gangs start out with a big
bullets sufficient to stop a man in his tracks. The workshops stubber to back them up, and its deadly rain of bullets has
of the Underhive can turn out weaponslike this quite easily, put an end to the aspirations of many an Underhive fighter.
all slightly different in design but basically the same in
The lascannon or laser cannon is the most powerful of the The lascannon fires a powerful energy burst, a single
laser technology weapons available in the Underhive. It is a mighty blast of energy that can burn up a target or vaporise
military weapon, made in the factories of the hive city for plasteel. It is designed for destroying large armoured
the armed forces of the Imperium. Examples find their way vehicles and other fighting machines, and its massive
into the hands of gang fighters, though the Guilders are energy discharge is reckoned unnecessarily potent in the
reluctant to trade such powerful weapon-ryinto the anarchic cramped Underhive where targets are generally living men.
and dangerousUnderhive. As a result it is not a highly favoured weapon, most fighters
preferring something which spreads its shots over a wide
area or fires more raoidlv.

The missile launcher is a complex and weighty piece of SPECIAL RULES


machinery. Although expensive the weapon is highly Super Krak Missile. This missile is designedto crack open
regarded on account of its versatility, and those who can a heavily armoured target with a concentrated implosive
afford the exorbitant costs of maintenanceand ammunition charge. As such it is really intended to destroy armoured
often choose to carry a missile launcher. fighting machines and other well armoured targets. A
Not all launchersare identical but most are similar, deriving missile has the profile shown below.
from the armaments factories of the hive city rather than Strensth Wounds Save Modifier Blast Area
individual workshops in the Underhive. A few Underhive
8 DlO -6 None
gunsmiths will adapt or modify missile launchers, but this
requires considerableski Il.
Frag Missile. This missile explodes upon impact, scattering
Two types of ammunition are commonly available. These shrapnel over a wide area. The missile is ideal for scything
are powered missiles fed into the weapon by means of a down groups of exposed fighters. It has a profile as follows.
magazine or hopper, though some versions must be loaded
Strength Wounds Save Modifier Blast Area
one shot at a time. Super-krak missiles contain a powerful
implosive charge designed to crack open the armour of -t 2" radius
individual targets.Frag missiles contain an explosive charge
which inflicts damage over a wide area. Of these, Frag
missiles are the most favoured in the Underhive.
GRET/TTDES
Grenadesare thrown by hand or can be fired from a grenade launcher, a tubular
device powered by compressedgas or an efectromagneticcharge. There are many
different kinds of grenade availabfein the Underhive, including strange and
unreliable devicesconcocted by the Underhive fighters themseives,but the most
common by far are Frag and Krak grenades.

SPECIAL RULES
-l to Hit. A Krak grenade is a heavy and cumbersome
grenade with a concentratedblast. It is therefore harder to
hit a target with a Krak grenade than with other grenades
and a -l to hit penalty is imposed when throwing one.
Scatter. Although the grenade has no blast area it will still
scatterif it misses in the fashion of any other grenade.The
grenade must scatter directly on top of a target in order to
hir ir.
Demolition. The Krak grenade can be affixed to any
stationary target within l" during the shooting phase - for
example a dooq a water still, or other construction. The
grenade hits automatically without the need to roll for hits
or scatter. It is not possible for a model to shoot other
weapons in the same shooting phase as placing a Krak
grenade.

6 D6 -3 None

FRAG
A Frag grenade contains an explosive charge as well as a
casing which is designed to fragment into deadly shrapnel.
Whatever type of grenade you carry, a grenade throw It is a common weapon, easy to make and effective in use.
counts as a 'shot' in the shooting phase, so a fighter can Frag grenades are often home-made in Underhive
shoot a gun or throw a grenade,but not both. For the rules workshops or by the gang fighters themselves.
on grenadessee the Shooting section of the main rules.
When you equip a fighter with grenadeshe is assumedto
carry enough actual grenades to last the entire encounter. 3 -t 2'
His supply of grenades will automatically run out if an
Ammo roll is required, ie the Ammo roll is 'auto' for all
grenades.
If you run out of ammo with a grenade launcher you have
run out of the type of grenadeused and the launcher has run
out of charge.

KRAK
Krak grenades are designed to pierce armoured targets by
meansof a concentratedimplosive charge.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 structures,and for blasting into defended holes.
MELTA BOMB Scare Gas: A fighter affected by Scare gas must take an
immediate Leadership test to keep his nerve. If failed the
Melta bombs or thermal bombs contain a subatomic gas has sent the fighter into a panic and he is broken as
thermal charge capable of melting through a sheet of described in the rules for Leadership tests.
plasteel or vaporising flesh. The intense heat causedis very
localised in effect, so the weapon is little use in Choke: Fighters affected by Choke fall to the floor and are
conventional fighting, its primary purpose is as a helpless whilst they remain in the cloud. Models can crawl
demolition charge to melt doors or machines. For these 2" and attempt to leave the cloud, but they cannot shoot,
purposes it has a special contact plate used to affix it to fight or do anything else if within the cloud at the start of
stationary targets. their turn. Once they have crawled free ofthe choking gas
or it has dispersedthey recover by the end of the turn.
SPECIAL RULE Hallucinogen: Fighters affected by this dangerous
Demolition. The Melta bomb cannot be thrown like an hallucinogenic gas become subject to all kinds of strange
ordinary grenade and its size prevents its use in a grenade delusions and can behave in an extraordinary manner.If the
launcher. Instead it may be affixed to any stationary target model is within the gas cloud at the start of his turn roll a
within 1" during the shooting phase,for example a door, a D6 and consult the chart below.
water still, or other construction. The Melta bomb hits
automatically without the need to roll for hits or scatter.It Note: lf a Hallucinogen cloud dissipates it still affects
is not possible for a model to shoot with other weapons in models within it at the start of the turn, and if a cloud drifts
it affects all models 'hit'by the gas as it drifts.
the same shooting phase as placing a bomb.

Reslstl Wild and dizzying visions spin before the


victim's eyes as he battles to overcome his inner
madness.Roll a further D6. On a score of 1-3 the
victim resists the visions and is unaffected. On a 4-6
roll again on this chart.

GAS They're Crawling All Over Me! The victim is


convinced that he is covered with spiders, plague
There are many different kinds of gas grenades or gas
rats, or other unpleasantcreatures.The victim is
bombs. Some of these weapons are made in the factories of
pinned in place by sheer horror just as if he had been
the hive city, others are fabricated by cunning armourers in
hit by a shot. He cannot test to avoid this and can do
the Underhive itself. All of these weapons are rare and
nothing for his next turn.
somewhat specialisedin nature, so they are not commonly
used by gang fighters. The different effects of the various Over There! The victim is convinced the enemy is
gas grenadesare discussedbelow. all around him, hiding behind every piece of cover,
lurking just out of sight, ready to drop from above.
When you throw a gas grenadechooseyour target and work
The victim does not move this tum but must blast
out where the grenade hits. Place a 2" radius marker, or a
off with any weapon he has in a totally random
patch of cotton wool, to represent the gas. Models within
direction. If any model, friend or foe, lies in the
the cloud are hit automatically; models partially within the
direction indicated then it becomes a targetjust as
cloud are hit on a D6 roll of 4 or more, exactly as for
normal.
ordinary weapons. Fighters hit by gas are not pinned as a
result. In other words, although 'hit' the targets are not Run For 1rl The victim is overcome with terroq his
actually struck or hurt so the hit doesn't count in quite the eyes widen and he starts to dribble and gibber. The
same way as a regular weapon hit. model is automatically and immediately broken as if
he had failed a Leadership test and broke his nerve.
Any model hit by gas must roll a D6. If the scoreis less than
Move the model 2D6" away from the enemy - this
the target's Toughness it is not affected by the gas. If the
constitutes the model's movement for that turn.
score is equal to or more than the target's Toughnessit is
affected as describedbelow. A roll of a 6 always affects the Traitors! The victim becomes convinced his fellow
target regardless of his Toughness. A model that is not fighters are out to get him, that the whole thing is a
aheady affected by the gas must make this ro11if it finds set-up, and the only way to escapeis to kill them all.
itself within the gas cloud at the start of its turn. The fighter does not move that turn but shoots at the
nearestfriend.
Gas clouds can last for several turns, or slowly disperse or
drift away altogether.Test at the beginning of both players' Errrr... The victim lapsesinto a mindless slack-
tums. At the start of each tum roll a D6. jawed state for the remainder of the encounter.Do
not roll again on this chart even if the model remains
I The gas dissipatescausing no further harm.
within the hallucinogenic gas. The fighter is
2-5 The gas remainswhere it is. unharmed and recovers after the game is over, but
takes no further part in this encounter and can be
6 The gas drifts D6" in a random direction. Any
removed from play. He does count as out of action
models enveloped by the gas are hit.
for purposesof Bottle rolls.
PLASMA
Plasma is a dangerous and unstable matter in a highly
energisedstate.When a Plasma grenadeexplodes it creates
a plasma ball like a miniature sun.
Throw the grenade as normal and when you have
establishedwhere it lands place a I l/2" radius burst marker
on the spot. Work out damage on the targets within the
plasma ball in the usual way. Once casualties have been
determined do not remove the marker as you normally
would but leave it in place. The areaindicated is undergoing A model who is blinded remains blinded throughout his
a matter/energy transformation and is glowing like a small following turn, but may test at the start of each of his
sun. subsequentturns to recover his sight. Roll a D6. On the
score of a 5 or 6 the model regains its sight and can see and
A plasma ball can persist for several tums, or slowly
move normallyonce more.
disperse or drift away altogether. Test at the beginning of
each player's tum. At the start of each turn roll a D6. If the target carries a weapon fitted with a mono-sight, red-
dot laser sight or infra-red sight, roll a D6. On the score of
1 The plasma ball collapses in upon itself and
a 6 the sight is damaged beyond repair and is useless.
disappearscausing no further damage.
2-5 The plasma ball contracts to I " radius, or to 7/2"
radius if already reduced to 1" radius. A plasma ball
already reduced to l/2" radius will vanish None None None | 1/Z',
altogether.
6 The plasma ball expands D6" and disappearsat the
end of the turn. Any models enveloped by the SMOKE
expanding plasma ball are hit and may suffer
A Smoke grenade or smoke bomb releasesa cloud of oily
damage as a result.
smoke that is impossible to see through without special
Because of the nature of the shining plasma ball it is not visual devices such as a photovisor.
possible to see through it or to shoot weapons through it.
When you throw a Smoke grenade you must aim at a
specific point of ground - this counts as a small target at -l
to hit. Work out where the grenade lands and place a 2"
radius marker to show the extend of the smoke cloud. You
5 2 1 1/z'
can use a patch of cotton wool to representthis if you like.
The height of the cloud is assumedto be 2".
Models cannot seethrough smoke unlessequipped to do so,
and therefore cannot fire through it. Models within a smoke
PHOTON FLASH FLARE cloud can see nothing and can either stay where they are or
Also known as the flash bomb, Photon grenadeor simply as attempt to move out of the cloud in their movement phase.
a flare, this device explodes with a burst of intense light, Models moving within a cloud always move in a random
blinding or stunning those nearby. A Photon grenade can direction (established using the Scatter dice) and at half
dazzle fighters and damage sensitive range finding speed.
equipment such as targeters.
If enemy fighters find themselvesengagedin hand-to-hand
Throw the grenade and place the template as normal. combat within a smoke cloud they still fight, but halve their
Models hit by the flash may be affected as describedbelow. WS characteristic rounding any odd halves up.
Note, however, that fighters hit by a flash are not pinned as
'hit' A smoke cloud can last for several tums, slowly disperseor
a result. In other words, although the targets are not
drift away altogether.Test at the beginning of each player's
actually struck or hurt so the hit doesn't count-the same as
turn. At the start of each turn roll a D6.
a regular weapon hit. Roll a D6 for each model.
I The cloud remains where it is until the end of the
Any model which rolls under its Initiative characteristic is
testing player's turn and then dissipateswith no
merely dazzled for the remainder of that turn, counting its
further effect.
WS and BS as l. Otherwise the fighter is unharmed.
2-4 The cloud remains where it is.
Any model that does not roll under its Initiative is blinded.
Blinded models are unable to see and so cannot move 5 The cloud contracts to 1" radius. or to Tl2" radius if
properly or shoot. If they do decide to move they do so at already reduced to I " radius. A cloud already
half speedand in a random direction. If engagedin hand-to- reduced to 1/2" radius will vanish altogether.
hand combat they can fight but their WS is reduced to 1.
6 The cloud drifts D6" in a random direction
establishedusinq a Scatter dice.
ARMOUR
The armed forces of the far future are equipped with advanced powered
armoured suits and protective fields. Thesebulky and expensivedevicesare
necessaryto protect a warrior against the awesome weaponry used on the
battlefields of the 4f st millennium. Armour is fessuseful in the depths of the
Necromundan hives. lts bulk hinders movement amongst the tangled ruins and
its cost is beyond the means of afl but the most wealthy fighters.
Although advanced armour is sometimestraded, by tar the most common forms
of protection are simpfer types of protection such as mesh and carapace.

FLAK
Flak armour is made from high-tensile padded fabric
usually in the form of a sleevelessjacket which covers the
upper torso. Flak is rather uncomfortable and not especially
popular despite its low cost. It offers minimal protection
against low powered weapons and is most useful against
blasts and explosive impact from near-misses.

SPECIAL RULES
Save. A fighter wearing flak armour has a basic D6 saving
throw of 6 against a wound. This is increased to 5 or 6
againstweaponswhich use a template as theseare generally
the low velocity weapons that flak is most effective against
- flamers, blast weapons and Frag grenades,for example.
The save modifiers for theseweapons may reduce or cancel
out this save in many cases.

MESH ARMOUR
Mesh armour is a fabric-like material made from tiny cells
of bonded thermoplas. The resultant mesh is light but very
strong and can be fashioned into garments or used as a
protective lining. Mesh absorbs physical blows or heat
energy by becoming momentarily solid, effectively
absorbing the energy of an attack to switch from one
morphic stateto another.Repeatedhits to the samearea will
CARAPACE tend to erode this effect and reduce the protective value of
Carapace afinour is made of rigid plates of armaplas the mesh.
moulded to fit parls of the body. A typical suit of carapace
covers the vital chest region, with separateplates for the
SPECIAL RULES
arms and legs. The armaplas plates offer.quite good
Save. A fighter wearing mesh armour has a basic D6 saving
protection from low-powered weaponry but are rather
throw of 5 or 6 against a wound.
heavy.

SPECIAL RULES
Save. A fighter wearing carapace armour has a basic D6
savingthrow of4, 5 or 6 againsta wound.
Initiative. Becauseof its weight a fighter wearing carapace
armour counts his Initiative characteristic as only half its
actual value, rounding up. For example, a fighter with 15
would count as having 13.
/TUUI|UIUNTTTOTAUD GUTSIGHTS
This section covers specialqpes of SPECIALRULES
ammunition or power packs that are +L to Hit. A stationary fighter using a basic, special or
heavy weapon with a mono-sight adds +1 to his roll to hit.
sometimesavailable from traders. lt
Overwatch. The sight is no advaritageagainst a suddenly
also includes gpes of advanced appearing or fleeting target. The bonus does not therefore
gunsights which are rare and highly apply if shooting at an appearing or disappearing target or
sought after in the depths of the at a charging target on overwatch.
Underhive.
INFRA.RED SIGHT
HOTSHOT An infra-red sight is similar in construction to a mono-sight
but is calibrated to register infra-red rather than visible
LASER POWER PACK light. The enhancedimage which appearsin the sight makes
The Hotshot pack is an especially powerful version of the it very easy to pick out targets that are partially concealed
standard laser power pack. It uses a more expensive and behind cover. Like a mono-sight, the infra-red sights works
less robust power matrix, with the advantage that it can most effectively from a stable platform, and is of no
force more power through a standard laser weapon. advantage to a shooter whose own movement disrupts the
However, the risk of burning out the weapon or exhausting sensor's image. The sight is designed for attachment to
the pack itself is much greater than with the standardpack. heavy, special or basic weapons.

SPECIAL RULES SPECIAL RULES


Any laser pistol or lasgun can be fitted with a Hotshot pack Cancels Cover. A stationary fighter using a basic, special
adding +l to the weapon's Strength.However, the weapon's or heavy weapon with an infra-red sight may reduce the
Ammo roll is reduced to 6+ if a Hotshot oack is fitted. penalty applied for shooting at an enemy in cover by 1. So,
partial cover is ignored and full cover counts as -l to hit
rather than -2.
RED.DOT LASER SIGHT
Single Shot. The to hit bonus applies so long as the weapon
This sight shines a continuous low-powered red laser beam only fires a single shot. If the player wishes to use sustained
along the barrel of a weapon, placing a red dot wherever it shooting the bonus does not apply, as the clouds of hot
is aimed. The laser sight can be attachedto any pistol, basic smoke emitted obscure the sights.
or special type of weapon, such as a bolt pistol or lasgun.
Wary fighters look out for the glint of the laser beam and Overwatch. The sight is no advantage against a suddenly
take cover if they spy a red-dot scanning nearby. appearing or fleeting target. The bonus does not therefore
apply if shooting at an appearing or disappearing target or
at a charging target on overwatch.
SPECIAL RULES
+1 to Hit. A fighter using a pistol, special or basic weapon
with a red-dot sight adds +1 to his dice roll to hit a target. TELESCOPIC SIGHT
Spot the Dot. A fighter hit by a weapon with a red-dot sight A telescopic sight is a simple but effective optical aid to
can try to avoid the shot, representinghis chanceof spotting accuracy. The sight can be fitted to any basic or special
the red dot and ducking aside.This is worked out as soon as weapon to increasethe shooter's chancesof scoring a hit at
a hit is scored. The chance of avoiding the shot is a 6 on a long range.A telescopic sight requires concentration to use,
D6. This 'spot the dot'ro1l is not a saving throw for armour, and is only a benefit to shooterswho stop and aim carefully.
and armour penetration modifiers do not affect it.
SPECIAL RULES
MONO.SIGHT Double Short Range. A stationary fighter using a basic or
special weapon with a telescopic sight doubles the short
A mono-sight is an optical sensor worn over one eye, range of his weapon. For example, short range for a bolter
attached to the fighter's weapon by a power link. The becomes 24". This does not affect the maximum range of
fighter sees an enhanced image and superimposed the weapon, and in some cases,such as the bolter, all such
targetting reticule with its crosshairsclearly showing where shots will therefore count as at short range.
his shot will land. The high resolution of the image makes
this sight useful only from a stable platform, it is of no Overwatch. The sight is no advantage against a suddenly
advantageto a shooter who is moving. For this reason the appearing or fleeting target. The bonus does not therefore
mono-sight is designed to be attached to heavy weapons, apply if shooting at an appearing or disappearing target or
although they can also be fitted to basic or special weapons. at a charging target on overwatch.
BTOTICS ATD BTO.I|UIPLAUTS
The Underhive presentsa weird mixture of advanced technology and primitive
technicaf improvisation. Conditions are rough and ready in the setttements,and
those who live there are used to making compromises.
To the wealthy inhabitants of the Spire bionic implants and transpfants of living
tissue are readily avaifabfe and aftordable solutions to diseaseand injury. Beneath
the Wafl a few wealthy family patriarchs may be able to atford such services.In
the Underhive people cope as best they can, making do with simpfe prosthetics
and putting up with debifitating injuries. HoweveL 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 ETE
A bionic eye is a technical device that replaces a destroyed
or damaged eye. The eye's photosensitive cells also offer
protection against Photon Flash flares, and enable the
fighter to see through smoke.
If a fighter with a bionic eye suffers a further eye injury
then randomly determine which eye is damaged - his real
eye or his artificial eye. Any damage to a bionic eye will
destroy it.

SPECIAL RULES
Replacement. A bionic eye cancels out the effect of one
serious eye injury the fighter has sustained.
Photosensitive. The fighter may re-roll a failed save
against blinding by a Photon Flash flare (D6 against
Initiative). He may also see past and shoot through smoke
with a -1 to hit penalty.

BIONIC LEG
A bionic leg is very much stronger than an ordinary leg and
affords the fighter the opportunity of making a devastating
kick attack. BIONIC ARM
If a fighter with a bionic leg suffers another leg injury A bionic arm is a particularly expensivedevice which offers
randomly determine which leg is affected: the fighter's real greatly amplified strength, grip and dexterity compared to a
leg or his bionic leg. If the bionic leg is damaged it will be normal arm.
destroyed. If a fighter with a bionic arm suffers a further arm injury
randomly determine which arm is affected: the fighter's real
SPECIAL RULES arm or his bionic arm. Any damage to a bionic arm will
Replacement. A bionic leg cancels out the effect of one destroy it.
serious leg injury the fighter has sustained.
Kick. The fighter gains +l to his Attacks characteristic. In SPECIAL RULES
addition, if the fighter wins a hand-to-hand combat he can Replacement. A bionic arm cancels out the effect of one
make a special kick instead of resolving his normal hit/s. serious arm injury the fighter has sustained.
Note that a fighter can only kick once and must give up all Characteristic Bonus. The fighter receives a +1 Strength
the hits he would otherwise inflict to do so. A kick is bonus on his own strength when fighting in hand-to-hand
resolved at +2 to the fighter's Strength and inflicts D3 combat or when throwing grenades.He also receives a +1
damase. Initiative bonus when fighting hand-to-hand combat.
MTSCELLATEOUS EOUTP|UIETT
BIO.BOOSTER
A bio-booster is a small chemical charge that fits into a
wrist band or similar. The booster's bio-sensor is activated
when the wearer is injured, administering a shot of booster
chemical into the bloodstream by means of a pressure
diffuser. The bio-booster is self-administering and
completely automatic.

SPECIAL RULES
If a fighter is wearing a bio-booster then on his frrst Injury
roll l-3 counts as a flesh wound, 4-5 is down and 6 is out of
action. This only applies to the fighter's first Injury roll - ie,
the roll made when his last wound is gone - not to
subsequentInjury rolls in the recovery phase.
The bio-booster will only work once per game. If a fighter
recovers and is then injured for a second time his bio-
booster will have no further effect as it has been discharged.

BIO.SCANNER
A bio-scanner detects life signs within the proximity of the
user.The device is small, about the size of a pistol, and can
be worn upon a belt or around the owner's neck. A fighter
who carries such a device improves his chancesof spotting
enemy intruders.

SPECIAL RULES
Hidden Enemy. A model carrying a bio-scanner trebles the
range at which it will see hidden enemy. For example, a
AUTO.REPAIRER fighter with 14 will spot hidden enemy at 72" rather than 4" .
An auto-repairer is a large device kept back in the gang's Intruders. In scenarios which involve sentries and
hideout or in one of its workshops. The machine is used by intruders (eg Raid and Rescue) the bio-scanner trebles the
a gang's heavies to check and repair equipment, scan for distance at which sentriescan spot intruders and adds +1 to
hidden structural weaknesses and test batteries, power their chance of spotting all intruders.
packs and internal generators.

SPECIAL RULES BLINDSNAKE POUCH


If a gang has an auto-repairer it can be used in between The Ratskins milk venom from the albino blindsnake, mix
fights to check out the gang's weapons. The gang must the toxin with cerlain secret fungi, and place the resultant
include a heavy to do this and you must assign a fit ganger paste into a small leather pouch which is worn around the
to help him. The ganger cannot collect income from neck. The spirit of the blindsnake is said to watch out for
territories or searchfor rare trade goods if he is helping the bad spirits and to guide its owner in the darkness. The
heavy. mixture in the leather pouch is absorbed by the fighter's
skin and enhanceshis natural psychic sensitivity, endowing
In the next game, any weapon that fails its Ammo roll may
him with a sort of rudimentary sixth sense.
roll again, and automatically passesits check on a D6 roll
of 4, 5 or 6 regardlessof the kind of weapon it is. Weapons
which automatically fail an Ammo ro11will pass on a 4 or SPECIAL RULES
more. A fighter who carries a blindsnake pouch can sensewhen an
Note that the auto-repaireris kept in the gang's territory and enemy is waiting to shoot at him. If a fighter is shot at and
is not associated with any specific heavy. As it does not hit from overwatch, he has a chance of ducking or weaving
belong to a specific model its value is not included in the to avoid the shot. Roll a D6. On the score of a 4+ the fighter
gang's rating. If the gang is raided tn the Raid scenariothen avoids the shot and is safe. Note that this roll is made as
the auto-repaireris automatically destroyedif the encounter soon as the frghter is hit - it is not a saving throw taken once
is lost. a fighter is wounded and no armour savemodifiers apply.
CLIP HARNESS SPECIAL RULES
Gas Test. A fighter wearing flugs can re-roll a failed
Fighters who must constantly climb the sheer ruins and
Toughness test against dangerous gases including Choke,
crumbling superstructureof the Underhive often choose to
Hallucinogen and Scare.
make use of a clip harnessto save them from falling. The
harness is nothing more than a safety line that is fastened
round the body, with a strong steel clip or magnetic clasp
which can be attached to a nearby object. If the wearer
GRAV CHUTE
should fall the harnesswill save him and enable the fiehter The grav chute is a passive gravitic repeller which reduces
to scramble to safety. the downward pull of gravity to a fraction of its normal
strength. It enables the wearer to float from a great height
and land softly, even from a fall of several hundred feet.
SPECIAL RULES
Fall. The end of the safety line must be fastened for it to
work. A model can fasten a harnessif it does not move in SPECIAL RULES
its movement phase. The harness is automatically Fall. A fighter wearing a Erav chute takes no damage from
unfastenedwhen the model moves. falling or jumping regardlessof the height he falls.

If a model falls whilst the safety line is fastenedthe fighter


is unharmed but ends up dangling on the end of the line GRAPNEL
until he is able to scramble up. To do this; the model rolls a
D6 at the start of his tum and must score equal to or less The grapnel consists of a magnetic grapnel attached to a
than his Initiative to scramble back up the line to safety. long wire which is fired from a small launcher.A fighter can
fire a grapnel in the shooting phaseinstead of shooting with
An enemy model in position to do so can cut the line and a weapon. Choose the spot you wish to aim for, counting it
send the fighter falling to the ground. This counts as an as a small target, and roll to hit as for weapons fire. If you
attack in hand-to-hand combat so the enemy model cannot miss the target roll for scatter as for blast weapons. The
shoot in the same turn. magnetic grapnel sticks to the point indicated and this can
be marked with a suitable counter. In its following
movement phasethe model may winch itself to the position
CONCEALED BLADE of the marker, and this counts as the model's move for that
Although it is possible to hide any small blade about your tum.
person, the concealed blade is something a little different.
The grapnel isn't really a weapon, but the chances are
This tiny blade is cunningly concealed in a specially
someone will want to use it as such, so it has a standard
designed boot heel, or inside a small bio-compartment weapons profile. It also has an Ammo roll taken in the
under the owner's skin. The blade is not used unless the normal way for weapons.
owner is captured, in which case he can use it to try and
escape. Short Long To Hit To Hit
Str Dam Save Ammo
A captured fighter can try and escapeif he has a concealed Range Range Short Long Roll
blade. Roll a D6. t6 +2 +l 6+
1 The fighter is killed while trying to escape.
2 The fighter is recapturedimmediately.
3 The fighter escapesbut loses all his weapons and
equipment to the capturing gang.
4-6 The fighter escapestogether with his weapons and
equipment.
A concealedblade is only good for one escapeattempt.

FILTER PTUGS
Filter plugs, or'flugs', are simple filters which
Necromundans stick firmly up their nostrils to purify the air
they breathe. Cheap and disposable,these are used in their
millions throughout the lower regions of Hive City and the
Underhive, where hive smog, pollutant clouds and toxic
gasesare constant hazards.Flugs sieve out the worse ofthe
pollution including most harmful substances.
INFRA.GOGGLES MUNG VASE
These take the form of a pair of goggles or visor which The Mung vase is a much sought after and extremely rare
allows a fighter to seethe themal images of enemy fighters kind of archeotech.Genuine vases are prized by collectors
in the Underhive. This enables the wearer to see foes who amongst the noble houses of Necromunda and first class
are hiding or who are partially concealedbehind cover. examples are said to change hands for millions of credits.
For every genuine vase uncovered in the wastes a thousand
replicas are made in the shanty towns of the Underhive.
SPECIAL RULES
A fighter wearing infra-goggles can spot hidden enemy at
double his normal distance- ie, his Initiative x2 rather than SPECIAL RULES
his Initiative distance in inches. In scenarioswhich involve If you are offered a Mung vase then the chancesare it is a
sentriesand intruders (eg Raid and Rescue)goggles double worthless copy or a damaged or restored example of only
the distanceat which sentrieswill spot intruders and add +1 token value. Canny investors will no more touch a Mung
to their chance of spotting intruders in partial or complete vase than a festering sore on a rabid plague rat.
cover. Unfortunately, not everyone is so circumspect. If you have
dispatched a ganger to search for rare items then he must
buy a Mung vase if one is offered. Otherwise you can buy
ISOTROPIC FUEL ROD the vase if you're feeling lucky (some would say gullible).
This is the basic fuel rod used to provide power for almost You must commit to buying the vase before establishing the
everything in the Underhive. Rods come from uphive where cost (this represents the process of lengthy haggling
they are made in Hive City, and sometimes turn up as involved in all such transactions).The vase costs D6 x 10
archeotech. credits.
You can sell the vase in any subsequenttrading session.
SPECIAL RULES Meanwhile it is kept hidden in a secretplace known only to
If a gang has a fuel rod it can convert any one piece of the gang's leader. If the leader is killed the location of the
territory into a Settlement. The gang sets up a small out- vase is lost forever. The vase's cost is not included in the
hole in the waste using the fuel rod to power its air-pumps, gang'srating.
water still and generator. The fuel rod can be used only
When you decide to sell the vase roll a D6 to see how you
once.
get on.
1. Fake. The vase is an obvious and worthless fake.
LOBO-CHIP Whoever you attempt to sell it to throws you and
The lobotomy chip is similar in appearanceand general your vase out into the street.The vase is broken and
function to a standard skull chip. The.effect is to you have wasted your cash.
anaesthetisepart of the brain, reducing the wearer's 2. It's a fake but quite a nice one and the trader gives
sensitivity and curbing excessiveand violent behaviour. you D6 credits for it. You accept the credits and
thank the trader for his generosity.The following day
SPECIALRULES you leam that he has left town in a hurry. He is never
A lobo-chip will cure a fighter of the manic behaviour seen agaln.
associatedwith lasting head injuries, so that he no longer 3. You sell the vase for 30+4D6 credits.
has to test before a battle for stupidity or frenzy. However,
4. You sell the vase for 30+6D6 credits.
his Initiative characteristic is reduced to 1. Each lobo-chip
is individually configured to its recipient's brainwaves. 5. You sell the vase for 5x2D6 credits.
Once implanted, it cannot be removed and transferred to
6. You sell the vase for 10x2D6 credits.
another fishter.
MEDI.PACK
The medi-pack is a diagnostic medical computer that can
alleviate the major symptoms of wounds by means of
electro-chemical impulses.

SPECIAL RULES
A fighter who carries a medi-pack can use it upon a friend
who is down and in base contact. The fighter must move
base-to-baseand then spendthe 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 made for the down model as normal except
that a score of 1-4 recovers the injured fighter to flesh
wound, a 5 is down. and a 6 is out of action.
Note that a fighter cannot use a medi-pack on himself, nor
may another individual use the medi-pack once its owner is
injured or otherwise incapacitated.

ONE IN A MILLION WEAPON


The One in a Million Weapon is a rare example of the
weaponsmiths' art, made from the best materials to the
finest standards and the most exacting tolerances. Such
weapons are pized beyond mere cash. Men have fought
and died to own a weapon such as this.
PHOTO-VISOR
SPECIAL RULES A photo-visor is a special visor that enhancesvision in poor
light conditions. It also incorporatesa photochromatic layer
The weapon is normal for its type but automatically passes
that protects the wearer against sudden bright flashes,
any Ammo roll it is required to make. If it is a weapon that
would normally automatically fail its Ammo roll then it will
passon the D6 roll of a 4,5 or 6. Roll a D6 to find out what SPECIAL RULES
kind of weapon you have been offered: 1-2 pistol, 3-4 basic, Flash. A fighter wearing a photo-visor may re-roll a failed
5 special, 6 heavy. You can choose any weapon from the Initiative test to avoid the effects of a Photon Flash flare.
category rolled.
Smoke. A fighter wearing a photo-visor can see and move
through smoke without penalty. He can shoot through
PHOTO-CONTACTS smoke but suffers a -1 to hit penalty when doing so.

Photo-contactsare multi-layered plastic lensesworn on the


eyes to enhance vision in poor light conditions. They also SILENCER
incorporate a photochromatic layer which protects the
A silencer damps out the sound of an auto-pistol or stub gun
wearer's sight against sudden bright flashes.
shot. When equipped with a silencer these weapons are
effectively silent, a useful factor in some of the scenarios.
SPECIAL RULES
Flash. A fighter wearing photo-contactsmay re-roll a failed
Initiative test to avoid the effects of a Photon Flash flare. SKULL CHIP
Smoke. A fighter wearing photo-contactscan see and move This is a small bio-chip that looks like a stud or tiny metal
through smoke without penalty. He can shoot through plate covered in circuitry. It is attached to the skull by
smoke but suffers a -1 to hit penalty when doing so. means of a fine needle-like pin which fixes straight into the
brain. The chip melds with the wearer's mind and improves
his reaction time and memory functions.

SPECIAL RULES
A fighter wearing a skull chip can re-roll any Initiative
characteristic-baseddice test that he fails. For example, he
can re-roll a failed test to avoid being pinned by enemy fire.
Once implanted the chip cannot be removed and transferred
to another fishter.
RATSKIN MAP
It is commonly supposedthat the Underhive contains huge
amounts of treasure: collapsed tunnels leading to untapped
mines and caverns containing piles of gemstoneswaiting to
be discovered, and long lost domes brimming with
archeotech.It is also common knowledge that the Ratskins
know of many such places as well as paths through and
under the hive that no ordinary man has 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 sounds genuine. Dare you take the risk?

SPECIAL RULES
If you decide to buy the map roll to see how accurate it is
before you play your next game. If the map is accurate it
will enable you to manoeuvre round your enemy, and gives
you an advantagewhen deciding which scenarioto fight. If
it's a good one you can use the map from then on. Roll
a D6:

Fake. The map is a convincing piece of fiction but


utterly useless.Your opponent can choose the next
scenario automatically, there is no need to roll for it. RESPIRATOR
Tieasure map. The map shows the whereabouts of Respirators are an essential item in the lower regions of
an ancient archeotechhoard. Roll a further D6 to Hive City and the Underhive, where hive smog, pollutant
determine whether it is real or a fake. On a l-5 it is clouds and toxic dust are everyday hazards. Respirators
a fake. On a 6 the map is genuine and you can add remove the worst of the pollution including most harmful
an Archeotech Hoard to your territory for free. The
substances.
map has no further use.

3. Vague and inaccurate. The map is a vague and


SPECIAL RULES
inaccurate copy but it does reveal some worthwhile
information. When you fight a battle you may add Gas Test. A fighter wearing a respirator can re-roll a failed
or subtract I from the Scenario chart to decide Toughness test against dangerous gases including Choke,
which scenario is played. Hallucinogen and Scare.

Worn and incomplete. Though badly wom and


incomplete the map is essentially accurate.When
you fight a battle you may add or subtract up to 2
SCREAMERS
from the Scenario chart to decide which scenario is Screamers are small proximity alarms used to protect a
played. gang's hideout. Individual screamersare tiny but the noise
they make is horrendous.A gang will scatterdozens around
5. Ancient and faded. Barely legible though it is the
map is a genuine ancient relic. When you fight a
the perimeter of its hideout in order to warn of approaching
battle you may add or subtract up to 2 from the intruders.
Scenario chart to decide which scenario is played.
In addition, the map revsals the location of ancient SPECIAL RULES
tunnels nearby. You can swap any one territory you
Screamerscan only be used for one game after which they
currently have for Tunnels - you must do this
are expended. The cost at the Trading Post buys enough
immediately or never.
screamersto last for one game.
6. Recent and accurate. The map is recently made
and accurate.When you fight a battle you may add If a gang owns screamersthey can be deployed in the Raid
or subtract 3 from the Scenario chart to decide and Rescue scenarios where the defenders are initially
which scenario is played. unaware of the intruders. If any intruder models move in
their movement phase then roll a D6 (only one roll is made
regardless of how many intruders move). On a roll of a 6
one of the intruders steps on a screamer and sets off the
alarm.
The map is carried by the gang's leader and is lost if he is
killed. Its cost is therefore included in the leader's value and Screamersare not carried by any particular model and their
gang rating in the normal way. value is not included in the gang rating.
STUMMERS
Stummers look like screamers(see above). They are spread
about by intruders as they move. Where screamersmake a
loud noise stummers stop noise dead. Once stummers are
activated all sound within a few metres is momentarily
muffled and even loud noises are barely audible.

SPECIAL RULES
Stummers can only be used for one game after which they
are expended. The price at the Trading Post buys enough
stummers to last for one.game.
If a gang has stummers they can be used in the Raid and
Rescue scenarioswhere the defendersare initially unaware
of the intruders. If the intruding gang has stummers then
reduce all chancesof setting off the alarm by - I . Stummers
also nullify screamerscompletely.
Stummers are not carried by any particular model and their
value is not included in the gang rating.

\X/EAPON RELOADS
When a fighter carries a weapon such as an autogun or
boltet which fires a great many individual shells in a short
burst, he is assumedto carry a number of extra magazines.
It is simply assumedthat these are expendedduring a fight,
and are replenished afterwards as part of the gang's cost of
living expenses.
However, a 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 form
of reloads. Canying extra ammo is expensive, and can be The cost of a reload is half the cost of the weapon, ignoring
dangerous,but it goes some way to ensure you won't run any variable cost. For example, a reload for a needle rifle is
out of firepower at the critical moment. 115 credits.
Although a reload is helpful it doesn't guaranteea fighter
will pass an Ammo roll. The Ammo roll doesn't just SPECIAL RULES
represent the chance of running out of ammunition or
Ammo Roll. If a fighter carries a reload for the weapon he
carrying a defective magazine, it also represents the
is using then he can add +1 to his Ammo roll. This applies
possibility of a gun jamming, overheating or proving
every game as it is assumed the fighter replenishes his
defective. reloads as part of the gang's standard expenses.In the case
of a weapon with an Ammo roll of 2+, such as a lasgun, the
first Ammo roll of a game is automatically passed, but
further Ammo rolls must be taken as normal.
Risk of Injury. If a fighter carries extra ammo then there is
a chanceit will explode or leak ifhe is hit. To representthis,
when a fighter who is carrying a reload is hit and injured, a
roll of 5 or 6 on the Injuries table will take him out of
action. This only applies when the fighter is hit, not to
subsequentInjury rolls made in his recovery phase.
Availability. Weapon reloads are available for all weapons
that have an Ammo roll of 6+ or better. Weapons which
automatically fail any Ammo roll they are required to take
cannot have reloads - for example grenades, grenade
launchers and missile launchers. Reloads are specific to
individual weapons; when a reload is bought the player
must note down which weapon the reload is for on the
gang's roster.
Swords& Knives Closecombatonly As user Close combat.Parry
Clubs, Mauls &
Bludgeons Close mmbat only As user,+1 Clos€ combat
Chainsword Closecombatonly 4 Close combat.Parry
Chains & Flails Close combat only A$ user, +1 Opponent may not parry.
Fumbles count double
MassiveAxe, Closecombatonly As user,+2 Closecombat.Opponentwins
Swordor Club draws
Power Sword Close combat only Close combal. Parry
PowerAxe:Two-handed Closecombal only 6 Closecombat
One-handed Closecombatonly 5 Closecombat
Power Fi$t Close combat only I Close combat
PowerMaul C l o s ec o m b a to n l y 5 Closecombat.Enemywho go
down are automatically
out of action.Does not inflict
seriousinjuries

Weapon

Autopistol 0-8 8-16 Closecombat


Bolt Pistol 0-8 8-16 Close combat
H a n dF l a m e r Specialrules -2 Close combat.
T6m^let6 \^,6en^n

Flamingattack,Targetmay
catchlire. Targetburns on 4+
Laspistol 0-8 8-16 1 Close combat
NeedlePistol 0-8 8-16 1 -l Closecombat,
Toxicdart, Injuries
Plasma Pistol
Low energy +2 -1 1 0 Closecombat
Maximum enefgy +2 -1 1 Closecombat.Takesone entire
turn to recharge aftef firing
S t u bG u n - -1 1 Closecombat,
Dum-dumbullets(S4)
Web Pistol Special Closecombat.Firesweb
Autogun 0-12 12-24 , l

Boltgun o-12 12-24 +l

Lasgun o-12 12-24 ,1

Shotgun: 4,4 4-18 See$hottypo below.


Solid slug - _l

Scatler shot +1 -l '1"blast,lgnorescover


Man-stopper
Hot Shol Oaichfir.e.
Bolt i l Flange24"

Weapon

Flamer Specialrules Templateweapon.Flaming


attack,targetmay catch fire
Grenade launcher 0-20 20-60 - -1 A$ grenade Vpe, Move or fire
Meltagun 0-6 6-12
Needle rifle 0-16 16-32 +1 Special injury chan
P l a s m ag u n 0-6 6-24 , l
Max. power.
One turn to recharge.
S u s t a i n e d f i r e1-d i c e .
0-6 6-16 LOWenergy

Weapon

Auto-cannon o-20 20-72 8 -3 4+ Sustainedfire-1Dice.


Move or fire
Heavy Bolter o-20 20-40 b+ Sustainedfire-2Dice.
Move or fire
Heavy PlasmaGun
LOWenergy 0-20 20-40 7 -2 ++ 1 1/2" Blast marker,Move or fire
Maximumpower 0-20 20-72 10 -6 4+ 1 1/2"blastmarker,
Moveor
Takesoneturnto recharge
HeavySluo uun o-20 20-4a 4 4+ Sustainedfire-2Dice.
Moveor tire
Lascannon 0-20 20-60 9 -6 4+ Moveor fire
Missile Launcher 0-20 2a-72 Auto Moveor{ire
Super Krak '0

Frag 2" Blasimarker

Krak
hrag
Meltabomb
Plasma
PhotonFlashFlare
NECROM UNDA UNDERHIVE LAYOUTS
Here at the studio we have been playtesting Necromunda for some time. As part of our games we have experimented
with lots of different layouts for our Underhive battles. Here is a selection of the layouts that we have used. You do not
have to use these set-ups,making your own layouts is all part of the fun, but you may find them useful for ideas.
LAYOUT 4

TAYOUT 5

LAYOUT 6
If you have accessto
severalcopiesof
Necromunda you can
combinesetsto make
an even larger
Underhive!
This set-upusestwo
copies.
NECROMUNDA
HOUSEVAN SAAR

VAN SAAR WITH LASGUN 1 VAN SAAR WITH AUTOGUN AND LASPISTOL VAN SAAR WITH SHOTGUN.I
oo51 /2 0051 /3 0051/1

RATSKINSCOUTS

RATSKINWITH AUTOGUN AND PICK 1 RATSKIN WITH LASGUN 1 RATSKIN WITH SHOTGUN 1
72936 /2 72936 /1 72936 t3

UNDERHIVE
SCUM BOUNTYHUNTER

SCUM WITH AUTOPISTOL SCUM WITH PLASMA PISTOL BOUNTYHUNTEF BOUNTY HUNTER
AND PLASMA PISTOL 72937 /2 BACKPACK 72938 /1
72937/1 7293A /2

A COMPLETE
BOUNTYHUNTEF
CONSISTSOF:
1x BOUNW HUNTERBODY
1x BOUNTYHUNTER
BACKPACK

b
t r@
t
]t
{

d
ru
IEI SCUM WITH HAND FLAMER SCUM WITH BOLT PISTOLS
72937 /3 72937 t4 COMPLETED BOUNTY HUNTER
ClTr\DEI,
ffi
Designedby MichaelPerry and Gary Morley
74
- Miniaturessuppliedunpainted.
WARNING:This productcontainsleadwhichmay be harmfulif chewedor swallowed.
CitadelMiniatures
are not fecommendedfor childrenunder14 yearsof age. @CopyrightGamesWorkshopLtd 199S.All rightsreserved.
NECROMUNDA
HOUSECAWDORLEADER HOUSECAWDORGANGERS

CAWDOR WITH SHOTGUN 1 CAWDOR WITH SHOTGUN 2 CAWDOR WITH LASGUN 1


0043 /4 72904 /20 72908 t18
CAWDOR LEADER WITH
AUTOPISTOLAND CHAINSWOBD
0043 /11

CAWDOR WITH LASGUN 2 CAWDOR WITH AUTOGUN 1 CAWDOF WTH LASGUN 3 CAWDOR WITH AUTOGUN 2 CAWDOR WITH LASGUN 4
72904 /19 0043 n 0043 /3 72908 t17 oo43 /2

HOUSECAWDORJUVES

CAWDOF JUVE CAWDOR JUVE WITH CAWDOR JUVE WITH CAWDOR JUVE WITH
WITH STUB GUN 1 STUB GUN 2 LASPISTOL.I STUB GUN 3
0043 /6 72906 /12 72906 t13 0043 /5

HOUSECAWDORHEAVIES A COMPLETE CAWDOR

w
HEAVY CONSISTS OF:
'1x

W
CAWDOR HEAVY BODY
1X HEAVYWEAPON
1x HEAVYBACKPACK

C AWDOR HEAVY CAWDOR GRENADE


C AWDOR HEAVY STUBBER STUBBERBACKPACK LAUNCHER BACKPACK CAWDOR GRENADE LAUNCHER
72907 t16 72907 t15

_t,
&
|E

IH
taB
CAWDOR HEAVY 1 A COMPLETED CAWDOR HEAVY CAWDOR HEAVY 2 A COMPLETED CAWDOR HEAVY
oo43 /7 WITH HEAVY STUBBER 72907 /14 WITH GRENADELAUNCHER
CITADEI,
Designedby Alan Perry
Miniatures WARNING:This productcontainsleadwhichmay be harmlulif chewedor swallowed.
suppliedunpainted.
are not recommended
CitadelMiniatures for childrenunder14 yearsof age. @ CopyrightGamesWorkshopLtd 1995.All rightsreserved.
NECROMUNDA
HOUSEORLOCKLEADERS HOUSEORLOCKHEAVIES
A COMPLETE ORLOCK

1x ORLOCKHEAVYBODY
lX HEAVYWEAPON

w
1X HEAVY BACKPACK

ORLOCK LEADERWITH ORLOCK LEADER WITH


w ORLOCK
HEAVY BOLTER COMPLETED ORLOCK HEAVY
MELTA GUN AND LASPISTOL BOLTGUNAND AXE 72902t13 72902 t14 wlTH HEAVY BOLTER
72904 /23 0044 /7
ii
&
re

wffib w
.:@

g--w-.w:*

ORLOCK HEAVY STUBBER


oo44/9
BACKPACK1
oo44/10
O RLOCK HEAVY
BOLTER BACKPACK 2
W
ORLOCK FLAMER
BACKPACK ORLOCK FLAMEB
72902 /15 72902 /'t8 72902 t1A

ORLOCK HEAVY2 COMPLETEDORLOCK HEAVY ORLOCK HEAVY 3 COMPLETED ORLOCK HEAVY


0044 t8 WITH HEAVY STUBBER 72902 t16 WITH FLAMER

HOUSEORLOCKGANGERS

ORLOCK WITH LASGUN 1 ORLOCKWITH AUTOGUN1 ORLOCKWITH AUTOGUNAND STUB GUN 1 ORLOCK WITH LASGUN 2
72903 /22 oo44 t2 0044 /1

h
Eo
^ilr

iil
n\-t
\r ORLOCK WITH SHOTGUN ORLOCKWITH AUTOGUN2 OBLOCK WITH STUB GUN AND PICK 1 ORLOCK WITH AUTOPISTOL1
CIT^DEI, oo44 t4 72903 /19 72903 /20 0044 /3

Designedby MichaelPerry
76
Miniaturessuppliedunpainted.
WARNING:Thisproductcontainsleadwhichmay be harmfulif chewedor swallowed.
CitadelMiniatures
are not recommendedfor childrenunder14 yearsof age. @CopyrightGamesWorkshopLtd 1995.All rightsreserved.
NECROMUNDA
HOUSEORLOCKJUVES

ORLOCKJUVE ORLOCK JUVE WITH ORLOCKJUVE WITH ORLOCK JUVE WITH


WITH STUB GUN 1 AUTOPISTOL1 STUB GUN 2 LASPISTOL 1
7290'l /12 0044 t5 0044 /6 72901 111

Designedby MichaelPeny

HOUSE HOUSEDELAQUEHEAVY
DELAQUE A COMPLETE
DELAOUE HEAVY
LEADER CONSISTS OF;
1x DELAQUEHEAVYBODY
1x HEAVY BACKPACK

DELAQUE LEADER WITH DELAOUEHEAVYWITH FLAMER DELAOUE FLAMER PACK EXAMPLE OF COMPLETED
72931 t13 72931 /14 DELAOUE HEAVY
BOLTGUN AND POWER AXE
72933 t17

HOUSEDELAQUE
GANGERS

DELAQUEWITH LASGUN1 DELAQUE WITH SHOTGUN 1 DELAOUE WITH LASGUN 2


oo52 /4 oo52 t5 oo52 /3

JUVES
HOUSEDELAQUE

-b
til
,'B '' DELAOUE JUVE WITH AUTOPISTOL 1
J\J DELAOUE JUVE WITH STUB GUN
rr 0052 /1
CIT/rftEI,
by AlanPerrY
Designed
Miniatures WARNING:This productcontainsleadwhichmay be harmfulif chewedor swallowed.
suppliedunpainted.
are not recommended
CitadelMiniatures for childrenunder14 yearsof age. @ CopyrightGamesWorkshopLtd 1995.All rightsreserved.
NECROMUNDA
HOUSEESCHERLEADER

ESCHER LEADER WITH BOLTGUN AND LASPISTOL


0050/10

HOUSEESCHERJUVES

ESCHEF JUVE WITH STUB ESCHER JUVE WITH


GUN AND PICK AUTOPISTOL 1
0050 /5 0050 /6

HOUSEESCHERGANGERS

ESCHER WITH AUTOGUN ESCHERWTH LASGUN1 ESCHER WITH AUTOPISTOL ESCHER WITH SHOTGUN 1
AND STUB GUN 1 0050 /'1 AND SWOFD 1 0050 /4
0050 /3 0050 /2

HOUSEESCHERHEAVY
A COMPLETE ESCHER HEAVY
CONSISTSOF:
1x ESCHERHEAVYBODY
'1x
HEAVY BACKPACK
1x HEAVYSTUBBEB

f,

IEI ESCHER HEAVY BODY 1


ESCHER HEAVY
g\- ESCHEF HEAVY STUBBER 1 STUBBER BACKPACK 1 A COMPLETED HOUSE ESCHER HEAVY
\rt- 0050 n 0050 /8 0050 /9
CITADEI,
Jl]rNI'ICI.IREs

Designedby Jes Goodwin


78
suppliedunpainted.
^.. . , . ..Miniatures WARNING:Thisproductcontainsleadwhichmay be harmfulif chewedor swallowed.
citadelMiniatures are not recommendedfor childrenundei14 yearsof age. o copyrightGameJWorrsrrop
Lto rsss-AIiiighG reserved.
NECROMUNDA
HOUSEGOLIATHLEADER HOUSEGOLIATHJUVES

GOLIATH JUVE WITH LASPISTOL GOLIATH JUVE WITH STUB GUN


GOLIATH LEADER WITH CHAINSWORD 0049 n
0049 12
AND GRENADELAUNCHER
0049 n 0

HOUSEGOLIATHGANGERS

GOLIATH WITH LASGUN GOLIATH WITH AUTOGUN


GOLIATH WITH
AND AUTOPISTOL 1 AND AXE 1
HAND FLAMER1
72914 116 72914/17
0049 /6

GOLIATH WITH LASGUN GOLIATH WITH SHOTGUN 1


GOLIATH WITH AUTOGUN 1
AND STUB GUN oo49 14
0049 /3
0049 i5

HOUSEGOLIATHHEAVY A COMPLETE GOLIATH HEAVY


CONSISTSOF:
1x GOLIATHHEAVYBODY
1x GOLIATH HEAVY BACKPACK
1XGOLIATHHEAVYSTUBBER

*h
f*Ll

ITI
\r
S.{k}Wj
GOLIATH HEAVY BODY 1
0049 17
GOLIATHHEAVYSTUBBER1
0049 i8

bYGarYMorleY
Designed
GOLIATH HEAVY
STUBBER BACK PACK 1
0049 /9
COMPLETED
GOLIATH HEAVY

79
d
CITA

Miniatures WARNING:This pioductcontainsleadwhichmay be harmfulif chewedor swallowed.


suppliedunpainted.
are norrecommended
citadelMiniatures for childrenunder14 yearsof age. @copyrightGamesWorkshopLtd 1995'All rightsreserved'
TECRO|U|Un|DA'M,o/ST WATTED'
Gavin T$er - Viper of the Delaque Rage
gang ls new to the Underhive but lookins
plenty dangerous already.

Mark Jones - Jules'Rippers are the most


powerful Orlock gang in town and one of
the very first to join battle in the
Underhive.

Paul Sawyer - Maskarra's Sirens were


the secondEscher gang to stake a claim in
the downhive. Given to posting biting
insults and personal challenges on the
Guilder notice boards.

Adrian Wood - This veteran and much


feared Van Saar gang leader is known as
The Disciple. Holes up in a fortified
enclave called the Bunker.

Richard Potter - Candy's Jade Dragons


is an Escher gang which has carved out an
expanding territory in the Underhive.

Rick Priestley - Mysterious compiler of


this chronicle under the name of Dun
Golas of the Orlock.
Developing a new game is always an entertaining and Gavin Thorpe - This gang leader calls himself Kins Cobra and is
challenging prospect and Necromunda has been no amongst the most cunning of all the Delaques. So c-unningthat he
exception. Of an afternoon or an evening the Games is said to have a secret identity leading a second Delaque gang the
Workshop studio has wirnessed many despelte gunfights Night Watchmen.
and seenthe rise and fall of countlessgang leaders.We have Wayne Greenwood - The Alphatech gang boasts the only leader
seenheroic deeds and astounding examples of fortune both in the campaign to own a power fist. Hides out in the Far Corner _
good and bad. This game is the result and it owes much to a notorious nest ofmutants and outlaws.
the efforts of those Games Workshop staff and their friends
Simon Smith - This ancient gang leader's name is De Valk, the
who have taken it upon themselves to wage war in the oldest and toughest Van Saar in the hive. Famous for his lone
nightmare Underhive. expeditions into the hive's wild and dangerousplaces. purveyor oi
It seems only fair to make mention of those who have genuine Ratskin fteasure maps (he is rumoured to draw them
himself).
fought and bravely given of their lives (well the odd hour or
two anyway) and suffered grievous wounds and lastins Alan Merrett - Thane is the name of the one and only Cawdor
injuries in the name of gaming (admittedly only on papei brave enough to dispute the territory hereabouts. A devout and
but keenly felt none-the-less).Thanks are owed to them and persistant preacher of the Redemptionist cause.
to all those who have helped to put this game together,from Matthew White - Netuietta of the Escher travelled far from the
players and games testers,to the artists and model makers, north hive before staking a claim in town.
the production staff without whom there would be no game
ibrtis .Johnrotr - Old Yellow and the Skulls proved far from
at all, and everyone who has contributed their efforts and yellow when it came to a scrap.A veteran campaigner and surylvor
suggestions. of the Old Days and infamous Long March North.
Those who took part in the first Necromunda campaign are: Chris Colston - The veteran Santiago the Orlock is chief of all the
gangs in the parl of town known as the Far Corner. His temtories
Simon Tift - 'General'Grabber'sDelaquegangqnteredthe fray include many weapon shops and forges where all manner of
latein the day but fbughttheir way to rherop of the pile (with the sfiange things are made.
highestgangrating).
Carl Brown - Carl's Goliaths have left town and are now holed uo
Andy Chambers- TheGrandDog,sGoliathDog Soldiersproved far away, retuming occasionally to swap news in the town.s
the most enduringgangin the whole gamehavingfought in the drinking holes and settle a few old scores.
very first conflict.
Andy Jones - Without a seriously powerful lobo-chip it is unlikely
Des Hanley - Soteinhabitantof the Lost Hopehabitationpocket that Gonzo King Blitz of the Goliaths will ever return to battle or
to brave the Underhive battlefield. Famed for his extensive to reality.
knowledgeof firearms,a subjectof whichhe hasmadea lons and
exhaustivestudy. Jake Thornton - Valkyrie the Escher fell casualty in the early days
but the gang is rumoured to be regrouping in the Bunker.
JamesFunnel - 'Mad Bob' andhis VanSaarsarerumouredto be
Robin Dews - The Deadheadsonce enjoyed a fearsome reputation
armedto the teethandbeyond- be warned!
but are now rumouredto be too ancientto fisht.

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