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Table Of Contents

Introduction
CHARACTERISTICS
THE TURN
MOVEMENT
MOVING
RUNNING
CHARGE!
HIDING
TERRAIN
WHO CAN SHOOT
CLOSEST TARGET
RANGE
HITTING THE TARGET
PINNED
WOUND
INJURIES
MULTIPLE WOUNDS
PINNED FIGHTERS
MOVING AND SHOOTING
BLAST WEAPONS
FLAMER TEMPLATES
SUSTAINED SHOOTING
AMMO ROLLS
OVERWATCH
PROCEDURE
ATTACK DICE
WHO CAN FIGHT
Hand-to-hand Combat
MULTIPLE COMBATS
FOLLOW-UP
BROKEN FIGHTERS
MOVING FROM COMBAT
BREAKING FROM COMBAT
LEADERSHIP
Recovering Your Nerve
Leaders
THE BOTTLE TEST
FALLING
EXPLODINGWEAPONS
FEAR
TERROR
STUPIDITY
FRENZY
HATRED
PISTOLS
BASICWEAPONS
SPECIALWEAPONS
GRENADES
ARMOUR
MISCELLANEOUSEQUIPMENT
THEUNDERHIVE
GANG RECRUITMENT
WEAPONS
necromunda campaigns
experience
Territory
Territory table
TRADINGPOSTS
PRICE CHART
hired guns
RATSKIN SCOUTS
PLAYING A CAMPAIGN GAME
SCENARIO 1: GANG FIGHT
SCENARIO 2: scavengers
Scenario 4: Ambush
SCENARIO 5: THe raid
SCENARIO 6: Rescue mission
SCENARIO 7: Shoot out
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m2360785a m1330042 Necromunda Rulebook

m2360785a m1330042 Necromunda Rulebook

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Published by Jinx686

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Published by: Jinx686 on Sep 15, 2012
Copyright:Attribution Non-commercial

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01/18/2013

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