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Note fROm the editor
Hello, and welcome to Necromunda : Compilation II. This is a compilation of articles and additional rules made available in the
Necromunda Magazine, Fanatic Magazine and through Fanatic Online, all originally written for use wirh either Necromunda:
Underhive or the Living Rule Book. Some of these articles were later made available on the Games Workshop website. I’ve com-
piled them into this single PDF, editing the text and rules as little as possible (where formatting allows). Please let me know if
anything is in error, and I’ll have it corrected in future revision.

Please note that the earlier ‘Gang War’ era articles, intended for use with the Original Box Set rules, are not included. These will
be compiled as Necromunda : Compilation I at a future date

All pictures are taken from the original Necromunda rulebooks and Fanatic magazine articles, with a few exceptions I found
online. Additional credits are below. If I haven’t included the correct credit, or you wish an image removed, please let me know.

ArbitorIan / May 2013

Image Credits
Redemptionist Gang by Jon F -
Hive City by Columbussage -
Ganger Closeups and Pit Slave Closeup by Will Beck

Necromunda, all Necromunda art and the Necromunda design and logo are copyright Games Workshop. No copy-
right infringement intended. All written material is copyright the original writer or Games Workshop.



Dead or Alive - Rules for Outlaws 4 The Dust Falls Campaign
Outlaw Scenarios 10 Part One 158
Outlaw Trading Post 14 Part Two 167
New Equipment 18 Part Three 175
Treacherous Conditions 22 Sludge Harbour 184
Bind Fighting 28 Scum City 186
New Equipment 30 The Chasms 191
Blind Fighting Scenarios 31 Paradise City 193
Gang Leadership 34 Hard Times in Alevan Town 200
Stay! There’s a Good Boy 36
Subbers for Sale - Traders in the Underhive 38 TACTICS
You’d Better do Something! - Special Actions 41 House Gangs for Hire 204
Did You Hear That? - Underhive Bestiary 44 Pistols 210
Skill Tables V2 55 Heavy Weapons 212

Ash Waste Nomads 60 Bar Fight 254
Enforcers: Justice in the Underhive 68 A Captive Audience 225
Pit Slaves 74 Rescue Mission 227
Ratskin Renegades 82 Escape! 227
The Redemption 88 The Drop 229
Scavvies 96 The Hand Off 230
Spyrers: Death Stalks the Underhive 106 The Exchange 231
Spyrer Scenarios 117 The Sell Off 232
Get Rich or Die Tryin 216
HIRED GUNS The Package 218
The Wyrd and the Wonderful: Wyrds 120 Underhive Slaughterball 220
Pit Slave 130 Purge! 222
Ogryn Bodyguard 132 Floodwater 234
Ratskin Savage 134 Scouting Fight 235
Defense Force Deserter 136 Dome Rush 236
Sniper 137 Hoard 237
Crazy Doc 138 Pit Fight 238
Preacher 140 Ransack 240
Toll Bridge 241
Special Characters Rules 141 Sold Down The River 246
Arch Zealot of the Redemption 142 The Escape Artist 247
Brakar, the Avenger 143 Frozen Assets 248
Bull Gorg 144 The Challenge 250
Bonnie Annerson 145 Jumping The Line 252
Klovis the Redeemer 146 Plague 256
Deacon Malakev 147 Mugged! 258
Mad Donna Ulanti 148 Enfant Prodige 260
Karloth Valois 150 To Catch A Curator 262
Kal Jerico 152
Scabbs 153
King Redwart 154
Lothar Hex 155
The Caller 156
The Rat God 157



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Despite this. Sump Town. Other infamous Outlaw trading posts include Blood Spill. Hired Guns are criminals. Cash can be spent on recruiting contacts there. Gangs can recruit whatever type of fighter the player wishes. Bounty Hunters won’t hire around the trade post and make enquiries about further out to Outlaws of any type. WHEN YOU’RE In the wastes 3-4 as 2 and 5-6 as 3). The charts list all the weapons and equipment those offered for sale. Players can usually purchase as many of these items in these settlements and sporadic expeditions are as they want. All are non-Guilders. Black Crack and Widow’s Pipe. Players must be Hole has been destroyed (and rebuilt) many times over prepared to snap up useful items as they are offered. The price for common items is fixed. A ganger who does this cannot collect income from the gang’s territory that turn or forage. but the usual restrictions apply regarding the number of leaders. Obviously. If players want to buy new weapons or other equipment For each ganger employed in this fashion you may add a for existing gang fighters then refer to the trading charts further +1 randomly generated rare items to the list of below. which is so well established that even the Guilders use it illicitly. many of which are actually settlements ruled by Outlaw bosses. NEW RECRUITS Note that each player rolls separately for his trading and The Outlaw trading posts are full of young punks and old one player cannot buy goods offered to another. and the Blood Spill massacre is still remembered as a day especially the really hard-to-get weapons and equipment.NEW RULES THE OUTLAW TRADING POST Outlaw trading posts are scattered unevenly throughout the Badzones. new fighters and on new equipment for the gang. heavily armed caravans of illegal traders ply the desolate areas between the Outlaw posts to supply booze and guns to Scavvies and Ratskins. This is the number of items offered After every game a gang can collect income from its to the gang leader as he scours the trade post and visits his territory and by foraging. Totem Warriors and so on. spending cash must be done at the chart to discover what is on offer. and as such have been Common items can normally be found quite readily declared Outlaw. outcasts and wanderers GANGERS AND TRADING who are willing to sell their expert skills to anyone If a player wishes he can use extra gangers to search prepared to pay. The player may buy any Outlaw trading post – there are no legal trading posts. To represent the scarcity of rare items each player makes a dice roll at the start of his trading session to determine SPENDING CASH what goods are offered to him. of infamy. of the items offered. Refer to the appropriate Recruiting a Gang section of the Necromunda rulebook. though they’re the ones who had it declared Outlaw in first place. To determine how many rare items are offered roll a D3 (ie. Heretics asked is often way above their true value. soaks so new fighters are recruited in the same way as normal. rare items which might be for sale. The inhabitants are normally Rare items are hard or even impossible to find. a D6 counting 1-2 as 1. but only one of each item unless the same result is rolled more than once. to bona-fide settlements. New recruits may be armed with any of the weapons described in the Gang Recruitment list. so undertaken to eradicate Outlaw holes situated too close players always pay the same price for them. The most famous is Heretics Hole. Spies lurk everywhere post. but cannot be given other equipment until they have fought at least one battle. heavies. Some outlander trading post are run by those that have TRADING fled the rule of the law up hive. Only long gone by the time the authorities arrive but surprise occasionally do such items turn up for sale and the price attacks have resulted in some bloody conflicts. others are staffed by mutants. Searching out rare items is an alternative to WEAPONS collecting income. Refer to the Hired Guns sections of Necromunda for details. When Roll a D66 for each item and consult the Outlaw Trade you are in the Wastes. though many items are not always available and vary in price. Small. or perhaps because of it. RECRUITING HIRED GUNS Players may hire mercenary fighters for the gang if they wish. available at an Outlaw trading post. 14 52 . among the noisy stalls and bazaars of an Outlaw trading they are very cosmopolitan places. Hellhole.

Choose one of: Bionic arm. Roll a D6: 1 – Power axe 2-3 – Power maul 4-6 – Power sword 22 Gas Grenades. Roll a D6: 1-2 – Choke 3-4 – Scare 5-6 – Hallucinogen 23 Grenades. bionic leg. D66 Roll Item 11 Special: Gamble and Lose 12-13 Special: Robbed 14-15 Special: Cheated 16 Special: Gamble and Win 21 Power Weapon. Roll a D6: 35 Bottle of Wild Snake 1-4 – Flak 36 Infra-goggles 5 – Carapace 41 Icrotic Slime 6 – Mesh 42 Kalma Fixer 43 Rad Counter 44 Ratskin Map 45 Screamers 46 Silencer 51 ‘Slaught Fixer 52 Spook 53 Spur Fixer 54 Stinger Mould Patch 55 Stummers 56 Weapon Reload 61-62 Special: Rumour 63-64 Special: Tip-off 65-66 Special: Inside Information 15 . 24 Gun Sight. The prices of rare items are given on the main trade charts. Roll a D6: 1 – Melta bomb 2-3 – Photon flash flare 4 – Plasma grenade 5-6 – Smoke bomb 26 Bionics. Roll a D6: 31 Archeotech 1-2 – Red-dot laser sight 3 – Mono sight 32 Bio-scanner 4 – Telescopic sight 33 Blade Venom 5-6 – Infra-red sight 34 Blindsnake Pouch 25 Armour. bionic eye. D3 items are offered automatically and a further +1 for each ganger sent to search them out. NEW RULES OUTLAW TRADE CHART The following chart is used to determine what rare trade items are offered for sale to the gang leader.

Inside Information. An insider informant offers to sell you vital information for 10 credits. On a 6 you spot the culprit flinch from your gaze and grab him before he legs it. Item Cost Availability Autogun 20 Common Rumour. Laspistol 15 Common Needle pistol 100+5D6 Rare Cheated. Gain an extra 2D6 credits. some scrag has stolen them from right under your nose. You have to gamble at an Outlaw Chain or flail 10 Common trading post. Power sword 40+4D6 Rare Robbed. 16 . (solid shot + scatter shells) 20 Common Tip Off. Sword 10 Common Each of these events is a one-off. Roll a D6. it includes a base cost plus a variable extra amount. so if you roll the same Chainsword 25 Common result twice in the same trading session re-roll the dice. However most of the business is conducted around Knife (Nb 1 knife is free) 5 Common the gambling tables and it’s considered a character flaw Massive axe. You reach for your creds and find them gone. If you pay the man his credits the next time you play a game you may choose the scenario instead of rolling on the Scenario table. Club.NEW RULES SPECIAL RESULTS HAND-TO-HAND WEAPONS Special results represent chance encounters and events Item Cost Availability which take place during your time in the Outlaw hole. the modifier is applied after Shotgun the dice have been rolled. You hear a rumour about what’s going on in the Wastes. sword or club 15 Common not to gamble – it implies you’re not prepared to take Power axe 35+4D6 Rare risks. maul or bludgeon 10 Common Gamble and Lose. You get your Autopistol 15 Common money back and give him a lesson in manners. badly-made or counterfeit and basically useless. In these instances the extra variable cost is the additional rarity value of the item – the premium which must be paid to own it. PRICE CHART The chart below indicates the cost of items available for sale at the Outlaw trading post. You may modify your next dice roll on the Lasgun 25 Common Scenario table by +1 or -1. but such items cannot be bought unless they are offered for sale as already described. though it’s not a law (because there aren’t any). for example 40+3D6 credits. An old contact gives you some good information which alerts you to an opportunity for making some creds. and that makes you an easy roll. You lose 2D6 Power maul 35+4D6 Rare credits and come away a little wiser. In some cases the cost of an item is variable. The next time you roll on the Scenario table you may re-roll the dice if you wish. You gamble away a pile of credits but then luck smiles on you and you win it back with some BASIC WEAPONS interest. The cost of rare items is included on this chart. On a 1-5 Bolt pistol 20 Common you draw a blank and have to count the cost of losing 3D6 Hand flamer 20 Common credits (nobody’s fool enough to keep all their creds in one place). PISTOLS You look around but there are dozens of likely candidates Item Cost Availability at hand. damaged. which gangs are going where and what they’re Boltgun 35 Common looking for. You trade for a bargain piece that seems sound Plasma pistol 25 Common at first but is in fact flawed. Lose 3D6+10 credits Stub gun 10 Common and look a bit closer next time. Web pistol 120+5D6 Rare Gamble and Win.

Hot Shot shotgun shell 5 Common Bolt shotgun shell 15 Common Dum dum bullets for stub gun 5 Common GUNSIGHTS Item Cost Availability Red-dot laser sight 40+4D6 Rare Mono sight 40+4D6 Rare Telescopic sight 40+4D6 Rare Infra-red sight 30+4D6 Rare ARMOUR Item Cost Availability Flak 10+3D6 Rare 17 . NEW RULES SPECIAL WEAPONS Carapace 70+4D6 Rare Item Cost Availability Mesh 25+4D6 Rare Flamer 40 Common BIONICS Grenade launcher Item Cost Availability (grenades extra) 130 Common Meltagun 95 Common Arm 80+4D6 Rare Needle rifle 230+5D6 Rare Eye 50+4D6 Rare Plasma gun 70 Common Hand 50+4D6 Rare Leg 80+4D6 Rare HEAVY WEAPONS Item Cost Availability MISCELLANEOUS Autocannon 300 Common Item Cost Availability Heavy stubber 120 Common Archeotech D6x10 Rare Heavy bolter 180 Common Bio-scanner 50+3D6 Rare Heavy plasma gun 285 Common Blade venom (per dose) 10+1D6 Rare Lascannon 400 Common Blindsnake pouch 30+2D6 Rare Missile launcher (missiles extra) 185 Common Bottle of Wild Snake 10+1D6 Rare Clip harness 10 Common GRENADES Filter plugs 10 Common Item Cost Availability Infra-goggles 30+3D6 Rare Choke gas grenades 15+3D6 Rare Icrotic slime 50+3D6 Rare Frag grenades 30 Common Kalma (per dose) 5+1D6 Rare* Hallucinogen gas grenades 40+5D6 Rare Photo-contacts 15 Common Krak grenades 50 Common Photo-visor 10 Common Melta bomb 40+4D6 Rare Rad counter 10+3D6 Rare Photon flash flare 20+3D6 Rare Ratskin map D3x10 Rare Plasma grenade 30+4D6 Rare Respirator 10 Common Scare gas grenades 20+3D6 Rare Screamers (one encounter) 10+3D6 Rare Smoke bomb 10+4D6 Rare Silencer 10+2D6 Rare ‘Slaught (per dose) 5+2D6 Rare* MISSILES Spook (per dose) 10+3D6 Rare Item Cost Availability Spur (per dose) 5+3D6 Rare* Frag missiles 35 Common Stinger mould patch (each) 15+2D6 Rare Krak missiles 115 Common Stummers (one encounter) 10+3D6 Rare SPECIAL AMMO Weapon reload Half Weapon Item Cost Availability Cost Rare Man-Stopper shotgun shell 5 Common * Becomes common once a fixer has been found.


to encysted the tough outer shell makes the slime immune chainswords or massive swords. creatures. sleazy environments where these are often used. 4-5 Increase the characteristic by +2 points for the duration of the game. So touch. It is thought these effects are produced in the and you roll a bottle of Wild Snake then you have to buy host to ensure it survives long enough for the slime to it. it’s not uncommon for an Outlaw gang to get Special Rules tanked up on Wild Snake before a fight – “Snake Courage” Effect. Once the game is over the gang’s characteristics 6 Increase the characteristic by +3 points for the are returned to normal with accompanying blistering duration of the game. risks are less because they can afford good quality antidotes. The efficacy and potency of antidotes vary instead of 1. Some. As slimes Many of the mutant fungi strains found at the hive bottom aren’t very fast or agile they rely on catching their victims are deadly poisonous. Blade venom is brewed from a variety of natural poisons As the amoeba divides it becomes millions of tiny babies. Amongst the 2 The model using the envenomed weapon suffers a wealthy decadent elite who indulge in this practice the S1 hit for every 1 (fumble) it rolls on its Attack dice. especially in the dangerous. but they normally will only use it to kill large and well as physical nutrition. immune to normal weapons. or by use of anti-parasite drugs that kill potency. reproduces in the manner of common amoebic parasites. A dose of blade venom will envenom one ensuring there is somebody ready to scrape off the slime weapon for one game. reproduce successfully. more agile. NEW RULES BLADE VENOM absorbed through the flesh into the host’s brain. such as Widowmaker. Wild Snake is a rare and potent liquor brewed out in the Badzones where it commands a price to match. headaches. Black Death grows over the victims of its deadly toxins. combat. The bottle of Wild each of the user’s characteristics except Wounds and Snake is used up and the whole gang’s Leadership is Leadership. There are even strains of icrotic slime that have become immune to BOTTLE OF WILD SNAKE the anti-parasite drugs. not for example. effects: The risks of using icrotic slime are considerable. Once normal swords and knives. tremendously. The euphoric is the effect. chemicals it releases make him stronger. and so great the sense of power. after which the venom loses its at the last minute. Blade venom has two to all but physical removal involving major surgery. improve his reflexes and nullify the effects of shock and Special Rules trauma so that he can fight on and survive terrible If you send any gangers to look for rare items for trade wounds. but they grow poisoned weapon is as great a danger to himself as anyone quickly by enveloping and digesting increasingly large else. Blade venom can only be usefully applied to the icrotic slime before it has a chance to encyst. Whilst they invade their host they protect and Grey Lattice. Icrotic slime has a potent effect on the user: the as it’s called. themselves by releasing psycho-chemical stimulants have even developed coatings which are lethal to the which seriously affect the host’s mind and body. but even so success is not certain. If they can find some. Ratskins are experts in the use of blade the host’s brain from which they derive vital psychic as venom. up to a maximum of 9. like the notorious Black Death. that the victim makes no attempt to remove the slime. Other Outlaws are rather Within a couple of hours the pressure of the feeding. A mature slime seeks out a living creature and positions 1 The characteristic is unaffected. even 1 Any hits inflicted with the weapon cause D3 wounds using drugs. Special Rules So great is the physical and mental enhancement and Doses of blade venom are kept in the gang’s stash and general sense of euphoria induced by icrotic slime that distributed before the start of a game to fighters who will some people use it as a drug. – a living transparent blob about the size of a man’s fist. ICROTIC SLIME 2-3 Increase the characteristic by +1 point for the Icrotic slime is a rare and dangerous Underhive organism duration of the game. They avoid death either by use them. supplying itself with a ready source of nutrition and a lure Once inside the host’s brain the slime encysts and for other organisms hunting for carrion. Soon the host turns into a dangerous mutants or other beasts which are almost gibbering wreck as his brain is consumed from within. to produce a viscous purple substance which will kill a which break out from their shells and begin to consume man in seconds. increased by +1. less moralistic and will cheerfully coat swords and knives growing baby slimes is so great that the victim’s skull with venom if they think it will give them an edge in cracks open and millions of tiny icrotic slimes slither out. Sadly their inebriation also reduces their Initiative characteristic by -2 D6 Roll Result as well. Fortunately a cunning leader can still use the Wild Snake to instil a bit of “Snake Courage” into their gang by giving At the start of the game roll a D6 on the table below for it to them to drink before a game. itself on top of the creature’s head where it is slowly 19 . the gangers just can’t resist good (or bad) liquor. and can kill creatures that brush against them. Scarlet Feng asleep. The only problem is that a clumsy fighter with a These are only a millimetre or so across.

If the total is greater than 12 the dose wears off. to a maximum of 10 each. clicking noise. but model’s Toughness characteristic to the result. If the roll only suffer radiation poisoning on a roll of double 1.NEW RULES The model’s Wounds and Leadership characteristics are its more heavily contaminated areas by using the rad both doubled up. though they don’t use of ’Slaught. and is no Effect. ’Slaught enhances an individual’s fighting you have contacted an individual who can supply you with abilities: increasing alertness and speed. The only time Kalma is likely to be used in a game longer under the influence of ’Slaught. counter to warn him of the radioactive hot spots. A fighter equipped with a rad counter can move around the Underhive in greater safety and explore 20 . Roll 2D6 in each Recovery phase and add the effects (though it may have worn off as noted above). Special Rules Duration. fighting abilities return character can be led about and will remain passive while to normal. the model Special Rules collapses in a heap. When the effects wear off. -D3 points from his Initiative and from his Weapon Skill until he receives his next dose. A tablet of Kalma Weapon Skill by D3 points each. Each time the 2D6 roll is made for make Recovery rolls. If a ganger with a rad The slime is destroyed by removal so it may only be used counter is used to work a Rad Zone territory he can re-roll once. Kalma is sometimes used to sedate captives and hostages so that they can be led away quickly and Duration. they are placed face Side effects. On a 12 the ’SLAUGHT slime is removed plus the fighter gained some benefit Like Kalma. no longer able and undetectable with a change of colour or a loud to tell friend from foe or man from monster. This means that slowing down the world by increasing a person’s mental even though Kalma is listed as a rare item on the price awareness. the Trade chart. As ’Slaughters get older A rad counter is a piece of technology often found in the they become ’Slaughted. emissions of radiation which would normally be invisible jerky-limbed madmen roam the Underhive. Roll 2D6 in each Recovery phase and add the easily from the battle zone. will suffer detrimental effects. Side effects. Kalma is the hive name for a general group of euphoric Special Rules sedatives which lower the state of consciousness and Effect. In this case the of ’Slaught may be taken in a game or the cumulative defender can choose to feed Kalma to the prisoners. A model may take a dose of ’Slaught before the induce a state of well being. Roll 2D6 at the end of the game. apparently Kalma whenever you trade from now on. is a 2 the icrotic slime encysted before the fighter’s comrades could remove it and he dies screaming in agony. These drooling. On a 3-11 the slime is successfully removed. Ballistic Skill isn’t renders the individual docile and compliant. On a roll of 3-12 the drug has no long-term Duration. counting as being pinned. in effects would kill the user. the ‘’Slaught’ result on the Outlaw Trade chart from his slime time and has all of his serious injuries indicates you have contacted an individual who can removed (including the good ones like scars). Long-term users of RAD COUNTER ’Slaught are called ’Slaughters. A fighter equipped with a rad counter can roll 2D6 instead after which it must be removed or the recipient will die. In addition. It warns of dangerous coherency if the drug is denied them. is greater than 12 the model recovers from its stupor and A dependent character no longer derives any benefit from may act normally. the dice for the amount of income he collects and will Side effects. unattended. of 1D6 when foraging in the wastes. If he had no usually supply you with ’Slaught whenever you trade from injuries the fighter gets a free roll on the Advance Table now on. Only a single dose is if the Rescue scenario is being played. if the total is 12 or less the model is still the drug but must continue taking it in the future or he affected and grinning beatifically. the character is so deranged by the slime that he is not pinned by shooting attacks. A Kalmed affected. If either characteristic is reduced to 0 the model cannot fight. Such drugs are often ground start of a game. which case they are treated in the same way as a ‘down’ model throughout the scenario (ie. Icrotic slime has an effect for the whole game. ’Slaught is available and on a 1 it isn’t. ’Slaught increases the user’s Initiative and up and used in small quantities in food. If it weren’t for its unfortunate side effects it chart you treat it as ‘common’ once you have rolled it on would be an ideal combat drug. There are no long-term side effects to If denied access to the drug a dependent character loses Kalma. duration there is a chance that the model will become addicted. Roll a D6 in each trading session: on a 2-6 instead. and gradually lose mental form of an amulet or bracelet. There are dangers associated with long-term down and can only move 2" per turn ). model’s Toughness characteristic to the result. ’Slaught is officially known as Onslaught and it is a crude combat drug made from a dangerous combination of KALMA mutant rat glands and a number of synthetic adrenalin The ‘Kalma’ result on the Outlaw Trade chart indicates compounds. If the total on a roll of 2 the model has become dependent upon it. If the total is 12 or less the model is still affected by the dose.

A model may take a dose of Spur before the start deposits or ‘raw Spook’. swells and then explodes to who can occasionally supply you with Spur whenever you scatter its dangerous poison spores (the stingers it takes trade from now on. but sensitises the character’s Spook enhances any latent psychic awareness in the nervous system so that a sudden physical human mind. ‘Captured’ or ‘Multiple Injury’ Further Information treatment will be the Scavvys. If the total is greater than 12 the dose wears off and the model is no longer under the drug’s influence. The mould then a 4-6 Spur is available and on a 1-3 it isn’t. Roll a D6 on the table below to determine its dumped many thousands of years ago and stashes are effects. sometimes discovered in the Underhive or ash wastes by Scavvies and Ratskins. frothing liquid form by those foolish enough to use it. This is drunk in a after which he recovers automatically. Until then. Most Spook-induced Wyrds will be devoid shock may render him unconscious. Only a single dose of Spur may be taken in a game or the cumulative effects would kill the user. offworld. Full rules for Wyrds will be in a future issue. shrivels and dies. as 2-3 Increases Movement and Initiative by +D3 indeed are many Wyrds. 21 59 . Side effects. out for them early next year. improving the senses. consequently prone to daemonic attack in all its forms. the ‘Spur’ result on the Outlaw organic sewage at a certain temperature. Special Rules Author Jake is working on the Necromunda A Stinger mould patch can be used to either: Living Rulebook which will be published when the all new 1 Cure an existing serious injury on a fighter. adulterated or badly made batch may be ineffective. Roll a D6 in each Trading session: on its name from) into the air currents. Taking Spur involves extra vastly stimulates the body’s own healing process. The risks because not all Spur is the same. Look results. and so the potency recuperative effects of Stinger mould are renowned of any side effect cannot be judged accurately. Website www. A 4-5 Increases Movement and Initiative by +3 tiny glass phial contains a standard dose. 2 Re-roll a result on the Serious Injury table apart The next gang to get the makeover from ‘Dead’. The name Spur is given to a number of similar stimulants. They are psychically vulnerable and lasts. To of any inherent mental strength (otherwise latent Wyrd represent this the model’s Toughness is powers would have developed and manifested themselves reduced by -1 point as long as the Spur naturally). NEW RULES SPOOK Special Rules Spook is extracted from certain decayed synthidiet Effect. Note: 1 Ineffective – the batch is old or bad. There are no long-term side effects to Spur. in some areas for use in the hive. Roll 2D6 in each Recovery phase and add the roll the result or keep it in your gang stash for later. points. STINGER MOULD Stinger mould is a rare and precious fungi that grows in isolated patches out in the Badzones. The mould Trade chart indicates you have contacted an individual blooms in a matter of hours. Ballistic race-memories locked in chemical form or DNA. Skill and Movement by +D3 points each. turning the stuff into a potent whole turn as soon as the drug wears off. The Stinger mould is good for one use only.Necromunda. Necromunda site goes live (by the time you read this!). he goes down for one important component of it. However an old. re- Duration. and dangerous powdery green scum. If the total is 12 or less the model is still affected by the dose. If the mould is harvested before it matures its spores can Spur has some unusual side effects which discourage be rendered into a curative paste or compress which most individuals from using it. and it is heavily harvested stimulate the nervous system. As Over the millennia the decaying synthidiet was acted a result of the character’s hyperactive upon by the mutant fungi spores that made up an nervous condition. The original synthidiet was D6 Roll probably recycled from the bodies of dead hivers in times 6 Increases the character’s Initiative and of food shortages and so may act as a medium for carrying Weapon Skill by +D6 points each. the Spire and even muscle reaction and speed of thought. All types amongst surgeons and doctors. model’s Toughness characteristic to the result. Stinger mould can SPUR only be found in areas where radioactive waste mixes with Like ’Slaught and Kalma. The decayed synthidiet was of a game.

NEW RULES TREACHEROUS CONDITIONS By Andy Chambers The Underhive is an ever-changing environment: sludge flows and sump overspills can turn dry ground into swamp in hours. If they fail. Just roll once for each model to see whether they are ‘gunked’. Both players can agree not to use treacherous conditions if 13 Slimy Film they want (wimps!) but otherwise they must be rolled for The whole area is covered with a horrible thin film of slime even if only one player wants to use them.. and grates spew forth the disgusting slime. If they succeed. Models can’t double 16 Pit of Despair their movement by running or charging in the goo.. lighting failures can plunge whole areas of the hive bottom into darkness and the ground can suddenly fall away into a bottomless pit. Continue the fight Roll for treacherous conditions after the scenario has been as normal. Movement is restricted to 2" per turn when wading. from then on the slime has no 11 Sea of Goo effect. Worst of all. though any models that fall from gantries this rule.. Ratskins are born and bred was once. of Necromunda. of a structure or walkway. around the opposition must roll a D6 each: on a roll of 1. Unfortunately. the model must also roll equal to or under their Strength on a D6 at the start of each of their turns. they may also fall if they’re within 1" of the edge Something extremely nasty has bubbled up from the Sump. and walkways onto the tabletop will not suffer any damage as their fall is cushioned by the sludge. The Treacherous Conditions rules in this article bring just 12 Sludgy Surface some of the many dangers of the Underhive into your games A thin layer of luminous green slime covers the tabletop. as the The entire level of the tabletop is covered with a seemingly disgusting stuff is too thick to move fast through. Roll two dice: the Sludge-dripping pipes and slimy grates indicate that this area first roll represents tens and the second units. Gantries and bottomless layer of sludge. Ratskins 15 Old Gunk Tank Ratskin Scouts and Ratskin Renegades are immune to all the Sludge-dripping pipes and slimy grates indicate that this area effects of treacherous conditions. the model is automatically swallowed and suffocates in the thick sludge (gloop!). Large domes can also generate their own micro-climates which create powerful air vortices in the right conditions. 22 60 . The one exception we came across is the movement by running or charging in these conditions they Shoot-out scenario which takes place inside a settlement or a must roll equal to or under their Initiative on a D6 or they will drinking hole. and moving is and do not fight in the game at all. 2 or 3 and count as being pinned at the start 11-16 Bubbling slime of the game. Oh dear. so a roll of 1 was once a huge gunk tank of some kind but has long since and 5 is 15. Models that attempt to use tunnels or vents to sneak A thick layer of stinking black slime covers the entire tabletop. Gantries and walkways are in the kitchens! aren’t slimy so models on them aren’t affected by this rule. The table uses a D66 roll in the same way as the Serious Injuries chart in Necromunda. These swirling winds can make conditions on the gantries and walkways extremely dangerous. The whole game must be fought walkways aren’t slimy so models on them aren’t affected by on the higher levels. 6 and 3 is 63. extremely difficult in this glutinous slime. been drained. Carry on with your fight as normal. chosen and the terrain has been placed but before players set 14 Old Gunk Tank up their gangs. where the only really treacherous conditions slip over and count as being pinned. they can move at 2" per turn to the nearest gantry and climb out.. terrifying hive quakes shake the whole area as the massive structure of the hive above slowly settles on its foundations. Models get gunked on a 1. it’s filling up! Set up the gangs and then in the dangers of the Underhive so they learn how to avoid roll a D6 for each model to see who gets gunked as the pipes them or die at a very early age. 21-26 High Winds Your fight is taking place near an intersection of gigantic air tunnels that feed cleaner air around the hive. and can be used in almost all of the scenarios Models may move as normal but if they double their in Necromunda. but it is nothing more than an annoyance. 2 Models have to wade through this disgusting gunge if they or 3 they are driven back from the gunk tank by rising slime want to reach another gantry or walkway. and so on. Any equipment or weapons carried by models drowned in the slime is lost.

22 Blustery Conditions Shooting is extremely difficult in such blustery conditions. especially over distances. making high walkways and gantries dangerous. Rapid Fire and Marksman. If the roll is failed. Continue your fight as normal. Players may not use Because of the difficulties in holding a bead on their target vents to work their way around their opponent in howling models may not use the shooting skills Fast Shot. Because of the difficulties in holding a bead on their target. 26 Hang on to Your Hoods! 21 Howling Winds Powerful. models may not use the shooting skills Fast Shot. The winds are so powerful that no one will climb onto a Models shooting at short range suffer an extra -1 to hit penalty gantry or walkway. The game must take place entirely on the and models shooting at long range suffer a -2 to hit penalty. but hardened gang fighters are used to such difficult conditions and can fight on as normal. and Marksman. tabletop where there is more shelter. 23 61 . Same old story: a couple of rats and the girls run away screaming. 24 Fans Down The gigantic fans that drive the air around the wind tunnels are either switched off or just not working at present. the model is pinned and may fall if it is within 1" of the edge of a structure or walkway. NEW RULES 25 Blown Away! Winds are high today. blustery winds make shooting especially difficult. Anyone firing a weapon at long range suffers an extra -1 to hit penalty.. Any model on a gantry or connecting walkway or on the top level of any structure must roll equal to or under their Strength on a D6 at the beginning of each of their turns to remain standing. 23 Steady Air Flow It’s windy. Rapid Fire winds.

Vision range is reduced to a model may not fight in the game but is still able to collect maximum of 20". If both players fail their Fire and Marksman. squalid living conditions and fumes from the Sump combine to create clouds of noxious fog that drift around the Underhive. Models that don’t have respirators or filter plugs may be 35 Patchy Clouds poisoned by toxic fog and unable to fight. 32 Thick Fog Both players’ leaders take a Leadership test on 2D6. 31 Pea Souper 36 Charge! Billowing clouds of greeny-yellow fog drift through the Underhive. The Clouds of fog make the going tough. 34 Conditions Normal and the variable lighting conditions can affect the fighting. Re-roll in the case of a draw. Vision range is reduced player who passes by the most may set up his models again. models may not use the shooting skills Fast Shot. Targets appear and disappear so quickly now within 12" of the table edge and automatically gets the that models may not use the shooting skills Fast Shot. Surrender now! You are already in a sea of goo. particularly at long range. The fog has drifted to another section of the Underhive and Models equipped with infra-red goggles and sights are won’t affect your fight. As well as being nasty to inhale. Roll a D6 for each model without such protection before set-up: on a 1 the Drifting fog hampers your fight. masking fighters behind rolling clouds of vapour. unaffected by bad light. Rapid first turn. Rapid Fire and Marksman. Vision range is reduced to a maximum of 10". retreat when the fog suddenly lifts. Both gangs are about to use the shooting skills Fast Shot.. Rapid Fire and Marksman. Targets appear and disappear so quickly that income. toxic fog hampers vision. inventory and so forth afterwards. The Underhive is a dark and dingy place at the best of times.NEW RULES 31-36 Toxic Fog The Underhive is an extremely unhealthy place to live. The mixture of heavy industry. they miss their chance to take advantage of the situation 33 Fight On and proceed with the game as normal.. Models with photo-visors or contacts can see at double the maximum vision ranges in bad light. The fog clears for a while enabling you to continue your fight 41-46 Bad light as normal. tests. Both gangs were ready for a scrap but a thick orange fog Targets appear and disappear so quickly that models may not descended a couple of hours ago. to a maximum of 16". 24 62 . One gang takes advantage of the situation by quickly advancing on the enemy.

Roll a D6 for any models out in the open at the start of the game. 54 All Clear Rapid Fire and Marksman. but pure acid falling from a broken silo many levels above. The distraction caused by the rats also means that 44 Shadowy models may not use the shooting skills Fast Shot. which promptly explodes with the Swarms. but you fight on as normal. The acid rain slows to a trickle as the game begins and has no further effect on play. Plenty of hiding places amongst the long shadows enables all players to run and hide in the same turn. fungi and carrion can all create pockets of squalid conditions. Roll a D6 to for each of their models. difficult that models may not use the shooting skills Fast Shot. hand combat must count rolls of 1 and 2 on their Attack dice as fumbles. Beastmaster Wyrds Any model in cover who shoots and rolls a 1 on their dice to (which we will cover in a later issue) are never affected by hit sets off a gas pocket. 51-56 SWARMS 62 Methane Gas The Underhive is prime breeding ground for all sorts of nasty life forms: insects and rats do particularly well in the Rotting sewage. All models shooting suffer a -1 to hit penalty for the whole game. but shooting is down to a maximum of 8". making them all the more deadly because fighters aren’t ready for them. NEW RULES 41 Pitch Black 53 Cockroaches This section of the Underhive is so badly lit that visibility for A carpet of scuttling red cockroaches covers the ground. fight. 46 Long Shadows Reduce the model’s BS and WS by -1 for the duration of the game. attacked by a rat and suffers an automatic flesh wound. They whirl around fighters’ heads making all but the most hardened duck and flinch. all models that fight on valiantly are left with ‘Impressive Scars’ as described in the Injuries section of the Necromunda rulebook. Clouds of carrion bats fly through the area at the start of the game. 61-66 SPECIAL conditions Some of the most dangerous hive conditions occur quite rarely. On a roll of 1. Models that are facing into this light when they of them as there are of the smaller ones. Any models in hand-to- You can see well enough to fight on as normal. Thankfully there are not as many battleground. and Marksman. Each player rolls a D6 shoot will suffer an extra -1 to hit penalty. This is especially annoying 43 Gloomy when you’re in hand-to-hand combat. same effect as a frag grenade centred on the firing model. Rapid Fire and Marksman. There’s nothing nasty in the area. Rats are particularly troublesome as they get under your feet and also give you a nasty bite. 42 Grim Darkness 55 Rats This badly lit area means targets are only visible within 16". Rapid Fire The lighting is poor. areas are literally teeming with life. 25 . Underhive fighters are used to avoiding highly explosive methane gas just waiting for a spark (or or killing dangerous creatures most of the time but some gunshot) to trigger them. 45 12 O’clock High 56 Big Rats! Extremely bright lights shine from one side of the These are mean and nasty. On a roll of 1. 61 Acid Rain This isn’t ordinary rain that’s slightly acidic. Spotting fighters is so they don’t affect the fight. the model gets randomly determine which is the brightly lit table edge. 52 Plague of Flies There are so many flies swarming through the air and crawling over the gangers that it makes it difficult to concentrate and see other targets. However. Continue the fight. the model is burned by acid and must pass a Leadership test or go out of action. Spotting fighters is so difficult that models may not use the Hordes of rats charge across the battleground during the shooting skills Fast Shot. Roll a Leadership test for each model once they have been set up. Rapid Fire and Marksman. 51 Carrion Bats Models out in the open will not trigger gas pockets. The distraction caused by the flies also means that models may not use the shooting skills Fast Shot. If a model fails the test it is pinned at the start of the game and may fall if it is within 1" of the edge of a structure or walkway.

Once the bullets start flying. Both players roll a D6 for each model at the start of the game. Each model affected stumbles D3". A Van Saar gang fights the Spyrer Patriarch during a terrible hive quake! 26 . If the roll beats their Toughness (models with respirators or filter plugs get a re-roll) the model has been affected by noxious gas and stumbles around in a daze. if they fall they suffer damage as usual. fighters recover their wits sufficiently to ignore the gas so it has no further effect once the game is underway. NEW RULES 63 Choking Gas Noxious. Roll the Scatter dice to determine which way they stumble. fighting to remain conscious. making fighters choke and cough. sulphurous clouds of gas rising from waste chemicals pervade this area.

Unfortunately. Any models affected restricts movement on the tabletop to half its normal value. Lightning poses a big 1. the model is hit by a huge electrical discharge that covers the area. the model is buried under a pile of rubble and goes out of threat as raging storms that can last for weeks circle the hives. a hive quake will often Huge lightning conductors on the exterior of the hive feed the cause all kinds of secondary problems as it throws up clouds lightning efficiently through the higher levels. The ash layer counts as difficult ground and arcs to him from the nearest bit of metal. After set-up. make a second Treacherous the lightning becomes less controlled and finds its own way Conditions roll once the hive quake itself has been resolved. disturbs swarms of creatures. NEW RULES 64 Ash Layer Roll a D6 for each model once both gangs have set up. take D6 S6 hits inflicting 1 wound each. The Underhive is an unstable place and many gang fighters 65 Massive Electrical Discharge end their careers under piles of falling rubble. action immediately! What’s more. The gigantic hives on Necromunda have to be well protected each player rolls a D6 for each of their models. Because of this. throws up sludge this is not always the case in the lower levels of the hive where flows and so on. of toxic fog. walkways and gantries are clear so they are 66 Hive Quake! unaffected. 27 . On a roll of a from external weather conditions. Structures. On a A thick layer of choking ash and clinker from the forges above roll of a 1. to ground.

you can barely see past the end of your lasgun. or by torchlight and the flickering light of the eye.. presumably their enemy can’t see them . They spend their ‘days’ under the constant dull out from their dark hiding places in order to hunt for easy glow of powered lighting whenever they can find prey. It was reprinted in Battles in the Underhive the following year. strangely enough. or sometimes even switched off It goes without saying that even when it’s pitch black and completely. Wild beasts and monsters crawl the sun. of fires. Later they like to set aside a few hours when the lights can be dimmed. the inhabitants still try and live appear to be affected by the phases of the various moons their lives as if they were ruled by the rising and setting of which orbit their planet..? 28 18 . if they can’t see the enemy. and I think that’s a shame. sleep. And of course. where And just as the people still seem to be affected by the sunlight is nothing but a memory to some and little more movcments of the sun. coincides almost exactly with the rising and setting not only be a dangerous enemy. though probably somewhat restless. so too do some of the inhabitants than a myth to others.NEW RULES Blind Fighting Fighting in the shadows of the underhive By Andrew Stickland This venerable article originally saw the light of day way back in 1996.. And average Underhive gang fighter is always ready to fight. of the sun in the world outside.or can they. I decided that more shadows for them to hide in would be a good thing so I dug it out again and here it is. but also a valuable ally. As Spyrers and other such dubious characters have been on my mind of late. but since then it’s been unavailable. known as ‘Lights Over the years the gangs have learnt that the darkness can Out’. the needed. only to vanish as soon as they are noticed. in order to allow them to get some much. in Journal 14.. strange ghost-like figures are seen out of the corner sufficient energy. this period of rest. Even in the darkest depths of the Underhive.. and they have devised various new weapons and items of equipment to help them deal with what they call ‘blind fighting’.

the darkness will make it much easier for the potential victim to spot the dot and so he will be able to avoid the hit on a roll of 4-6 on D6. To represent this. and will still be at +1 to hit. then he manages to stay on his feet after all and may fight as normal. unaffected by the darkness. there is a chance that he might trip up on some unseen piece of debris along the way. broken walkways. However. If the number rolled is more than the total distance travelled. if the fighter was charging an enemy 4" away and rolled a 5 or 6). Movement Whenever a fighter runs or charges. but may then clamber Models equipped with infra-red goggles or sights are to his feet in the recovery phase as if he had been pinned. Those wearing photo-visors or contacts will only trip and fall on a roll of 1. Roll a further D6 and place the figure on its back that many inches from its starting point. once the figure has completed its move. And what use is a long-range weapon when you can’t even see what you’re trying to shoot at? In order to try and recreate these problems. and even the most battle-trained veterans think twice before venturing out to fight in an area of total darkness. (for example. Pits and craters. Rapid Fire and Marksman. poor light is still a good deal better than no light. roll a D6: 1-2 Oops! The fighter has lost his footing and taken a tumble. Models with photo-visors or contacts can see at double Models equipped with infra-goggles will never trip and fall range (16"). difficult that models may not use the shooting skills Fast Shot. This will happen either by rolling a ‘Pitch Black’ result on the Treacherous Conditions Table (see later in this issue). while running or charging. A fighter who trips and falls in this way may do nothing else for the remainder of the turn. rubble strewn about across the ground – all these and more are potential disasters waiting to happen for a fighter trying to run when he can’t see more than a few feet in front of him. NEW RULES Blind fighting By and large. Any weapon fitted with a red-dot laser sight may still fire up to its normal range. the fighters of the Underhive are already well-versed in fighting in conditions of poor light. the following rules can be used if any scenario is being played in conditions of total darkness. or by playing one of the two following scenarios (Escort and Monster Hunt) which are specifically designed for these conditions. However. and may fire as normal. 29 19 . Shooting When fighting in pitch black conditions the visibility for 3-6 Made it! The fighter has managed to avoid any shooting is reduced to 8" and spotting fighters is so unseen hazards and may continue as normal.

Roll 0-6 6-12 . or fire another weapon. 1 It’s a Dud! The rocket fires. Auto Note: The rocket flare may only be used in scenarios that are fought in open spaces. enable him to see where he’s going and avoid ignite and no benefit can be gained from it. so any relevant saving throws will apply. during and keep both hands free for shooting at the same time. Range To Hit Save Ammo Short Long Short Long Str. he can use the rocket flare Heavy Bolter 35 Common 6+ as a weapon. For gangs with an on a roll of 1 when running or charging in conditions of Armourer. thereby enabling him to see so a fighter may not run. The flare works. but the flare fails to however. Rocket Flare 20 Common Auto Tracer Bullets: 3-6 Let There be Light! The flare works perfectly and Autopistol 5 Common 4+ will continue to burn until the end of the player’s Bolt Pistol 15 Common 6+ following turn. Weaponsmith. this is treated as a failed Ammo roll. roll D6. 6+ Ammo roll. and so will be unsuitable for the Shoot-out scenario or any battles fought in a confined space (inside a mine or drinking hole. the rocket flare will be taken as having a total darkness. Damage Mod. the turn in which he fires the rocket. The A blue-light is a small torch designed to be attached to the rocket flare is treated in the same way as a basic weapon. side of a fighter’s weapon. It will. Price Chart 2 Fizzle. light up the few feet directly in front of it (so it will not help pick out targets for the fighter to shoot at). In conditions other than these. Fighters equipped with a blue-light will only trip and fall repairer. thereby creating a slowly back down to the ground on its own tiny visible trail in the air along which the fighter can aim. parachute. though a player must remember that it can Heavy Stubber 15 Common 4+ only ever be fired once. The light given off by a rocket flare is so bright that all Darkness conditions may fire at any target within the penalties for fighting in the dark will be negated for as weapon’s usual range limits. for example). a fighter must be standing in a added effect and the weapon will be fired as normal. (eg. Fizzle. When the rocket The light it produces is a soft blue colour and will only flare is fired. The light will fade at the end of the Blue-Light 5 Common - opponent’s next turn. but must suffer a -2 penalty long as the flare continues to burn. burning with a dazzling white light as the chemicals contained inside it react with the surrounding Fighters using tracer bullets in Pitch Black or Grim air. projectile-firing weapons at a relatively low cost and is Rocket Flare used to help show the weapon’s user where he is firing in The rocket flare is a one-off. to hit on top of any standard range penalties. etc). 30 .NEW RULES Tracer Bullets New Equipment This type of ammunition can be made for most automatic. . Once conditions of poor light. it will shoot high up into the air and then drift a tiny flare which burns during flight.2 1 . etc). Autogun 5 Common 4+ Boltgun 15 Common 6+ Special Auto-cannon 20 Common 4+ If a fighter becomes desperate. However. Each fifth bullet fired is actually fired. but only for a short Item Cost Availability Ammo Roll time. tracer bullets will have no To use the rocket flare. many of the trip-hazards along the way. self-contained missile. Auto. position from which he can fire the rocket directly upwards into the air (so he may not fire the rocket if he is Blue Light standing beneath any piece of scenery.

and it’s not uncommon for other Gangs to hear about such missions and realise that snatching these Armour: The agent wears mesh armour. His opponent will chooses to bottle out. they will usually contact one or other Agent 4 2 2 3 3 2 3 1 8 of their gangs. This scenario is designed as a night-time mission and should be played in Pitch Black conditions. The agent has the following From time to time. Terrain Each player takes it in turn to place a piece of terrain. rumours spread faster than jag cannot be given any other weapons. a connecting walkway The only way the attacker can win is if the defender or a barricade. paying them to act as bodyguards until their mission is completed and they can return to Hive City. be found for the attack at short notice. attacker’s table edge. NEW RULES The defending gang may choose any four fighters to act as Scenario 1: EscorT the escort. In addition he must take a model for the House representative. Other Starting the Game treacherous conditions may still be rolled for as normal. Of Weapons: The agent carries a laspistol and dagger and course in the Underhive. Special: The agent will only shoot at targets within short range (8") and may never choose to Night charge an enemy. Important note: Neither side may use tunnels or vents in As the defending gang’s reputation is on the line. it never this scenario. However. chooses to bottle out. The game begins with the defender’s models moving onto the table top. he will be abandoned and automatically members of his gang to represent all the fighters that could captured by the attackers. Gangs Each player rolls a dice and the highest scorer chooses The defender wins if the attacker fails a Bottle test or which table edge he will begin with. the Houses of Hive City send characteristics: representatives down into the Underhive on ‘business’. deploying 2D6 randomly chosen of action. agents would do much to boost their own reputations and possibly provide a nice little bounty along the way. if the defender chooses to bottle out at any point and the agent has not gone out The attacker sets up first. or if all four of the defending fighters go out of action. Ending the game either a ruined building structure. 31 . M WS BS S T W I A Ld When this happens. plague. has to make Bottle tests. The attacker must deploy all his fighters within 8" of his table edge. or if the agent escapes off the begin with the opposite edge.

gangs are forced to swallow their pride and work together in order to defeat the creature and keep +10 Winning Gang Leader: The gang leader of the their settlements safe. even if they cannot actually see it from their position. They may not attempt the Rescue mission and they may not allow the agent to be sold to the D6 Area Guilders as a slave. When this each wounding hit he inflicts during the battle. out income from territory as normal. The ransom is 2D6x10 creds. but is none too pleased with his escorts player then rolls D6. Each gang may send as many fighters as it wants to hunt for the monster. which point all the names are put back into the cup. Panic fire As soon as the monster reveals itself. a connecting walkway If the attacker wins. Large Guilder rewards are usually winning side earns an extra 10 Experience points. Each player takes it in turn to place a piece of terrain. the monster beside the fighter. roll D6. Each one piece. Starting with whoever scores highest. a particularly vicious beast turns up. at noted above. roll a D6: order to free him. Turn all the figures so that they are facing the monster.. even for fighters who are wounded and taken out of action. Other with his escort that he will give them a huge reward. but the gang leader will attacked by the monster. the agent is so impressed should be played in Pitch Black conditions. Work treacherous conditions may still be rolled for as normal. Occasionally in the Underhive. If he was man’s land in which the monster has taken up residence. 1-3 Old Ruins 4-5 Mine Workings If the agent went out of action. In this another name from the cup. The tabletop represents an area of no- captured or will have gone out of action. then the agent will either have been or a barricade. who survive gain an extra D6 points each.NEW RULES Experience +D6 Survives: If a fighter survives the battle then D6 Scenario 2: Monster Hunt points are earned. captured. the fighter lets out a desperate scream which draws the attention of all the other fighters. hunting for food in an area just a little too close +5 Per Wounding Hit: A fighter earns 5 points for for comfort for the surrounding gangs. anywhere among the scenery (including positions above ground level) and pick out one of the pieces of paper 6 Dead: The agent is zombie-food! Each surviving from the cup. Place a miniature to represent not get his +10 points bonus. but no amount of creds can stop most gangs from turning against their allies at the +D6 Gotcha! If the agent is killed. This continues until all fighters are placed. Notes Starting the game It is possible for the defending player to win the battle. It is assumed that the creature has leapt out from the darkness and is now engaged in hand-to-hand combat. 32 22 . Write the name of each fighter present on 3-5 Close Shave: The agent makes it back home in a separate piece of paper and place them in a cup. 6 Spore Cave D6 Result Gangs 1-2 Captured: (see above). all attacking fighters first possible opportunity. This is the fighter who is first case. and so does not feel the need to repay them in any the players take it in turns to nominate a specific point way. but then multiply the total by D3+1 before working out expenses and hire Terrain fees. The chosen fighter is then placed in the attacker receives an extra D6 Experience points as chosen spot. follow all the above rules. the defending gang must pay the ransom in To decide what type of area it is. The player who chose last during the set-up now picks out but still end up with agent being captured or killed. Night Special This scenario is designed as a night-time mission and If the defending player wins.. offered for killing such creatures. etc. either a ruined building structure. happens.

+10 Winning Gang Leader.Necromunda. However. If a fighter survives the battle then D6 killed. until all those with line of sight have fired or until the monster has been +D6 Survives.4 4 1 6 2 10 opposing player to bottle out. Note: All fighters will be firing at models in hand-to-hand combat so any hits will only hit the monster on a 4-6. The fighter who eventually kills leaders that they have been set up and the whole thing is the monster receives a bonus of 10 Experience just a trap. take it to the local Guilders who will pay them 100 creds which should be added to your income before working From this point on. However. the object of the game is to force the Monster 5 5 . the winning gang will be the combat if necessary and then each player rolls D6. and all rules for that scenario will apply. Resolve any hand-to-hand monster during the game. 1-5 Flesh wound (WS -1) More Necro Why not try the Treacherous conditions article on 6 Dead page 62 of this issue. there is a substantial reward offered for defeating the hand combat. a player cannot win the game unless the monster is also killed (by either gang). The nearest fighter will shoot first. If it is in contact with another figure. At this point. points as noted below. points. a charge bonus for this attack. The only ones in a position to retrieve the carcass. they now fight monster do count as wounding hits for this their hand-to-hand combat. regardless of what is happening with the monster. and taken out of action receive experience for taking part. Block Mania and Chainsaw Special The Night Crawler can never be pinned. As you can tell from this and will never suffer a down result. On +5 Per Wounding Hit. Warrior. Each article Andrew is a big fan of Necromunda. The gang leader of the The Big fight winning side earns an extra 10 Experience points. Author Andrew is a veteran of Games Workshop Golden Oldies like Rogue Trooper. terror. rolled for at the start of the game will be added to the winning gang’s list of territories. Once this is done. though they may not shoot or charge into hand-to If the monster is killed. regardless of distance or Fighters who take part in Monster Hunt earn Experience modifiers for cover. regardless of who actually killed the fighter and attempt to attack. and will continue to attack all fighters until it is The monster is one of an as-yet unidentified species and killed or until both gangs have bottled out. all the wild shooting convinces both gang +10 Monster Bonus. or even try hunting in the dark with a Spyrer psychology. Note that any flesh wounds inflicted against the If both the monster and the fighter survive. Whichever area was monster). each wounding hit he inflicts during the battle. It never tests for fear. and owns Cawdor time it suffers a wound. the winning gang may claim its hand combat with any opponents (including the stalking ground as a new territory. The monster will not receive purpose. Rules for Spyrers can be found in issue 2 or available to download from the website. However. NEW RULES At this point. Also. the monster moves and fights after each player’s The monster turn. otherwise it will charge towards the nearest monster. is known only as the Night Crawler Ending the game M WS BS S T W I A Ld As with Gang Fight. and so on. A fighter earns 5 points for a 1-3 they will hit the other fighter instead. Even fighters who are wounded not fire. A gang fight breaks out. or any of the other psychological factors described in the Necromunda: Underhive rulebook. Both players may now move any or all of their fighters up Special to 4". all the fighters with line of sight to the Experience monster will shoot at it. Weapons The Night Crawler fights with its two powerful claws. roll D6: and Van Saar gangs. Psychology The Night Crawler is immune to all Website www. followed by the next closest. 33 23 . the monster will take its turn. and so may highest scorer will take the first turn. The fighter who is in contact with the monster may points are earned. it must fight it in hand-to. Decide randomly who will move first. the game will proceed as a standard out expenses! Gang Fight.



After watching them in Mordheim for years and experi- menting with several sets of rules. as well as its skills. These at- tack contructs are lethal and well programmed. Only one dog may be purchased at a time and the profile for the dog. but expensive and difficult to maintain. The Planetary Defence Force utilizes dogs in nearly all of their operations. In the Ash Wastes and the Underhive 6 4 . and a lot easier to keep. The Handler may not collect income or forage during the Post Battle Sequence and must 36 . RECRUITING DOGS If a player wants to recruit a dog he must pay 30 creds. And now you don’t even have to play Enforcers or Scavvies to get them. royal houses maintain a variety of what can loosely be called dogs. M WS BS S T W I A Ld mesticated ancestors. These are the variety em- ployed by gangs. Be- cause most gang leaders do not know where to find the best animals. DOGS IN NECROMUNDA skip the gang’s next fight while he trains the dog. Settlers use them to watch over their stakes and bounty hunters are often seen with a dog at their hip. of Enforcer squads. provided there is a different Juve or Ganger available to han- dle each one. 3 3 1 3 1 - however. if you ask me. From time to time. either a Juve or a Ganger. dogs come not have or gain experience. Dogs do Wherever mankind moves through the universe. other- wise known as Cyber-Mastiffs. This fighter will be the dog’s Handler as long as the dog is in the gang. where they are the most loyal protection creds can buy.NEW RULES STAY! There’s a good boy by Nick Jakos Dogs have been a long time coming in Necromunda. Any gang may purchase dogs with the exception of Scavvies and Enforcers. and a gang may have up to 3 dogs at a time. mined by their training. though they are over-bred and share little with their do. are worked out only after it has been purchased. Dogs in Necromunda can be broken down into three variet- ies. dogs still serve the same roles they have for many thousands of years. gangs will also train a dog to accompany them into a fight. Dogs of a more common breeding turn up in most settlements at the right hand of traders or authority figures where they work as bodyguards. They may many Guilders have made their fortune maintaining breeding have no other weapons or equipment. but are given a set of skills deter- with them and Necromunda is no different. Dogs are in service all over the planet and Dogs are equipped only with their claws and teeth. The standard attack dog is the most common and most similar to dogs we know today. from standard sentry duty to insurgent sweeps within the settlements. houses that supply a near constant demand for new animals. frenzied and enraged mongrels who roam in packs or with Scavy gangs. Even the Defence Forces pass on attack contructs for the most part. Less common in games are Scavy dogs. In the Spyres. The third variety are Razorfangs. dogs now have a place among your gangs and in your games. the gang must forgo its roll on the Rare Trade Chart. as the real thing is often just as deadly. a dog must be assigned a Handler. traders and other characters in the Under- hive as guards or fighters. When purchased.

he rolls a 1 or 12. They are also subject to the rules for starvation. dogs. Dogs can also be valuable in hunting scenarios like Purge. the dog and Handler work together and forage D6 creds worth of food.Dogs do not gain experience like normal. 2 +1 Toughness 3 +1 Initiative . Should the Handler leave. the dog will remain. For purposes of gang rating. the dog’s skills and profile are worked out. If the dog is only taken down. there are other ways to add dogs into your games that can make for a unique experience. the dog may roll again on the above chart. Follow all the normal rules for models except for the rules DOG ADVANCE CHART below. The cost for dogs can also be used to purchase them as part of a defending gang’s emplacement 37 . 3-4 Crushing Blow 5 Iron Jaw . give them a dog that will pro- tect the character at all costs. but may otherwise 6 Roll again: move and fight normally. . . If the Handler is taken down or out of action.If a dog is taken out of action. Use either Scavy dogs or Mordheim hounds and get those dogs into your games! SPECIAL RULES Dogs act differently to other models while on the board.Dogs are treated just like normal members of the gang for purposes of gang rating and cost of living. or can make great sentries for defending territories.As long as the Handler remains with the gang. the dog will stay with its Handler.The dog must remain within 18” of the Handler at all 4 +1 Attack times. If foraging. though they still suffer the effects of terror.Dogs do not have to test to ‘keep their nerve’ if a friend 1 +1 Weapon Skill goes down within 2”. The following special rules apply to all dogs: d6 Advance 1-3 Roll again: . the 5 +1 Wound dog must remain within 18” of the body. if their handler gains an experience advance and is permitted to choose any skill table.As long as the dog is not taken out of action. it is assumed to have been 6 Berserk Charge killed as a result of its injuries. SUGGESTIONS While recruiting a dog to your game as described above will likely be the most common way to use these rules. it will always make a full recovery. their cost is added to that of their handler. that is. . the dog will go with him and be removed from the gang roster. his Handler may never be captured (the dog will defend him utterly). However. 4-6 Roll again: Treat rolls of 61-63 on the Serious Injury table as a roll of 1-2 True Grit 66 instead. When playing with characters such as Bounty Hunters or Traders. it is easy to find models for which are rolled for on the table below. . instead of D3 each. Now that the The dog has a base profile given above and has D3 advances Scavvies have been released. in games such as Storming the Barricades.During the Post Battle Sequence. They are immune to the effects of fear. 1-3 Sprint 4-6 Disarm . NEW RULES After recruited.


for example. such as charging. failed. the receiving fighter must pass an initiative test. all friendly models with a lower Leadership any action taken by a fighter beyond the normal move and value and within the rallying fighter’s leadership in inches fire. Taunt The fighter. If they have not already moved. ing phase and neither the throwing fighter nor the receiving fect on the game. Refined and updated to comply with the newest version of the rules. Sleeper clear line of sight. A fighter who wants to go into over- watch. Weapon actions may only be per. cannot move or fire during his turn. he becomes subject to the rules for Fren- zy as described on page 31 of the Necromunda Living Rule- book and must charge the fighter who taunted him in his next movement phase. meets a certain criteria. To taunt an enemy. choos- es one of his opponents and calls him out with the most hu- miliating and infuriating insults he can think of. by Nick Jakos. So remember. gangers. on the other hand. This action can only be performed by a fighter with a higher leadership value than those he is rallying. such fighter may fire during that turn. basic weapons to juves. such as running. etc. A special action is test. Like any other action. instead of shooting. may not have an immediate ef. Necromunda’s rule system is based on actions. go ahead and taunt your enemy. Some examples of direct actions include shooting. but change the status of the fighter. NEW RULES YOU’d better do something! Special Actions. sleeper actions and weapon actions. running. If formed by fighters armed with specific weapons. only one special action may er if broken. others needed a bit of work to balance them with Necro- munda’s Living Rulebook. Taunted models will never jump off buildings or ledges and may attempt to gain control during their Recovery Phase by passing another leadership test. jumping and charging. going into overwatch and may immediately test to get up from pinning or to recov- hiding. This throw takes place during the shoot- actions. Throw Weapon A fighter may throw his weapon to a comrade who has run Special actions can be divided into three categories. the right words at the right time can cause a fighter to explode. prime a grenade or start a fire or two. usually a very brave or a very stupid juve. A fighter may taunt any en- emy model it can see that is no more than 12” away. weapon. based on original material by Jason Yeung Special actions were originally published back in Gang War and have made their way into my campaigns many times over the years. Rally Cry The fighter yells a series of orders. his victim must take a leadership test. even though he may not be in range. A fighter can attempt to Rally Cry his 39 . In order to catch a thrown as hiding or overwatch. If the target model fails. Fighters may only use weapons they would normal- Direct actions take place immediately and can be performed ly have access to. Direct actions fighter within 2” who is not in hand to hand combat and in are those that take place instantly. charging. which makes comrades at any point during his turn by taking a leadership special actions easy to inject into games. If passed. letting his guard down as he charges his assailant. Fighters may throw a weapon to a friendly actions. Special actions can now be a part of your campaigns too. encouraging words or insults to fellow fighters around him. these rallied be attempted by a fighter each turn and only if the fighter fighters may take their turn as normal. Once passed. so you cannot throw heavy weapons to by any gang member as long as their specific criteria is met. direct out of ammo. the weapon is dropped and will be lost permanently unless one fighter misses his next movement phase to recov- DIRECT ACTIONS er it. While most fighters can shrug these insults off. the fighter must pass a leadership test of his own. While many actions made a great addition to the game.

value. A fighter may drag any object or piece of terrain no larger than himself by ending his move- weapons that can be fired with a single hand and his Move. fighters will be thrown D3” in the direction of the tackle and both will be pinned. of 1. The fighter must end his movement in gains a 6+ Dodge against shooting attacks in the same way base-to-base contact with the object he wants to operate in as fighters with the Dodge Agility skill. If a fighter does not move. If the does not move. Here is an example: less than the fighter’s movement rate. during his next turn he may tackling fighter’s score is higher. If the test is passed. Things such as locked doors or crates. it is often worth getting out every possible shot in a time of need. pick up a comrade. While car. Players must de- harm’s way. the gun is repaired and may be used again. In his next movement ment rate is reduced to his Strength value in inches. all sleeper actions are canceled together. perform a second sleeper action. adding his Strength. the fighter picks Drag his comrade up and throws him over his shoulder. the gun explodes according to the exploding weapons advanced rule. the beginning of his next turn. 40 . Examples of sleeper actions include hiding and Instead of charging an enemy and engaging him in hand to overwatch. If he The opponent rolls a D6 and adds his Initiative value. A fighter dragging an object can run. carrying him out of fighter first passes an initiative test on a D6. tween the fighter and the object and a fighter can let go of the object at any time. hand combat. the fighter must roll equal to or under his Strength on 1D6. an el. While dragging an object. Roll a D6 for a weapon that has run out of ammo. a locked crate. he may reroll the D6. Weapons that automatically require ammo tests or those that run out of ammo automat. rolls and or terrain on the table. the fighter charges into base to base contact and Some sleeper actions can be stacked. A fighter can attempt to rescue a friendly pinned cide which will require this initiative test and what objects can or down fighter with whom he is in base-to-base contact. shoots or gets into hand-to- Tackle Charge hand combat. going into overwatch. a fighter suffers a –2 to hisWSan. This action lasts until order to declare this action. both single sleeper action. a fighter may be able to find some cover and attempt a hasty repair. this takes place auto. Normally. On the roll of a 1. though players may decide some objects are harder dodge skill may evade as well and roll 2D6 to dodge instead to operate than others. fire or is spotted. To automatically be operated. fire or fight in hand-to-hand combat. The fighter ducks. A gun that is repaired in this way will never perform as well as nor- mal and an ammo test must be made every time the weapon is fired for the rest of the game. As a result of the tackle. but last until the fighter moves. If the distance charged was changes to a particular fighter at a time. When a weapon overheats or jams. To tackle. Many objects may be operated by a makes use of surrounding terrain to evade oncoming shots fighter.NEW RULES Rescue complicated weapons or vehicles can only be operated if the The fighter scoops up a fallen comrade. The fighter may put his comrade down at any time at a fighter dragging an item must randomize the shot be- during his turn without any penalty. causing multiple status rolls a D6.Hemayonlyuse out of the way of attackers. A fighter may drag an object across the battlefield in an at- rying a fallen companion. for Tackled opponents immediately suffer a single hit at the example. SLEEPER ACTIONS ically cannot be quick repaired. A fighter on evasive action evator or a wall gun. tempt to build up a defensive position or move valuable goods da–1tohisI andBS. fighters may Quick Repair use only single handed weapons. such as a closed door or hatch. Most fighters know how to keep their weapons in working order. Enemies phase. a fighter may attempt to tackle his opponent. On the roll of a 6. the fighter may drag the item up to half his movement attacking a fighter who is carrying a comrade must random. Sleeper actions are declared the same way as direct actions. Enemies shooting fighter. Models who already have the matically. A tackle charge does not lock opponents Evasive Action into hand to hand combat. the opponent is tackled. Though these repairs can often be worse in the long run. ment in base-to-base contact with it. but will also re- ize their hits between the fallen comrade and the carrying duce their running movement rate by half. A fighter can go into hiding during turn 1 of a game. Once the fighter takes an action that would cancel a fighter’s base strength value. Duration: One full turn Operate A fighter may take evasive action if he does not fire or fight in The fighter attempts to manipulate a piece of equipment hand-to-hand combat in his turn. and make himself a hard target. he may attempt a quick repair.

Weapons that use sustained fire may roll an extra sustained fire die. the fighter may fire D6 shots. Duration: One full turn Prime Grenade This action can only be performed by a fighter who does Duration: The End of Your Next Turn not move or fire. which is taken at a –1 to hit. resolved.down. On the roll of a 5-6. letting loose a hail of gunfire at his target. NEW RULES Drop Duration: Special A fighter may drop to the ground if he does not move in his turn. Place the model as though it is man. At the beginning of each following turn. A brace charge lasts until the beginning normal. The next shot the fighter makes with to destroy enemy encampments. Fighters who drop prone can confuse their enemies. 41 . Aiming is terrain in other ways. even if there is no ally within 2”. Concentrate WEAPONS ACTIONS Duration: One full turn Weapon actions are special attacks that involve specific types of weapons. That grenade will explode in the Aim usual way at the end of the fighter’s next turn. attempt to hit it with a –1 to hit modifier. A fighter may concentrate if he does not fire or fight in hand-to. throws it on the sees his enemies close in. This action may be stacked with other sleeper actions. Instead pinning if they fail the first time. Concen. Resolve the throw as round of combat. A fighter remains concen. A fighter that has declared a brace charge draws his weapons and prepares for close combat as he The fighter pulls the pin on a grenade. On the roll of a 1-2. The fire will burn through his turn. though they may simply re-roll to avoid A fighter who does not move in his turn may unload. This attack Duration: Special may be used with any grenade or bomb. must still take a ammo check as if they had been fired. a tense shootout. he may start a fire by placing the blast template on a point of the board within 4”. This skill may not be used with weapons that automatically run Brace Charge out of ammo or those that automatically take ammo tests. Place a counter where the grenade lands. If the fighter does not shoot during immediately canceled anytime the fighter moves. concentrate as well. On a 3-4. Flamers used to start fires This action may be stacked with other sleeper actions. Unload trating fighters may always test to avoid pinning when hit by The fighter removes the safety from his weapon and holds enemy fire.hand combat during a turn. ground and runs. though you must take his line of sight into consideration. The fighter may move 2” in his movement phase and continue to fire as nor- mal in later turns. his turn. roll a D6. the fire spreads D3” in a random direction. the mod. If the fighter is charged. of normal shooting. Any fighters under the template or that come into into con- tact with it take damage as if they were hit by a flamer. These attacks follow all the same rules as The fighter pulls together his focus and prepares himself for their normal attacks. the weapon automatically runs out of ammo. each of trating until the beginning of his next turn. The fighter chooses one ranged weapon with Fighters armed with flamers may use them to set small fires which he is aiming. the fire shrinks and puts itself out. Fighters who do not move or fire in their turn may choose Set Fire to aim instead. A fighter may stand up at the beginning of any of his subsequent turns. escape routes or alter the that weapon while aiming gains a +1 bonus to hit. Enemy fighters shooting at a dropped model must first pass an initiative test. Leaders may down the trigger. Once all these shots are This action may be stacked with other sleeper actions. who think the fighter has been taken down by enemy fire. Priming allows a fighter to throw a gre- el bracing the charge will gain a +1 WS bonus for the first nade without it detonating right away. The fighter may target a point on the ground and of the fighter’s next turn. the fire remains the same.

While special characters simply don’t fit in many campaigns. the dank gloom of the Underhive allows many crea. albeit in a dramatically different form. Of course. centuries of human hab. stir fear into the hearts of settlers and there are stories of truly nightmarish creatures living out in the darkness. however. leadership tests of any sort. They are immune to all psychology and never take tures to thrive. most creatures are little more than annoyances. create themselves. many characters have shown up over the years. they out most of the planet’s life. however. can only be destroyed by attacks from flamers. Ratskin’s are quite dependant on giant rats for food and clothing. HIVE WORLD VERMIN The creatures of Necromunda’s Underhive serve a number of important roles. Now these Traders can be a part of your games as well. in fact. the influential and greedy servant of the sinister and ever-watchful Merchant’s Guild. who authorize regular sweeps through the hive cities and spyres to remove pests. has always been the Trader. no matter how dangerous or slimy they may be. The planet is covered al. few have ever seen them and lived to tell about it. save for the few domesticated animals and the occasional garden dome. instinct. do not make an injury roll.NEW RULES DID YOU HEAR THAT? Underhive Bestiary & Creature Generator. while others are so dangerous and legendary. Creatures do not take damage like normal gang fighters and itation have left the surface a scorched desert of ash and the can never be pinned. Still. itants survived. While the surface of the planet is unable to support Beasts have no leadership value. some of the original inhab. This means the Hive City and the Spyre are nearly devoid of plant and animal life. by Nick Jakos After playing as many games of Necromunda as I have. having made their way into the hives and mutated over thousands Leadership of years. so creatures of all kinds make their home in the wastes between settlements. VERMIN SPECIAL RULES The following special rules apply to creatures included in the Bestiary and those you create. This rating also reflects the cost of the creature to buy for certain scenarios and the number of creds it is worth when killed. in my campaigns. To Un- derhivers. each creature is given a point rating to re- flect how tough it is compared to a normal gang fighter. Necromunda is a planet totally decimated by industry. Rating When generated. 42 . all of these creatures are regarded by most Necromundans as food. they sky a swirling cloud of toxic fumes. Once Damage a vibrant world of ocean and forest. while Scavvies make use of vari- ous fungi and spores. The Underhive. Most life on Necromunda is monitored closely by the ruling houses. When reduced to zero wounds. Some creatures are worth their weight in creds. Instead. Some creatures. as they rely entirely upon most life. most completely by a thick veil of clouds which have choked Though plants may sometimes react to being fired upon. is far too massive and dangerous to sweep thoroughly. The most popu- lar of these. there are characters that everyone can use and. they are killed outright.

All you need to do is follow the Agile +1 M 5 10 15 four steps below and you have your creature. . and you multiply Hostile +1 A 5 10 15 the rating by however many square inches of the board the Resilient +1 W 5 10 15 plant takes up. he is immediately attacked by a mon. Now pick the creature’s traits and modify its profile. the creature will scurry away. attacked. Note that the trait “weak” reduces both the Strength and Tough- Experience ness of the creature. In- stead. for the remainder of the game. rule at the Arbitrator’s discretion. . Of tures that anyone moving into the area is in danger of being course. Flyer 8” 15 20 30 ster of the type indicated by the marker. . a creature may be weak and Creatures do not gain experience in any way. 3 . Predatory +1 WS 5 10 15 Quick +1 I 5 10 15 Step 1: Select Size and Profile Slow-moving -1 M -1 -1 -1 You must first choose the size of your creature and its pro- Slow-witted* -1 I -1 -1 -1 file. though the infestation marker will Step 3: Select Traits remain in play for the rest of the game. 3 3 . Just Small Creature (5 pts) be reasonable and remember not to abuse your power as an arbitrator! M WS BS S T W I A Ld . Plant (1 pt) Step 4: Choose Abilities M WS BS S T W I A Ld All you have to do now is choose your creature’s special . The gener- Armoured * 5+ Save 5 10 15 ator can create either plants or animals. Small and medium creatures may have up to 50 points of abilities while larger creatures have no limit. . may be chosen up to three times. NEW RULES Infestation Step 2: Select Movement Some areas of the Underhive are so overrun by certain crea. Points Cost before any other deployment takes place. When generating a plant. a creature may only choose one type of movement. 2 . Traits wounding creatures gain experience as normal. 2 2 1 4 1 - Medium Creature (15 pts) M WS BS S T W I A Ld . Small and medium creatures may use this special Plants are always immobile. There are four choices. Medium creatures are Tough +1T 5 10 15 those the size of a man or slightly larger. such as a penny. Fighters have an increase to either Strength or Toughness. Large creatures are anything larger than that. Others experience is gained by destroying plants. 3 3 1 4 1 - Large Creature (20 pts) M WS BS S T W I A Ld . Small creatures are those small- er than a man and can be based on anything smaller than the Strong +1S 5 10 15 standard 25mm base. Next you have to choose how your creature will move. However. the Ar- bitrator places as many creatures on the board as he wishes. it is purchased in 1”x1” patches. THE CREATURE GENERATOR Points Cost The creature generator is a simple way to create any plant Type Effect S M L or animal for Necromunda. After the attack. In an infestation. Crawler 6” 5 10 15 If the model rolls a 1. any fighter that moves Immobile 0” 0 0 0 within 6” of one of these infestation markers must roll a D6. though no marked with an asterisk may only be taken once. based on 25-40mm Weak -1 S/T -1 -1 -1 bases. abilities. These models rep- Type Effect S M L resent areas of infestation and do not move on their own. 4 4 1 4 1 - 43 . . 4 .

10 . Hidden Small creatures only. If attacked in 10 . The creature rolls 2D6 and picks the highest. it is replaced with two creatures of the same type. The creature’s natural speed allows it a 5+ 10 15 - unmodified save throw against any hits. Dodge Small and Medium creatures only. The creature is always treated as in hiding. - out suffering a free hit from its opponent. it has a 3+ save throw. Horns/Spikes When charging. the creature causes a S3 hit to any models in base to base contact. - than the victim’s initiative. An enveloped victim may attempt to free itself during the recovery phase by rolling 2D6. Fear Medium or large creatures only.NEW RULES CREATURE ABILITIES TABLE Points Cost Type Effect S M L Acidic Blood If killed. If the score is greater. then the creature has envel- oped the target’s head. The victim may escape if it passes 5 10 15 an initiative test. though he may attempt to free himself in the hand to hand combat phase by rolling a D6 and adding his strength. Enhanced Sense When attempting to spot enemies in hiding. If charged while enveloped. The creature may break from hand to hand combat with. the creature is treated as having 5 10 15 3x its initiative. Drag The creature may drag a model considered ‘man down’ up to its strength value 10 15 20 in inches during the movement phase. Models reduced to 0 woundsby an enveloping creature are automatically taken out of action. roll a D6. Divide When the creature suffers its last wound. the victim fights with a WS of 0 and may not parry. This save may not be used against an attack that would not normally allow a save throw. Friends of the victim may charge in and help remove the creature. the 10 20 30 creature is killed. 5 10 15 44 . On the roll of a 1-2. the creature gets an automatic hit at its strength value before the 5 10 15 combat is resolved. If the roll is greater 5 . the creature gets 1 extra attack. adding its strength. 15 20 of the Necromunda: Underhive book. Camouflage Small creatures always count as hidden as described on page 11 of the Necro. Defensive Spines When charged. The entangle attack has a range of 8” and hits on a 4+. a roll of 6 always works. An enveloped victim will fall to ground unable to move or shoot until the creature is dead. The creature causes fear as described on page 30 . the creature may dive underneath the table. etc. Grab attack The creature may grab its prey if within 2”. If grabbed. If the score is less than or equal to the victim’s toughness. In the recovery phase. on the roll of a 3-6. However. Hit and Run Small creatures only. Envelop Small creatures only. Friendly models may attempt to free the victim by moving into base to base contact and rolling a D6 higher than the creature’s strength. 5 10 15 top and reemerge at the end of its next movement phase anywhere within 24” of its previous location. Only one model may envelop the target at a time. the model suffers a hit at the creature’s strength. The creature rolls a D6 when charging. This counts as hand to hand combat. - hand to hand combat. 5 10 15 Burrow At the end of its movement phase. the model may not move. 5 10 15 munda: Underhive book. Medium or large creatures are treated as in partial cover when shooting from long range. he is freed. Entangle The creature uses an attack like that of a Web pistol as described on page 38 of 5 10 15 the Necromunda: Underhive book. the crea- ture is pulled off and killed. the friend’s Strength is simply added to the victim’s when working out if the creature is removed. If the victim’s score is higher.

This does not 5 10 20 include liquid. The victim falls ill and must miss the gang’s next fight. This attack takes the place of a normal wound and has no lasting effects. A roll of 1 is a flesh wound. You 5 10 20 must accept the second roll. the creature may double its 0 10 15 attack during the first round of combat. On the roll of 10 20 30 4-6. or it wanders off into the wastes. the model must stop dead in its tracks and may not complete its movement. However. each has 1 extra attack. You must choose one of the 0 0 0 following areas: liquid. Rushing Attack Medium and Large creatures only. This counts as charging if leaping into base to base contact with an enemy. Pack Hunter Small or Medium creatures only. Poison Any hits caused by the creature will automatically wound. regardless of the result. roll a D6 for each hit it has 10 20 30 made. No symptoms of the Zombie Plague appear 2-3 Sickness. This may be combined with the poison ability. Regeneration At the end of the creature’s turn. After 0 0 0 it has attacked once. Resilient Medium and large creatures only. the enemy is man down. Restricted The creature is restricted to one area of the board. The creature uses a powerful muscle spasm to 5 10 - leap an additional 6” in its movement phase. Razor Sharp Fangs The creature may re-roll the injury dice when rolling injuries it has inflicted. 10 20 30 When rolling a serious injury for models taken out by a creature with this ability. The victim becomes a zombie and is ei- ther killed by his own gang. 5 10 15 45 . Serious Injury The creature causes particularly lethal injuries focused on the head or face. 5 10 15 models charging the creature may not use a charge bonus. roll on the chart below instead of the normal serious injury chart. Leap Small or medium creatures only. roll d6. If failed. the wound is clean. On the roll of a 4-6. the creature regains 1 wound up to its starting value. ground level or above ground level. When charging. 4-6 Zombie Time. Plague Ridden A model wounded by a plague-ridden creature must roll a D6. Lure The creature has an Initiative of 10 for the first round of combat. the creature makes . Skate The creature is able to move over liquid of any depth as though open ground. 11-16 Dead 21-23 Head Wound 24-26 Blind in One Eye 31-36 Old Battle Wound 41-46 Full Recovery 51-56 Impressive Scars 61-66 Horrible Scars Single attack The creature has only enough strength or stamina to make a single attack. the creature is removed from play. On a 4+. the creature has passed the plague on and the victim must roll on the Zombie Plague Table below. Musk Models moving within 2” of the creature must take an immediate leadership 5 10 15 test. it may roll a D6 to regain any wounds it may 10 15 20 have lost. 10 20 an injury roll on a D6. 1 Clear. NEW RULES Ignore Terrain The creature may move over obstacles or terrain without penalty. In addition. If the victim suffers 10 15 20 his final wound to a poisonous creature. when reduced to 0 wounds. When attacking a single model with a group of 5 10 - two or more of the same creature. On a 1 or 2 the victim is fine and fights on with one wound remaining. 2-5 is man down and 6 is out. Paralyzing Sting If the creature wins a round of hand to hand combat. but on a 3-6 the victim is out of action/ Ranged Attack The creature can make a ranged attack of up to 8” that hits on a 4+ with a 5 10 15 strength of 3. on the roll of 1-3.

roll as normal for the model taken down. The light given off by the plants is bright enough to block line of sight. the model suffers an additional hit at the creature’s strength. These attacks have a range of up to 2”. On the roll of 1-5. The enemy 5 10 15 must pass an initiative test or their WS and BS is reduced to 1 for one full turn. but still 10 20 30 count as hand to hand combat. the victim has removed and killed the creature. If the victim is taken out. Models not taken out of action will be pinned. he must pass an initiative test or be trapped as S S S though hit by a web pistol as described on page 38 of the Necromunda: Under- hive book. it will automatically take the victim down regardless of the model’s toughness or number of wounds. the plant is poisonous and the model suffers another flesh wound. while those taken out of action will be caught in the razor sharp thorns and killed instantly. Fortunately. Models among fluorescent 1 plants may not hide among them. If failed. it will attempt to squeeze or 5 . These plants always have a WS of 4. 30 Necromunda: Underhive book. On the roll of 2-5. this costs 5 points per 1” square web. The creature causes terror as described on page 30 of the . When the creature charges. The victim may attempt to dodge the hit by passing an initiative test. the victim move its normal distance in a random direction. Until the creature is removed. On the roll of a 6. Dense The plant is made up of dense leaves. Tentacle Attack The creature has D6 attacks. On the roll of a 1. Vice Grip Small creatures only. Models enslaved in this way will never act in a self destructive manner. the creature will attempt to stun him. he will automatically be attacked 15 and must fight in the next hand to hand combat phase. - eat the victim. Stun When charged by an enemy. If failed. However. he will wander off into the wastes to do whatever it is that plant infested zombies do. 46 . on the roll of a 6. Flouresce The plant shines brightly and illuminates the entire area. the model is taken over by the plant and is controlled by either an arbitrator or alternating players. the victim must roll a D6 at the beginning of his turn. on a roll of 1-5. brambles or vines and counts as difficult terrain. the model will immediately suffer one hit at the strength of the creature. 0 Enslave If a model comes within 2” of a plant with this ability. the model regains one flesh wound up to its starting value. On a roll of 6. the plant’s hold on the victim leaves him so weak that a single wound inflicted on him will take him out of action. having no further effect on the game. the creature will remain where it is and feed. Web If a web is entered by a model. the victim escapes injury. If a victim is left under the control of a plant at the end of the game. If the plant wins combat. During its movement phase. However. The creature has a whip-like appendage that 5 10 15 allows it to attack at a range of up to 2”. Terror Large creatures only.NEW RULES Slash Attack Small or Medium creatures only. On the roll of a 6. A model taken over cannot recover on his own. In each of the model’s subsequent recovery phases. The victim may avoid the creature by passing an initiative test. . the model remains down. Deadly thorns Models attempting to move through a patch of deadly thorns must roll a D6 to avoid 10 being injured. the victim takes a single wound at the strength of the plant. PLANT ABILITIES TABLE Type Effect Points per 1”sq Curative A model who moves into contact with a curative plant and does not shoot or fight in 3 hand to hand combat may roll a D6 during the recovery phase. On the roll of a 1. the victim escapes and may continue as normal. the victim suffers 1 S3 hit.

Models partially covered by the template are hit on a roll of 4+ on one D6. roll a D6. 47 . This trait may be combined with the trait ‘Spew ‘. Due to the nature of the cuts. Rubbery Models moving in a Rubbery patch up to 2” have no problem. roll a D6. though it will no longer be triggered by proximity as described above. armour saves may be taken with a +1. Spew At the beginning of each turn. the models is bounced D3” away in a random direction. The explosion may also cause other volatile plants to explode. the model has 3 triggered a small cloud and is affected by a gas chosen from page 46 of the Necromun- da: Underhive. If the model hits anything. If paired with the ‘Thorn’ ability. fractions rounding up. If 3 wounded. 3 any models covered by the cloud will suffer one S3 hit. On the roll of a 6. If a model falls onto a rubbery patch it is not wounded. but will bounce 2D6” and take damage equal to half the last distance it bounced. Toxic Must be taken with the ‘Spew’ or ‘Thorns’ trait. When taken with the ‘Spew’ ability. On the roll of a 1-3. Vines The plant consists of several vines that stretch over the ground. As soon as a model mov. Roll to wound the plant as normal. 1 ing morethan 2” touches or passes over a rubbery plant. unless they can avoid the poi- sonous gases by passing an initiative test. Thorns A model attempting to move through a patch of thorns must roll a D6 equal to or 3 under his toughness or he will be cut. the plant erupts in a cloud 1 the size of the gas cloud template. Volatile If the plant is hit by shooting. Other fighters hit by a bouncing model will also take damage. it will be overcome with the pain of the thorns and be taken out of action. it will immediately suffer a hit equal in strength to the dis- tance it moved with the last bounce. it may explode. extending the range of 3 any effects by 6” in every direction. The thorns cause D3 flesh wounds immediately. On the roll of 4-6. NEW RULES Gas When moving within 1” of the plant. the plant explodes in a blast the size of the gas cloud template causing 1 Strength 3 hit to anything in the blast. On a 1. a model must roll a D6. If a victim is brought down to 0 for both WS and BS. the model goes on as normal. The model will continue to bounce until it lands on solid ground. each reducing WS and BS by 1 as normal. This cloud works exactly like a smoke bomb as de- scribed on page 47 of the Necromunda: Underhive book. a model who suffers any flesh wounds as a result of moving through the patch will suffer an additional S3 hit automatically.

These massive creatures are said to be dozens of meters across. Ar- moured Abilities: Fear. Giant spiders can be found throughout the Under- hive. Ignore Terrain M WS BS S T W I A Ld At the bottom of the Underhive. The largest and most dangerous are the Titan Spiders of Nec- Type: Small. from the gantries and vents of dome ceilings to the rub- ble-choked tunnels running beneath the floor. the ground opens into a 3 3 . Despite the dangers. hunters seek out gigantic spiders for Type: Small.NEW RULES UNDERHIVE BESTIARY Bored of regular old gang fights? Why not try fighting some Giant Rats? Been ambushed once too often? Why not take it out on some Giant Spiders or an Icroctic Slime? All the crea- tures below were made using the Creature Generator from part 1 of this article. Traits: Agile.moving (x3) ment. Tough. Hostile. stretching down miles to a sea of pollutants and chemicals known as the Sump. Their gruesome cadav. It is within this abyss that Rating: 32 Pts the most terrifying and gruesome of all creatures dwell. Crawler their meat and venom. Crawler romunda. 3 3 1 4 1 - massive canyon. The creatures included here are to be used with caution. Tough (x1). In the deepest recesses of the wastes truly monstrous spiders While hunting Raft spiders is among the most dangerous lurk in the eternal night. Predatory M WS BS S T W I A Ld Abilities: Ignore Terrain 6 3 3 5 4 4 4 2 - Orb spiders weave thick. Strong (x2). Gigantic spiders can measure several propositions on Necromunda. creatures that can dwarf even an entire settle- Traits: Tough. funnel-shaped webs and hide at the Rating: 135 Pts end. the rewards are well worth meters across with massive jaws and malignant intelligence to it. Type: Medium. Slow. both of which command a high price in the Settlements. M WS BS S T W I A Ld 7 2 . They are so common they have become traditionally associated with Necromunda and the most famous Imperial Guard regiment recruited on Necromunda is known as the Spiders. They are aggressive and extremely territorial so crea- Rating: 40 Pts tures blundering into their vicinity seldom escape unharmed. Strong (x2). Giant Spiders Many forms of mutant spider grow to great size in the Un- derhive. Abilities: Web (x5). 4 3 1 4 1 - match. Predatory. Wolf spiders have long legs and chase down their prey before killing it with oversized mandibles. Food. Many unfortunate fugitives in the Underhive have run into these web-funnels in the darkness only to be paralyzed and slowly drained dry by the spider. medicine and clothing can all be made from the 48 . Strong. Entangle. Crawler ers hang from decaying cob-webs in the deeper parts of the Underhive. and I make no guarantees as to the safety of any gang that wants to tangle with them. Now a bit of fair warning. Traits: Resilient (x3). Ignore Terrain Raft Spiders are the silent giants of the Sump. territorial and hostile spiders that skate on the surface of the chemical sea.

Quick. 5 5 4 5 3 - Type: Small. Weak. 2 5 1 1 1 - M WS BS S T W I A Ld Rating: 24 Pts 8 5 . Strong. Predatory (x2) (x2). Resilient (x3) Abilities: Ignore Terrain. the normal man is far too big for a single clam. Crawler Type: Small. Resilient (x3). Underneath the top layer of muck. if he can get to M WS BS S T W I A Ld the wall with it. mineral. 5 5 4 5 3 . They quick-acting and will reduce all but the largest creatures to a are rumoured to carry the dreaded zombie plague and infest helpless state in a matter of minutes. waiting for derhive. Predatory. where its poisonous fangs into its prey. which is rarely chemical composition of which creates an impossibly hard more than half a meter across. An Ash Clam will attempt to consume anything that gets too close. allowing the milliasaur entire settlements with zombies. the milliasaur will dart from cover and sink spiders from the Abyss and into lower settlements. Agile (x2) MillIasaur Milliasaurs are hideously mutated centipedes which can Abilities: Burrow. leisure. Poison Abilities: Entangle. 0 2 . Here they lurk in the moist darkness. M WS BS S T W I A Ld M WS BS S T W I A Ld 8 5 . NEW RULES creature. Predatory. Ignore Terrain. Terror. draw- ing in loose dirt and anything above it. Type: Large. Quick Tough. One of these eyes alone is worth enough to send a hunter above the wall a very wealthy man. Ignore Terrain reach up to two meters in length. Tough (x2). Hostile Traits: Slow (x2). they wait for their prey to pass. 4 4 . though a 49 . though its most prized possession is its eyes. which they will then eat to drag its unresisting victim back to its lair and feast at its again. The milliasaur’s poison is they fatten themselves on whatever gets in their way. Immobile Rating: 295 Pts Traits: Tough (x3). Entangle. Crawler Traits: Agile (x2). waiting for an anything to fall into the crevasse and quickly devouring it. Armored. unsuspecting creature to venture nearby. They normally live in the darkened recesses and sump-holes that abound in the Un- Edge Spiders hide in the shadows of the Abyss. the clam instinctively opens its gaping shell. 1 3 1 4 1 - Rating: 295 Pts Rating: 42 Pts. Slow-Witted Type: Large. Hos- tile (x2). The clam is extremely sensitive to vibration and when a creature steps over its hid- ing place. Strong. Terror. When their prey The lack of food in the depths will sometimes force edge is close enough. Plague-Ridden Ash Clams Ash Clams are one of the more outlandish creatures of the Underhive. in a gruesome cycle of life. Armored. Crawler Abilities: Grab Attack Traits: Tough. making their nest within the layers of ash and debris that cover the hive floor.

There are many different species and their indi- vidual physiology can vary immensely. its victim will quickly suffocate or bleed to death. The rats are infa- mous for the speed of their natural reaction. where they hang in seething colonies. The bats are drawn by the scent of fresh blood and will steal a few mouthfuls of flesh before the rats arrive to pick a carcass clean. Unless the Ripper Jack is speedily removed. they flutter down Rating: 35 Pts the tunnels in a single squealing swarm. including the dreaded zom. Predatory (x2) are afraid of carrion bats because their bite carries diseases caught from their scrofulous diet. 3 2 1 4 1 - Large bats live in the tunnels of the Underhive. Flyer Traits: Weak. swooping down on unsuspecting creatures. Ripper Jacks at- tack by enveloping the head of their prey with their leath- ery wings. They hang upside down from the roofs. M WS BS S T W I A Ld 8 3 . M WS BS S T W I A Ld Carrion Bat 6 4 . Tough Abilities: Envelop. Crawler from the kills made by larger creatures. Flyer Traits: Predatory Abilities: Plague-Ridden Ripper Jacks Ripper Jacks are dangerous bat-like creatures that inhabit 50 . but they live by scavenging meat Type: Small. Abilities: Dodge bie plague. 1 2 1 4 1 - Rating: 39 Pts. giving them an almost supernatural ability to dodge attacks. biting and gouging at their victim’s eyes. Carrion bats have ferocious piranha-like jaws. face and neck while maintaining a vice grip. Underhivers Traits: Strong. Severe Injury Giant Rats The Underhive has a surplus of disused and decayed tunnels ideal for rats. Giant rats can grow to as much as 4 feet long. though stories tell of some specimens whose teeth alone measure almost a foot. If disturbed.NEW RULES abandoned domes. M WS BS S T W I A Ld 8 2 . 2 2 1 4 1 - Rating: 35 Pts Type: Small. Type: Small.

On its way. Tough (x2). ensur. gus. The lashworm’s tail coils around its catch and pulls it back into its lair to digest. long. Jellies are balloon-shaped. Predatory. Crawler M WS BS S T W I A Ld Traits: Resilient 0 3 . attaching with several hooked claws. Immobile Sludge Jellies are venomous stinging jellyfish that live in the pools of industrial waste which are common across the Traits: Predatory. 1 2 1 4 1 . fist. Single Strike deathworld in an attempt to keep the population of deviant scum and vermin to a minimum. Vice Grip large indeed. NEW RULES Sludge Jellies Type: Small. Tentacles. the harsh conditions keep their numbers in check. Immobile Face-Eater Face-Eaters are among the most unpleasant vermin in the Traits: Weak. it is almost impossible to detach a face-eater without causing severe damage to the Rating: 35 Pts victim. Immobile the them hard to spot and almost impossible to kill. Not a native to Necromunda. 1 3 1 1 1 - uid) Rating: 38 Pts Type: Small. Traits: Predatory. but prefer to hang into the victim’s skull. though no attempt has succeeded in measur- ing them. Paralyzing Sting. Anyone foolish enough to approach a ic feeling and a super human strength unmatched by other Face-Eater will have to be extremely agile as the creature drugs. Large erad. The Lashworm begins alyze the victim and drag them down into their pools to be life in a larval form during which it is more similar to a fun- digested later. near their liquid dwelling and will float to the surface and strange creatures thought to have arrived on Necromunda catch anyone at the edge of the pool. uses a powerful muscle spasm to propel itself at its victim’s face. The Jelly’s tendrils par. however. it wraps itself around M WS BS S T W I A Ld its victim’s head. Just to possess a living Icroctic ing that Face-Eaters are left only in the Underhive. While most of these creatures are only a meter across or less. coiled. Icroctic Slime quickly became established in the ventilation systems of the Icroctic Slime is a transparent green blob the size of a man’s entire Hive and became a problem everywhere. This slime is the single most illicit and forbidden sub- ication campaigns routinely sweep through the hive. it is speculated that the Face-Eater was originally imported from an Imperial Abilities: Hidden. Restricted (liq. giving them a euphor- dangling cloth. slimy creatures with Lashworms many thick tendrils. dropping on unsuspecting victims’ heads and attempting to absorb itself Face-Eaters can lie in wait anywhere. Any vibration will ‘trigger’ the lashworm to attack. the fungus breaks down and the creature emerges from its adolescence undeniably an- M WS BS S T W I A Ld imal. Type: Small. where slime is a crime punishable by death in most settlements. The Face-Eaters. Slow-Witted Underhive. Camouflage. Their speed and instinctive attack make Type: Small. Lashworms live in crevices where they wait. stance in the Underhive. Acid Bloo Rating: 44 Pts. During its adolescence. Slash Attack. Severe Injury. Once attached. 51 . They instinctively sense disturbances Some areas of the Underhive are infested with lashworms. 3 3 2 4 1 - erful enzymes then go to work digesting the soft tissues of the victim’s face. Pow- 6 3 . Sludge Jellies in desolate pools can be very Abilities: Leap. in spore form among textile cargo. flexible tail and slashing a morsel of flesh off its victim. If the face-eater lands on target. tightly 0 3 . the slime feeds a massive from girders. where the appear to be innocent scraps of dose of stimulants into the victim. 0 3 . 3 2 1 5 1 - Abilities: Ignore Terrain. The Icroctic hangs from girders or ceilings. Quick Underhive. which it does by whipping out its Rating: 35 Pts. Tough M WS BS S T W I A Ld Abilities: Drag. Weak. Dodge. until a victim approaches. Strong.

3 2 1 4 1 10 Traits: Predatory. Sand Trout Croakers are very aggressive and can be as large as a man. However. Strong (x3). the worm spits a highly noxious liquid at its victim. Abilities: Burrow For most Underhivers. Crawler Traits: Predatory. hiding in the shadows where its dark color leaves it all but invisible. Hostile (x2). however. Crawler 6 2 . 4 3 1 5 3 10 occasionally attack from below. causing grotesque and pain- ful injuries. Spitworms are prevalent in the Underhive where they hide ing gang fighters who let their guard down. is the slime’s ability to reproduce with startling speed. the flies have an ex- cruciating bite with which they subdue their victims to feed. shadow slime is more 8 2 . where they roam in packs. The profile below is Abilities: Hit & Run that for a small Shadow Slime. Rating: 90 Pts M WS BS S T W I A Ld Type: Medium. Quick. M WS BS S T W I A Ld 6 3 . these flies are little more than an annoyance. Crawler Blood Fly Traits: Strong Blood Flies breed in the large pools of effluent that litter the Underhive. Flyer acidic and can dissolve flesh and bone in minutes. 2 2 1 5 1 - hostile. Ignore Terrain Croak Hound Croak Hounds are a stable and common life form on many hive worlds. The composition of Shadow Slime is uniquely Type: Small. When wounded. More dangerous than that. though they are known to be as large as men in some areas. The jaws of the Sand Trout are surrounded by two or three large fangs that can M WS BS S T W I A Ld crush prey like ash clams with little effort. the Rating: 35 Pts slime attacks by sticking itself to its prey and dissolving cloth- ing or armor . Rating: 20 Pts Abilities: Pack Hunter. absorb- ing the nutrients and growing. under debris and wait for their prey to pass. all In the clutter of ash and debris that litters the Underhive floor. the slime explodes into cloud of acid that can seriously wound those Traits: Quick nearby. 5 4 1 4 1 - Rating: 60 Pts Type: growl for which they are named. Sand Trout will 6 4 . injurying or even kill. large groups of Spitworm Blood Flies have been known to swarm. that is thought to coordinate creatures are covered with several thousand legs that move several creatures attacking at once. When within range. When hunting. These worm. Though they are typically not large enough to take on a man. Easily the size of a man’s fist. Tough (x2) Abilities: Divide. the croakers give off a loud Sand Trout dart around like fish in water. Camouflage Type: Small. 52 .NEW RULES Shadow Slime M WS BS S T W I A Ld Structurally similar to Icroctic slime. Acid Blood. together and propel it through the ash. Strong. claws and teeth. who are rugged by nature. They make their way from the Ash Wastes into the Underhive in search of food. When mistaken for a patch of oil or stone.

. Blooms of Rubber Moss are thick. plant’s leaf sticks the victim and injects the nerve cells into However. - Abilities: Gas Rating: 2 Pts Brain Leaf Type: Plant. known to carpet entire domes. M WS BS S T W I A Ld By far the most annoying of them is Rubber moss. . Crawler M WS BS S T W I A Ld Traits: Tough. stretching out Spine Crystals from the central cluster and ending in a single leaf. . Type: Plant. . growing into mature plants within the warmth Rating: 35 Pts. . Most are harmless. if the victim is not quick to remove the venom. . that will render the vic. the almost alive. Immobile The Brain Leaf is a most extraordinary plant as it seems to possess a form of intelligence. the speed of their growth makes them seem bundle of nerve cells. . . Fungi tend to grow in large clusters consisting of many different varieties. - 53 . . It is impossible to hide amongst crystals. though the Brain Leaf can also inject its host with seedlings that detach from the parent vine. Traits: Tough sons or drugs can be distilled from others. tim helpless. Type: Small. instinc. Rubber Moss There are many types of lichens covering the ruined domes. 3 3 . . The plant grows an inconspicuous grey-green col- or. and protection of the host. and poi. incredibly reactive and Rating: 4 Pts highly unstable. Although the plant lacks the intelligence to control its host M WS BS S T W I A Ld completely. Once inside. . 3 4 . Quick . allowing the worms to feed. which are razor sharp and will in- flict thousands of tiny cuts and scratches which will soon become festering sores due to the crystal’s toxic make-up. - Abilities: Ranged Attack. Enslave Gas fungi protect themselves from interference by releasing a cloud of toxins which have a variable effect on humans. If a creature moves close enough. . Each Though Spine crystals are actually more akin to minerals leaf is a macro-cell including a rasping hook. spine crystals grow at the edges of effluent pools or discharge outlets. M WS BS S T W I A Ld . surrounded by a cluster of vines. NEW RULES The venom of the spitworm is dangerous. 3 3 . enveloped by a than plants. albeit of a fairly low. some are eaten by Scavvies and mutants. Abilities: Vines. the fibers replicate and spread at an it can cause blindness and dizziness. Immobile M WS BS S T W I A Ld Traits: none . Traits: none tive level. Most are used as compost. where the pollutants have been accumulating for a long time. Immobile There are hundreds of fungi in the Underhive. . nal way. . Normally. . it is able to use its victims in a sensible and ratio- 6 2 . alarming rate. but not fatal. which is . . it has a very effective defense mechanism. Poison Rating: 20 Pts Necromundan Gas Fungus Type: Plant. 2 3 1 5 1 . Though the moss is not di- rectly dangerous. the host. taking over the host’s own nervous system. 3 3 . Abilities: Rubbery The Brain Leaf ’s vines are plain and smooth. .

The wire is very tough and re- within are so volatile they will explode if exposed to heat or generates quickly. - . which are highly poisonous and can cause death in minutes. Type: Plant. - Rating: 4 Pts Rating: 15 Pts. M WS BS S T W I A Ld . and spill clouds of spores which drift through vents and domes until settling and growing new pods. The Spore pod is usually black or dark green and covered with a sickly viscous slime. This is a critical feature to notice. Immobile Abilities: Spew 54 . weapons fire for example. Wire Weed Many derelict industrial plants and functioning authority es. Bio-wire is a genetically altered cross between plant Traits: Tough and mineral. . dark brown or black in color and distinguishable by its fiery red and or- Bio-Wire was originally grown as a form of military defense. . as the spores a sort of living barded wire. . ange stripes. 6 4 . M WS BS S T W I A Ld M WS BS S T W I A Ld . Traits: none the pod releases its spores. 3 3 . Wire Weed secretes an acidic sap which reduces those entan- gled to bone in mere hours. . . 3 4 . Thorns spores and falls to the ground. Immobile Traits: None Traits: Tough. Immobile Plague Spore. . leathery pod. Type: Plant. Fire Spore To Underhive dwellers. . . - Rating: 6 Pts. originally developed from a deathworld xenom- orph.NEW RULES Rating: 4 Pts per 1”x1” Plague Spores Among the most dangerous fungi in the Underhive is the Type: Plant. 3 3 . . Immobile Type: Plant. To make things even worse. Spores from the established Bio-Wire patches can drift Abilities: Toxic. M WS BS S T W I A Ld . . Spew into the ventilation systems. The victim succumbs to the Abilities: Dense. nearby fire spores to explode as well. host for new growth. The Fire spore is encased in a large. When approached. . . . . This explosion will trigger erate exposed flesh to the bone. . leaving dense clumps of this dangerous wire in many uninhabited parts of the Underhive. Immobile tablishments on Necromunda are defended by belts of bio- wire. Its sharp thorns can pierce armour and lac- energy. this is known as Wire Weed. Strong (x3) Abilities: Volatile Abilities: Deadly Thorns  Dust Spore The dust spore is a generic fungus that grows all over the Un- derhive. . - Rating: 2 Pts Type: Plant. The pods of this spore can easily be larger than a man.

the fighter who takes These new sets will help make your champions more effec. reminder: just as the Rules Review depended on the commu- romunda Online Rulebook will remain a good resource for nity to get these changes going. So. This system has not been changed since the game’s initial release. As there are few problems with Necromunda’s skill sets. and Heavy skills only by heavies. tive and a lot different than other members of the gang and. though it should be noted that Leader skills can only be chosen by The biggest change you will notice is the addition of two leaders. and with good reason. However. the only thing left is to cover the skills. 55 . should be a wel- come addition. so too do we depend on you information on skills. If a leader dies. while others have been rebalanced with Necromunda’s newest rules. Some skills already part of the rule. even if a fighter can new skill sets. to let us know how they work. answer everyday FAQs and have not changed. how do you fix a set of rules that have functioned well for several years? Take a look and see what you think of our efforts. the Necromunda community has been clam- oring for changes. So start playtesting and give us book have been reworded. NEW RULES SKILL TABLES V2 by Nick Jakos & Rob Reiner Among the most dynamic and enjoyable aspects of Necromunda is its skill system. but first a most of the game’s skills will remain the same and the Nec. as time has gone by. Skill selection remains the same as it always has been. according to the Necromunda community. choose any skill table. over his place may choose leader skills from then on. That said. one for gang leaders and one for heavies. or tweaked in an effort to simply some feedback on what you think.

Refer to the Shootout scenario in the Online Rule Book to see how this works. draw at the end of the game. normal movement. either before or after the rest of his 5 Counterattack Remains the same. he has rolled out of the fall. i. In addition. nent takes the disarming fighter 2 Dodge Remains the same. instead. other actions or skills are used.e. 56 . though combat phase. He may leap only once in his turn and the leap must be 4 Parry Remains the same. the opponent automatically loses one weapon AGILITY of the disarming fighter’s choice. 5 Quickdraw A fighter with the quickdraw skill will double his initiative value when taking part in a Shootout scenario. he will fall and take falling damage as normal.hand ically recovers his weapon. the fighter is treated as though he ran. Falls of more than 12” still and must be removed from the automatically take the fighter out of gang roster. The fighter ing any opponents behind. he may parry one turn and movement phase in addition to his then feint the next. but you must commit to this before you roll to determine the length of the leap. or if the fight ends with a tiative.NEW RULES COMBAT 1 Combat Master Remains the same.hand weapons as if he had only hand-to-hand weapons. Roll a D6. 6 Sprint Remains the same. without penalty. than 4” including his leap. down or out of action. the fighter may attempt it may not be used for the remain- to disengage from combat. leav. 2 Disarm A fighter with this skill may at- tempt to disarm one hand-to-hand opponent each turn. If the result is less parries he has for extra attack dice than the fighter’s initiative he may im. If the fighter fails to make it all the way across the gap. for one extra attack. On the roll of a 4+. he may switch between his weapons more quickly and may carry a single basic or special weapon and still receive a bonus for fighting with two hand-to. the 3 Feint A fighter with feint may trade any fighter rolls a D6. may choose to parry or feint each 4 Leap The fighter may leap D6” during his turn. If the disarming fighter takes his 1 Catfall A fighter with catfall may take an ini- opponent down or out of action tiative test to avoid damage from fall- after successfully disarming his op- ing. The fighter may also use a leap jump over gaps between buildings or other terrain. Each parry can be traded mediately jump 2” straight back. if his oppo- action. including enemy fighters. If the fighter moves more 6 Step Aside Remains the same. Before any der of the game. movement. However. the fighter will still weapon is permanently destroyed be pinned. If the fighter rolls under his ini- ponent. the Though uninjured. A leap will take a fighter over any man-high obsta- cle. he automat- 3 Jump Back At the beginning of any hand-to.

pistol. This means you can exchange two S4 hits for a sin- gle S5 hit. simply add 1 to the lowest category in the same manner as flesh wounds have been altered above. three S4 hits for a single S6 and so on. for example. ings. If the weapon in hand-to-hand combat fighter was already allowed to at. 3 Headbutt If the fighter inflicts 2 or more hits in hand-to-hand combat. the fight- the number of attack dice as listed er automatically takes one hit at a on the fighter’s profile in the turn strength of 1⁄2 the distance thrown. 3-5 as down and 6 as out of action. Throwing a fight- 4 Killer Rep A fighter with this skill has such er will only earn the thrower with a reputation as a vicious and de. using strength 5 Nerves of Steel The fighter may attempt to avoid before agility in combat. fighter hits another fighter. in the next round of combat. above. 6 Strong Man A fighter with this skill is pumped up chology section of the Necromun. 4 Hurl Opponent If the fighter wins a round of com- bat. rounding up. The strength is equal to +1 for each ad- ditional hit scored. Note that fighters may creased resistant increases the save throw their opponents off build- roll of that armor by 1. ry both a two-handed weapon and a roll any failed pinning tests. When using special injury charts such as needle weapons. The fight- pinning even if he does not have er may use a single two-handed a friendly fighter within 2”. when he charges them. NEW RULES MUSCLE 1 Body Slam Remains the same. A fighter making a Ber. rounding down. as though it were a single-handed tempt to escape pinning (he has a weapon. a single wounding hit experience praved killer that his foes quail award. The blunt force of the head butt is such that its victim will fight with half his WS. If the thrown 2 Hard as Nails The fighter is so tough and resis. Thrown fighters that serk Charge may not parry by any hit a solid object stop where they means in the turn he charged. ons with a firm grip. into chasms or anything else 3 Impetuous Remains the same. they tant that he gets a 6+ armour save. causes fear as described in the psy. When he lands. he may choose to exchange all hits for a sin- gle hit with a strength bonus. they would like. The fighter may throw his op- FEROCITY ponent D6” in the direction of his 1 Berserk Charge A fighter with this skill rolls double choice. allowing the fighter to car- friend within 2”) then he may re. he charges. 2 Crushing Blow Remains the same. enough to carry the largest weap- da Online Rulebook. The fighter 5 Iron Jaw Remains the same. are and take damage. will both take damage as described If the fighter wears armour. he may throw his opponent instead of inflicting normal dam- age. 57 . if he survives. 6 True Grit A fighter with this skill treats injury rolls of 1-2 as flesh wounds. his in.

He can shoot at the same target or separate targets per the normal shooting rules. Gangs with multiple medics 6 Rapid Fire If the fighter does not move during cannot use more than one for each his turn. but 1 Chemist A fighter with this skill that does not not Rapid Fire. piece of territory with a randomly Instead. 58 . 1--Blade Venom. battle. If the fighter works a him to shoot at the nearest target. a single dose has been created. you Marksman may only be used with the may re-roll the result of one serious following weapons: autoguns. is earned. trading post during the post battle ther -1 to hit modifier and cannot use sequence. The fighter may also take the dice if you do not like the first shots at extreme range. Even a 6. 4--Slaught. marksman using a lasgun will have an 3 Inventor Remains the same. For example. bolt. with this skill it is impossible for a Roll a further D6 to see what you fighter to run and shoot with a ‘move have. be kept. Injured fighters the shooting phase. Roll a D6. outcome. This TECHNO skill may be used with Fast Shot.NEW RULES SHOOTING 1 Crack Shot Remains the same. 3 Gunfighter The fighter can aim and fire a pistol from each hand. 5--Spook or 5 Marksman A fighter with this skill may ignore 6-Spur. This skill works with special abilities or natural resil- only with one pistol or basic weapon ience of some kind must choose be- that is selected as soon as this skill is tween their natural healing ability or earned. If equipped with a basic. The fighter can shoot as many times as his attacks characteristic. However. If the gang modifiers as the weapon’s long range. 2 Fast Shot A fighter with this skill may shoot several times in the shooting phase. but not both. go out of action may attempt to cre- 4 Hip Shooting The fighter is allowed to shoot even ate a dose of chemicals instead of if he ran in the same turn. This skill may only be used with pis- tols and basic weapons as special and heavy weapons are far too cumber- some. working a territory or visiting the if the he does run he will suffer a fur. 2--Wild Snake. Fast shot may be used with gunfighter. not change the number of dice rolled on’s maximum range. then he may shoot twice in wounded fighter. Shots at 4 Medic The fighter has some experience extreme range suffer the same ‘to hit’ patching up his fellows. he can shoot at any target generated income. This enables him to take two shots in the shooting phase if he is armed with two pis- tols. the fighter will be too encumbered to make use of both pistols and cannot use this skill. a and must accept the second result. this skill multiple times. but not rapid fire. However. which is de. On the roll of bonuses from any gun sights. the normal restrictions that force 2 Fixer Gangers only. needle rifles and lon. lasguns. 3--Kalma. injury roll for one fighter after the guns. you may re-roll he can see. or fire’ weapon. the fighter may termined by adding 50% to the weap. The same fighter may earn the aid of a medic. special or heavy weapon. though the second roll must grifles. includes a fighter with this skill. extreme range of 36 inches. different weapon each time the skill 6 Weaponsmith Remains the same. selecting a 5 Specialist Remains the same.

battle starts. Instead have a +1 to hit modifier. If he pass- es the test. ratskin scouts and other such items. he may add or subtract 2 instead. 5 Inspirational An inspirational leader commands the highest loyalty and respect. 59 . the still follow line of sight to the heavy leader may contact his informant if and follow all other rules for sus. This skill of receiving half value for items the may not be used with any weapons gang sells. He does the trading posts. Any weapon this fighter uses that has a blast template will only scatter half the distance in. LEADER dicated by the scatter die.roll any failed bottle checks as long as he is not down or out of action. 3 Bulging Biceps Remains the same. just as though he had another if a weapon explodes). 2 Fance The leader is known as a trust- 4 Long Shot The heavy is skilled at making worthy source of good quality used aimed shots from heavy weapons. This skill is cumulative for panied by gangers for even more gangs with two armourers. Leaders ways fails regardless of the required with this skill may still be accom- result. even if it is more than the first. Fighters must have a line of sight with the leader in order to use his leadership. This ability stacks with Ratskin Maps. he does not visit the trading post by tained fire. 6 Walking Fire A heavy with this skill may walk his 4 Informant The leader has earned a trusted sustained fire shots up to 6” instead friend who can feed him valuable in- of the normal 4” from the initial tar. passing a leadership test. When purchasing not count as encumbered in hand. get. plus an addition 25% of their orig- 5 Monkey Grip The heavy has a secure enough grip inal value. on his weapon to make use of it 3 Haggle Your leader drives a hard bargain at in hand-to. formation on resources in the area. gang member with him. 6 Iron Will This skill allows the leader to re. 1 Barter A leader with this skill has a reputa- 2 Armourer The armourer checks all weapons tion for being a loyal customer with being used by the gang before the many of the local trading posts. Whether this is true or If the fighter fires only a single shot not.hand combat. this shot will his secondhand equipment. equipment. NEW RULES HEAVY 1 Accuracy The Heavy is especially skilled with blast weapons. If the lead- er rolls a 2 for his test. you may re-roll to-hand combat if carrying a heavy the variable cost of the item. Fighters in his gang may test on his leadership value if they are within 12” of the leader instead of only 6”. they earn 1/2 the cost which use a template. Any fighter in the gang When the leader visits the trading may add +1 to any and all ammo post he always received D3+1 of- rolls (including a roll to determine fers. the leader can charge more for from a heavy weapon. offers. Shots walked in this way must During the post battle sequence. A roll of 1 al. he may add or subtract 1 from the roll to determine what scenario will be played. How- weapon and will use the heavy ever. the second roll must be kept. weapon as a club. a rare trade item.

and Mark Mitchell. intertwined even communicate across this toxic desert. and acid rain storms al wastes being dumped indiscriminately have in turn eaten all compete to claim the unwary. Guilders acknowl. Mauve. The abundance and variety of only survived. Unrivaled by all save the ruling house of wastes . rock outcroppings. Citric Green. Yet out of this inhospitable away at every natural resource to the point where there is terrain come the Ash Wastes Nomads. Reiner. Sink holes abound ever ready to reach out and er struggles that ultimately brought them low and cast out take those that wander too close. On occasion thick mucus-like sludge rises to the surface to form slick-lakes.often leaving behind a crust like surface which is not Lord Helmawr itself. Outside the hives of Necromunda only the tough and resil. once fertile plains. until it was torn apart by internal pow. the sud. would but their resiliency was under estimated and they have not call the landscape beautiful. Cobalt Blue. It was supposed to be a death sentence. Sul- be reckoned with if one is to travel. based on the original work by Chris Ward and Stuart Witter Outside the hives of Necromunda only the tough and resilient survive. The constantly shifting factory wastes. even some hive dwellers if they were to ever to see it. Robert J. and sometimes phur Yellow. but millennia upon millennia of industri- den appearances of toxic sludge seas. And yet the 60 . And yet the Nomads. House Catallus was once a proud house among the elite or short rivers or streams only to disappear back beneath the of Necromunda. nothing but shifting dunes of toxic wastes left. trade. and into the wastelands. The constantly shifting factory wastes.GANGS ASH WASTE NOMADS By: John Houchins. the sudden ap- pearances of toxic sludge seas. to be trusted. compounded resins that resemble a diseased tree (if any Nec- edge that if they need to make any movement across the Ash romundan outside of the ruling elite even know what one Wastes that the Nomads are a force to be reckoned with. Yet out of this inhospitable terrain come the Ash Wastes Nomads. and much more. but have thrived to the point where they must wastes allows for a wide variety of colors and textures. The land that the Ash Wastes Nomads now occupy was ient survive. looks like). and acid rain storms all compete to claim the unwary.

and toxic chemical band that coordinates an inter-hive caravan for a Guilder. If the territory is an Outlaw territory then it may be kept and worked in addition to their Ash Wastes territory Ash Wastes Territory above (Note: This will take a single Nomad to work (one All Ash Wastes Nomads start with the Ash Wastes Territory. has been strictly regulated. Wild ani- mals roamed at will to graze. may very well be the same Nomad band that ambushes (or ed. they defeat (using the guidelines found for each particular Even with the sanctioned war parties of Lord Helmawr the scenario).e. Despite all this there are algae. fungi. They are classified as ‘often’ outlaws per value of the territory looted (i. but an Guilders know that if they need to cross the wastes – they Outhiver they will not be able to linger long. Ash the Nomads will gain 60 credits. and even upon the hives Ash Wastes Nomads may capture territories from those themselves. The only exception to the looting of a ‘Standard Territory’ and the oceans teemed with life but as the Imperium con. When The Ash Wastes Nomads are Outlaws as described in the the Nomads do this they will collect twice the maximum rules for such. trad- ers. that someone can either not afford a more secure route. if this is done Outlaws apply except as noted below. This roll affects all Nomads that forage this turn. In their wake such these men are respected enough to retain their services the now hive. its forests grew thick and tall. Thus the Ash Wastes Nomads must vie against even their fellow humans for survival. working a ‘legal’ territory. and even mutated animals that have survived alongside the humans. bacteria. or would prefer to keep secret Still other Nomads conduct Captured Territories raids on the same Guilder caravans. can become equal- ly deadly. being not just an Outlander. If the natural obstacles are not enough there are Guilder war parties (sanctioned by Lord Helmawr himself ) and even Imperial Fists Space Marine patrols (ever on guard for the infiltration of xenos) that view anything not living within the massive hive walls as rogue and a threat. However. Guilders work with the Ash Wastes tinued to harvest her resources and the cities began to grow Nomads to expand their trade across the Ash Wastes. As into the skyline Necromunda gradually died. When the Ash Wastes Nomads work this territory they gives a tip to fellow Nomad Band) the very same caravan. and guards of things that cross the ash deserts. the same Nomad nia worth of metal oxides. The dis- tances between such cities can be anywhere from a hundred to several thousand kilometers. or the very ground they walk upon swallow one up without a trace. Predating any existing records the surface of Necromunda was lush and green. then the Nomads may NOT forage this turn as they are all in the process of hooting and hollering and generally caus- TERRITORY ing chaos. plastic resins. An Ash Storm can whip up seemingly out of no- where to strip an unguarded man to the bone and his bones into a handful of dust in minutes. roll a d6 once and consult the ‘Ash Wastes Territory’ Chart 61 . GANGS Ash Wastes Nomads must never let down their guard for the same things that create such beauty. They are the curriers. the LRB then the Ash Wastes Nomads will ransack it for all they can get out of it and retreat back into the Ash Wastes. Where she once teemed with life mal rate since the Ash Wastes Nomads are an Outlaw gang and scenery there is nothing left but millennia upon millen. If the territo- will have to deal with the tenacious Ash Wastes Nomads – if ry is from the “Territory Table” found on page 94 & 95 of they are to succeed with any regularity. however. And yet the Ash Wastes Nomads wander this waste land and conduct trade among all the hives of Necromunda. pools of waste that do not reduce as fast as they are discard. There is nothing that escapes their attention.) Although. but if a “Drinking Hole” Wastes Nomads do not have a guild price and all rules for is looted they will gain 120 credits). Things cities began to pour out their wastes on and this territory may be kept and worked (at half the nor- the exterior of their shells. OUTLAWS This will effectively remove it from campaign play. If a ‘Settlement’ is looted ‘Dead or Alive!’ in Fanatic Magazine 6 and as such. that did not suffer a serious injury during the previous bat- Not all of Necromunda is covered in massive hive spires. is the ‘Guilder Contact’. tle) and that Nomad may not forage or help the Leader at Since the start of known time the surface of Necromunda the trading post.

However. the gang eats the assemble into useful items to be used on their raids. As a result they have collected many spare parts animals that have somehow survived. however. Ash Wastes Nomads may buy all ‘common’ items from the er. If a weapon has a normal ammo roll of 6+ it becomes an versing the ash wastes and ambush it. However. loot counters. since Ash except for hired guns) in the gang. Anything left over may be placed in the gang’s stash. may be earned from scavenging because all Ash Wastes Nomads are needed to ambush the convoy. roll a D6. As such each member of an Ash Wastes Nomad gang only requires 2 credits worth of sustenance per battle to put off the affects of starvation. Example: A gang that earns 70 credits keeps 70 credits. mad inventor invents something he may roll on the ‘Rare but if a ‘6’ is rolled then they have located a harvest. If a further have an uncanny ability to search out crashed strato-planes. that are horded by the various bands of Nomads as well as tated and twisted in the Ash Wastes. If an Ash Wastes Nomad gang hires a Wyrd and chooses to retain their services. HIRED GUNS its worth of salvageable materials where ‘X’ is the The Ash Wastes Nomads may hire any Hired Gun that they number of Ash Wastes Nomads (the entire gang can afford except for Bounty Hunters. this is similar to the food poisoning. This means that they do not have to spend the 2 credits per fighter to avoid starvation. SO MANY MOUTHS TO FEED and Wyrds. claimed by the ash wastes. Nomads have able vien of recyclable material and find another D6 been wandering the Ash Wastes for several millennia and credits worth of salvageable materials. howev. Wastes Nomads will not remain within the hive for very cludes any Nomads from working any captured ter. the Ash Wastes Nomad Guide. ‘6’ is rolled you continue to roll another D6 until a take advantage of the shifting wastes that uncover derelict ‘6’ is not rolled. Note: Hired guns are not counted as a member of the gang. The result of the ambush is a profit of XD6x5 cred. and other similar sources in excess of 75 credits must ‘wash’ the surplus income total through the standard income chart on page 93 of the Necromunda LRB. law Trading Post. albeit mu. The end result being 75+ what ever d6 Result is left over. animals. and an eye for usable scrap at the 5 The Ash Wastes Nomads find a colony of mutant trading posts. in the rare instances when a No- Each Ash Wastes Nomad may scavenge as normal. No income ‘auto’ fail for example. The credits to pay for this upkeep comes from either foraging. 1 The Ash Wastes Nomads find nothing much of val- ue in the wastes. new ritories as explained below. ‘House Gangs’ in that they must forgo a ‘rare-trade’ search and all ammo rolls for such weapons are at -1 to what is list- 6 The Ash Wastes Nomads find a Guilder convoy tra- ed. Hired Guns are generated for each game with the exception of the Ash Wastes Shaman. Each Ash Wastes Nomad can only OUTLAW TRADING POST scavenge their normal D6 credits each. long hired guns will not follow them and therefore. All the results are added together to domes and even hives and plunder them before they are re- get the total salvageable materials worth in credits. then the Ash Wastes Nomads Ash Wastes Nomads are a very hardy people and have been must pay any additional 5 credits to obtain a respirator for known to eat only ‘once every sun rise’ (no one has seen an actual sunrise on Necromunda in well over a Millennium). and/or working of their territories. Ash Wastes Nomads roll and conduct all trading on the Out- 2-4 There may be mineral streaks under the ash wastes. In addition to readily available as spare parts at the trading posts for them to scavenging for a D6 credits each. INCOME AND PROFIT Ash Wastes Nomads that get ‘extra’ income from giant killer. but a gang that say loot a gambling den (120 credits) will wash 45 62 . Their hiring fees are used to pay for their own upkeep. Note: This pre.GANGS Ash Waste Territory Chart credits through the table. Trade Chart’ found on page 96 of the LRB. If the result is a ‘1’ then a randomly Outlaw Trading post to include weapons not listed below determined fighter must miss the next game due to on their initial weapons table.

Without respirators Ash Wastes No. and/or rolls for any cap. If this attempt fails there are no lasting affects. however. Heavy Plasma Gun. tured territories) are all at -1 until they • Ash Wastes Juves – Your gang may include any number of Ash Wastes Juves up to half of the total have re-met the criteria outlined above. Auto Can.) In the event of the Ash Wastes Nomads capturing an oppo- nent then they have all of the normal options open to them that a house gang would have. You have 1000 credits to spend on recruit- BUSTING THE WALL ment and armament within the following guidelines: Each Ash Wastes Nomad gang must include one Heavy and at least one Ash Wastes Nomad must be equipped with at • Minimum of 3 fighters – A gang must include no least one of the following weapons (using the equipment less than 3 fighters. SCENARIOS Ash Wastes Nomads roll on the Outlaw scenario table. An Ash Wastes Nomad gang is recruited in the same way as a normal gang.109 LRB) the rules for Treacherous Conditions. Krak Missiles (w/Launcher). no one else really wants a Wyrd around and the Ash Wastes Nomads actually see them as a natural progression of hu- man kind. BOUNTY An Ash Wastes Nomad is worth a bounty equal to his total cost. That is Guilders and slave traders will accept turn in of Outlaws and fresh slaves. but no more than 2 Ash Wastes Nomad interior at their leisure. These weapons • Ash Wastes Nomad Heavy – Your gang must are how the Ash Wastes Nomads gain entry into the Hive’s include 1. In addition the Ash number of fighters in the gang. • Ash Wastes Nomad Leader – Your gang must in- nades. guidelines for each category of gang member): Krak Gre. 63 . (Hey.this is to indicate tendencies of the Nomads). if they do not make any attempt to rescue their comrade then they will be shunned by their fellow Ash Wastes denizens and will not be allowed to conduct trade for one post battle sequence. or Melta Bombs. but TREACHEROUS CONDITIONS if they are given the option to choose a scenario they may Games played that involve the Ash Wastes Nomads may use pick from either the ‘Standard Scenario Table’ (pg. CAPTURE Ash Wastes Nomad clans are tight-knit groups and have an ingrained hatred and distrust of all hive dwellers. To this end they will most likely launch an attempt to free any captured members of their gang instead of negotiating any ransom (The Nomads are allowed to negotiate such a ransom . Ash Wastes Nomads or the ‘Outlaw Scenario Table’. (Negotiation for a ransom of a capture gang member is counted as an attempt to free an Ash Wastes Nomads gang member. it’s hard to find good help in the wastes). non. Wastes Nomads may only work one territory (their choice) during the post-battle sequence. are not affected by ‘High Winds’ (21-26) or ‘Ash Layer’ (64) as they have been brought up to cope in these conditions EQUIPMENT outside the hive. let’s face it. rolls on number of Ash Wastes Nomads so long as the first their Ash Wastes territory chart. RECRUITING THE GANG mads would certainly die outside in the toxic wastes. just like any other outlaw. Lascannon. GANGS the Wyrd. Without this they will be ‘left out in Heavies. The Wyrd will then also benefit from having a respirator as well. This is possible because. clude a Leader. two criteria are met. To reflect their reliance on such weapons and • Ash Wastes Nomads – Your gang may include any expertise of their heavies all income rolls (foraging. All Ash Wastes Nomads are equipped with respirators (in- cluded in their costs). the wastes’.

how lived survivors are famous among the Outhivers. Special. From infancy has lived his entire life in the Ash Wastes. ute to their Nomadic clan and participate in the clan’s raids. 1-2 NOMAD HEAVY Cost to Recruit: 65 credits NOMAD JUVES Cost to recruit: 30 credits Ash Wastes Nomad Heavies specialize in armor busting. 64 . Leadership: An Ash Wastes Nomad Leader has earned the re- spect of his fellow Nomads. His skills have enabled him to not only survive in the hostile environment of Necromunda but become a local legend with tales of his exploits. Heavy. Pistol. to filter potable water and breathable air. and the Gre- Special Rules nades and Shells (for any weapon he can use) lists. Special. Pistol. and the Grenades and Shells lists. Basic. ides reveal a long abandoned transport tube. 4 4 4 3 3 1 4 1 8 M WS BS S T W I A Ld Weapons: An Ash Wastes Nomad Leader may select weapons 4 3 3 3 3 1 3 1 7 from the Close Combat. They are able to walk hundreds of miles across the poisonous ash desert and M WS BS S T W I A Ld only eat and drink once every ‘sunrise’. and the Grenades and Shells (for any weapon he can use) lists. M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Weapons: Ash Wastes Nomad Juves may select weapons from the Close Combat. as well as to gain entry into the hives vived their trials and have proved that they are able to contrib- themselves. Many of these long they are taught how to read the winds and shifting ash. Weapons: Ash Wastes Nomads may be equipped with any weapons from the Close Combat. They often accomplish this when the shifting ox. from the Close Combat. Leader. Pistol.GANGS 1 NOMAD LEADER NOMADS Cost to recruit: 120 credits Cost to recruit: 55 credits The Ash Wastes Nomad Leader is an inspirational leader that Every Nomad is an absolute master of survival. or a forgotten wastes dumping station. Basic. Basic. and Grenades and Shells (for Weapons: Ash Wastes Nomad Heavies may select weapons any weapon he can use) lists. They are called upon to crack open the Guilder crawlers that dare Although young and relatively inexperienced they have sur- to cross the wastes. Pistol. As a result he has all the skills and abilities of a ‘normal’ house gang leader.

Favored weapons of the Ash Wastes Nomads are the ‘Long The details in this table override ammo roles given in other Rifle’ (its long range ideally suited for the vast expanses of books. conditions of the Ash Wastes. Details of any new weapons are given below. ASH WASTE NOMADS WEAPONS LIST Close Combat Weapons Cost Club / Maul / Bludgeon 10 credits Double Bladed Knife 10 credits Knife 5 credits each additional Pistol Weapons Cost Ammo Roll Autopistol 15 credits 5+ Stub gun 10 credits 4+ Laspistol 15 credits 2+ Basic Weapons Cost Ammo Roll Autogun 20 credits 5+ Lasgun 25 credits 2+ Long Rifle (0-1 per gang) 45 credits 5+ Shotgun (with Solid & Scatter) 20 credits 5+ Special Weapons Cost Ammo Roll Grenade Launcher (grenades extra) 130 credits auto Plasma Gun 70 credits 4+ Plasma Pistol 25 credits 4+ Heavy Weapons Cost Ammo Roll Autocannon 300 credits 5+ Heavy Plasma Gun 285 credits 4+ Heavy Stubber 120 credits 5+ Lascannon 400 credits 4+ Missile Launcher (missiles extra) 185 credits auto Leader Weapons Cost Ammo Roll Chainsword 25 credits n/a Meltagun 95 credits 4+ Grenades and Shells Cost Ammo Roll Dum-dum bullets 5 credits auto Frag grenades 30 credits auto Frag missiles 35 credits auto Krak Grenades 50 credits auto Krak Missiles 115 credits auto Melta Bombs 40+3d6 credits special 65 . Especially for rare or exotic weapons taining the Ash Wastes Nomad’s equipment in the harsh and some are just completely worthless. GANGS NOMAD WEAPONS RULES The following weapons lists include new ammo rolls to re- In the toxic environment of the ash wastes ammunition is flect the rarity of ammunition and the difficulties in main- often hard to come by. the Ash deserts) and the ‘Double Bladed Knife’.

✓ ✓ ✓ ✓ Leader . ✓ ✓ - Heavy . ✓ . LRB).GANGS ASH WASTES NOMAD EXPERIENCE Starting Experience When recruiting an Ash Wastes Nomad gang the fighters will al- ready have some experience in how to fight. . . . 86. ✓ . ✓ - Nomad . Experience Advance Table Exp Points Title Notes 0-5 Nomad Juve Starting for Juve 6-10 Nomad Juve 11-20 Nomad Juve 21-30 Ash Nomad Starting for Nomad 31-40 Ash Nomad 41-50 Ash Nomad 51-60 Ash Nomad 61-80 Survivor Starting Leader/Heavy 81-100 Survivor 101-120 Survivor 121-140 Survivor 141-160 Survivor 161-180 Survivor 181-200 Survivor 201-240 Survival Expert 241-280 Survival Expert 281-320 Survival Expert 321-360 Survival Expert 361-400 Survival Expert 401+ Survival Expert Cannot advance further Agility Combat Ferocity Muscle Shooting Stealth Techno Nomad Juve . When an Ash Wastes Nomad Juve acquires 21 experi- ence points he gains access to the Nomad skill set and equip- ment tables but his initial cost does not change. . Nomad Juve 0 Nomad 20 + d6 Heavy 20 + d6 Leader 60 + d6 Advances When an Ash Wastes Nomad gains enough experience to get an advance. ✓ ✓ ✓ ✓ ✓ ✓ 66 . . roll on the standard gang Advance Table (pg.

vehicles or beasts. may use any sight beast in Necromunda. except in the event of an Wastes Nomad’s struggle. ritual weapon was traditionally carried by members of • Nomad Juves may not drive a vehicle or be the House Catallus. Range Strength Damage Save Mod CC As user As user As user Special Rules: Parry 67 . Short Long To Hit but the cost of the weapon is added to the vehicle’s Range Range Short Long Str Dam Save Ammo or beast’s cost. Ash Waste Nomad gangs: reled rifles. If using the Vehicle rules. Although only a knife it allows emergency (see the vehicle rules of more detail). usually mounted with a scope or sight. the fighter to parry as if it was a sword. but its use has become symbolic of the Ash primary rider of a beast. These long bar. the following additional rules apply to monly employed by Ash Wastes Nomads. on on a vehicle or beast. Ash Wastes Nomad Juves are allowed to ride bikes as normal and may ride on any vehicle or beast as a passenger. 4 1 -1 5+ on the roster. not the Ash Wastes Nomad Heavy’s 0-12 12-48 -1 . are useful in the wide open spaces of the ash wastes where an enemy • Nomad Leaders may drive or ride any of the gang’s can be easily spotted at greater distances. This or beasts. The long rifle is of. • Nomads may drive or ride any of the gang’s vehicles mads and other Outhivers is the Double Bladed Knife. If this is to be the case then the weapon should be purchased ‘for him’ as normal. 0-1 per gang. Fixed weapons are the only way move or fire weapons can be fired from a moving vehicle or Special Rules: Move or Fire. A common hand-to-hand weapon among Ash Wastes No. ten used to pick off caravan guards at long range as the rest • Nomad Heavies may be the gunner of a fixed weap- of the gang springs forward from close in during ambushes. GANGS LONG RIFLE VEHICLES AND BEASTS The Long Rifle is a term used to describe a weapon com. Ash Wastes Nomad Heavies that can be attached to a basic weapon. who are not gunners may ride any vehicles or beasts as normal and may still take over as driver or rider in DOUBLE BLADED KNIFE an emergency (see the vehicle rules for more detail).

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original article by Andy Chambers Pit Slaves are gang fighters or underhivers who have strayed from the normal day-to-day life on Necromunda or have been captured and sold as slaves or have had the Enforcers deem them unfit for citizenry and locked them away for their crimes. The Guilders have set a standard bounty on all Pit ritory then he may not go to the Outlaw Trading Post. The more renowned pit fighters even show signs of metal plates that act like armor. Pit Slave Gangs survive in the wastes raiding settlements and caravans. These fighters will add a +1 to the number of items that Pit Slave Gangs start with one random territory chosen from the Pit Slave Chief is offered. No re- spectable house will take on a pit fighter so they gravitate to the shadows. What do you expect? All that clanging and creaking from the mechanical parts tends to scare off the wildlife. If HIRED GUNS they gain another territory then they have the choice of mov. but this must be specified prior to rolling for income. Once a pit fighter has won his freedom he quickly learns that the only place that will accept him is the Underhive. back alleys. Pit Slave Gangs cannot hold more than one territory. Any other fighters may scavenge for d6-1 vation. Those that show an aptitude for combat will be allowed to absolve themselves as pit fighters in the various legitimate (and illegal) fighting arenas through out Necromunda. In addition.GANGS PIT SLAVES by Robert J. Guilders. The Adeptus Mechanicus uses servitors to do all their hard labor and Pit Slaves are Necromunda’s own version of fighting servitors. ing their base camp to the new territory or they may loot the Since Pit Slaves are always Outlaws Bounty Hunters will not new territory. Almost all pit fighters are adorned with numerous fuel lines. are the luckiest. Reiner. because Pit Slaves are partial- ly made of metal. You BOUNTY may elect to work your territory before determining who is Pit Slaves are considered troublesome and dangerous by the scavenging. and a various as- sortment of other deadly weapons. Guilders tend to sort their slaves by usefulness and Pit Slaves are not only useful. Guilders notoriously augment those pit fighters that show the best fighting skills or better yet. This is the Pit Slave Gang’s base camp. and power conduits INCOME they require fewer nutrients to sustain life. Plugs and connectors mark their flesh. Roll once on the Pit STARVATION Slave Territory Chart to determine the Pit Slave Gang’s new Pit Slave Gangs suffer the effects of starvation just like any base camp. Pit Slave Gangs can hire any hired guns that they can afford. Each Pit Slave only Pit Slaves collect income from their one territory if they send requires 2 credits worth of upkeep to avoid the effects of star- a fighter to work it. Slaves equal to their total cost plus equipment just like any any fighters that do not scavenge and did not go out-of-action 74 . but are also very profitable. However. Strong willed individual pit fighters hire themselves out for indi- vidual battles. OUTLAWS Pit Slave Gangs are outlaws and follow all the rules for out- laws as presented in Fanatic Magazine 5 and 6 except as noted. Also. A few are even augment- ed with extra arms to do more damage to their opponents. and dregs of the Underhive. linkage connectors. their base camp during the post game sequence. heavy machinery pieces. the Pit Slave Territory Chart. Guilders tend to wave false hopes of riches and freedom to those that bring them the most credits. servitors. other outlaw gang. gearboxes. Pit Slave Gangs may opt to move work for Pit Slave Gangs. may accompany the Pit Slave Chief to the Outlaw Trading TERRITORY Post. If the Pit Slave Chief scavenges or works the ter. but on occasion a charismatic pit fighter will band rag-tag fugitives together into Pit Slave Gangs. credits.

no more. You have 1000 credits to spend on recruitment and armament within the following guidelines: Minimum of 3 fighters: A gang must start with no less than 3 fighters. those rare weapons of- fered to Pit Slave Chiefs during trading sessions. Damaged bionics and weapons can be replaced at the standard cost shown below. All Leadership Challenge Rules apply to Pit Slaves. If this skill is rolled roll another Stealth Skill instead of choosing one of your choice. INJURIES If a Pit Slave suffers a permanent injury to a location that he has already replaced with a bionic implant or Pit Slave Weapon the implant or weapon is destroyed with no further effect to the Pit Slave. and those invented by the Pit Slaves with the Techno Skill Inventor. If the Pit Slave Gang is allowed to choose which scenario to play they may choose any scenario they want. Pit Slave Chief: Your gang must include one Pit Slave Chief. A Pit Slave Gang that has a Pit Slave Techno can instead repair bionics and weapons per the Pit Slave Techno Rules. CAPTURE Since Pit Slaves are mostly escape convicts and slaves they all have the Stealth Skill Escape Artist. Opponents captured by Pit Slave can be rescued or ransomed back to their gangs. 0-1 Pit Slave Techno: Your gang may include one Pit Slave Techno. Any Number of Pit Slaves: Your gang may include any number of Pit Slaves. GANGS other outlaw. LEADERSHIP If a Pit Slave Chief dies then the Pit Slave (not Techno or Servitor) with the most exepreince takes over leadership of the gang and immediately gains all the special rules that ap- ply to the Pit Slave Chief. SCENARIOS Pit Slave Gangs roll on the Outlaw Scenario Table in Fanatic Magazine 6. RECRUITING THE GANG A Pit Slave Gang is recruited in the same way as a normal gang. just like when a ganger takes over as the leader of any other gang. no more. WEAPONS Pit Slave Gangs are only trained with a finite number of weapons. no less. In the event that a Pit Slave chal- lenges for leadership treat all results of ‘Shooting’ as Close Combat instead. Pit Slaves cannot use any weapons other then those found on their weapons list. 0-1 Servitors: Your gang may include a Servitor if it has a Pit Slave Techno in it. 75 .

His skills have enabled him to survive in the Tinker: A Pit Slave Techno can repair bionics. Because of his obsession with implants a Pit Slave the bionics replaced again. If this is done the opponent’s fighter is the Pit Slave Advance Chart. Special Rules: Leadership: A Pit Slave Chief has earned the respect of his Special Rules: fellow Pit Slaves. The arms have hand-to-hand weapons. Pistol. Techno out and in some cases he simply has the most experience for Cost to recruit: 90 credits surviving the many battles that lay ahead. A favored method of keeping The Pit Slave Techno is charged with the upke ep and order in a Pit Slave Gang is to accumulate as many bionic maintenance of the Pit Slaves. A Pit Slave Chief can always attempt to escape pinning. M WS BS S T W I A Ld 4 4 4 3 3 1 4 1 8 M WS BS S T W I A Ld 4 2 2 3 3 1 2 1 7 Equipment: A Pit Slave Chief may be equipped with Armor Plates for 20 credits each.action then he may work third arm option. A fully tricked out simple as oiling the implants and weapons to grafting new Pit Slave Chief is a truly terrifying thing to behold with their implants. may be a second Pit Slave Weapon. He is usually the one who first instigated the Pit Slaves to revolt against their masters or planned the break. or otherwise returned to his gang then the Pit Slave Experienced: A Pit Slave Chief will already be hardened by Techno may remove them and re-attach them to any member his combat experiences. and do various other duties for 6” of the Pit Slave Chief may use his leadership value instead the Pit Slave Gang as described below. Pit Slave Chiefs Staring Experience: 40+d6 have to work hard to keep their positions amongst the des- perate unfortunates they lead. An example in is repaired. 76 .GANGS equipped with nothing but hand-to-hand combat weapons Pit Slave Chief and an attack characteristic of 2 would roll 2+1+1=4 dice. A Pit Slave Chief with Captured bionics may be placed in the stash until used or sold. Any Pit Slaves within ones. Most Pit Slave Technos were once Van Saars who many arms bristling with guns and strange devices designed were captured or enslaved. and Grenades Weapons: A Pit Slave Techno may be given any weapons and Shells weapon lists. has three pistols. Special. Close Combat. You may roll one random advance on of the Pit Slave Gang. from the Close Combat. any wise Pit Slave Chief sets out with a Pit Slave Techno at his side. and Grenades and Shells weapon lists. have the pieces and parts grafted to it. On a result of ‘6’ the item case the Pit Slave Chief could fire three pistols. Special. Equipment: A Pit Slave Techno may be equipped with Armor Plates for 20 credits each. All skills that say ‘with damaged item acts like a club because the Pit Slave will be still each hand/arm’ apply to all three arms of the Pit Slave Chief. 1 for the first extra arm. In this on all damaged items. ran- somed. who has any bionic parts and the fighter is not rescued. Capturing Bionics cannot be done Chief may choose an additional arm. Weapons: A Pit Slave Chief may be given any weapons from the Pit Slave. When a Pit Slave Gang starts up to chop an unsuspecting fighter in half. graft on armor plates. and a Staring Experience: 80+d6 second 1 for the second extra arm. returned to his gang without his bionics and any other equip- ment the Pit Slave player wants to keep. The Pit Slave Chief is the glue that holds the Pit Slave Gang together. This means that the Pit Slave Chief will be able to fire ons: If a Pit Slave has a bionic part or Pit Slave Weapon or Ser- three pistols in hand-to-hand combat if he has three arms and vitor’s heavy weapon and it is damaged or destroyed during a gains an additional D6 in hand-to-hand combat if all three game then it will act as a club until the end of the game. Captured Bionics: If a Pit Slave Gang captures an opponent even if there are no friendly fighters within 2” of him. and has gunfighter. per the standard rules Many Arms: A Pit Slave Chief commonly ‘acquires’ extra for captured fighters and will have his original injuries that implants. the extra arm will gain an extra attack and may choose to resolve hits in close combat using either of the weapons Damaged Bionics/Pit Slave Weapons/Servitor Heavy Weap- used. Cost to recruit: 130 credits 2 for his attack characteristic. Roll a D6. Pistol. On any other result the item is damaged and the hand-to-hand combat with a Pit Slave Chief with three arms. This responsibility can be as implants and weapon upgrades as possible. if the The prime example of this is if a Pit Slave Chief takes the Pit Slave Techno did not go out-of. After the game. create new hostile environment of Necromunda. of their own when they are required to take leadership based tests. This additional arm if the Pit Slave Techno went out-of-action in the last game.

77 . Once a heavy weapon is selected for a Servitor it will be the only weapon that the Special Rules: Servitor will be able to use. It is typically programmed before each bat- from the Pit Slave. In the event that a Pit Slave challenges for leader- Skills: All Servitors have the Muscle Skill Bulging Biceps. does not add to the gang rating. This means that you cannot Experienced: A Pit Slave will already be hardened by his switch out heavy weapons but may replace destroyed weap- combat experiences. GANGS neuronetic connections are damaged beyond repair and the item crossed of the roster. Pistol. Close Combat. As a result. Pit Slaves are scarred. the Pit Slave Chief. but armor is still armor. Pistol. Weapon Link: A Servitor always has a heavy weapon cyber- M WS BS S T W I A Ld netically grafted to him in the same manner as a Pit Slave 4 3 3 3 3 1 3 1 6 Weapon. Close Combat. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Equipment: A Pit Slave may be equipped with Armor Plates for 20 credits each. is not usable. Shells list if a shotgun is selected from the basic weapon list but Servitors cannot use grenades. You may roll one random advance on ons with the same weapon. Guard Sentries. This weapon will encumber the Servitor in hand- to-hand combat like any other heavy weapon.’ Pit Slaves Cost to recruit: 60 credits Staring Experience: 30+d6 Pit Slaves are the backbone of the Pit Slave Gangs. and Grenades and Shells lists. All Leadership Challenge Rules apply to Pit Slaves. and their base strength value. All other hand. If the Pit Slave Gang has a work- shop then the repair result will become a’4-6. on that they can use in hand-to-hand combat then they will fight with their base attack characteristic. Outsiders often say that the more bionics a fighter has the less of a brain they have. As a side ef- Equipment: A Servitor may be equipped with Armor Plates fect to this weapons link a Servitor will not benefit from any for 20 credits each. half-men with only bitter memories of their for- mer lives. Shotgun shells may be taken from the Grenades and weapon lists. They are basically walking gun platforms. The Servitor is instead shut down and moved to the play- er’s stash. ship treat all results of ‘Shooting’ and Close Combat instead. If a Servitor is not given a weap- the Pit Slave Advance that can challenge or take over leadership of the gang from combat modifiers still apply. Weapons: A Servitor must be given one weapon from the Not Free Thinkers: A Servitor is not meant to be able to Heavy weapon list and may be given one other weapon think for itself. their base weapon Aspring Chiefs: A Pit Slave is the only member of the gang skill. Weapons: A Pit Slave may be given any weapons from the Pit Slave. and Servitors are usually escaped Imperial Servitors or Imperial does not have to be upkept. Special Rules: Pit Slave Techno Operator: A Pit Slave Gang must have a Pit Servitor Slave Techno to recruit Servitors. or Basic weapons tle but this is the Underhive and things are done differently down here. If the gang looses its Pit Slave Techno once it has a Servitor then the Servitor may Cost to recruit: 80 credits not be used in games until a new Pit Slave Techno is recruit- Staring Experience: 50+d6 ed. Servitors may not run or charge. gun sights.

due to the intricate ries are removed. Car- 3 Camoflauge: The Servitor may hide this game. Flak 2 Well Oiled Machine: The Servitor gains the Armor will yield enough materials for one armor plate. are a few special rules for Pit Slave Weapons: However. in no way can armor plates and armor be combined for added protection. Additionally. a 1 Shooting: Choose one Shooting Skill for this Pit Slave with the Techno Skill Inventor invents armor. Techno can repair the servitor. And lastly. since Servitors are more machine then man any- way a Pit Slave Techno can repair serious injury results by Replacement: In the event that you do not like the weap- doing nothing but diagnose and repair the Servitor in a post on that your Pit Slave is armed with then you may have the battle sequence that they did not go out of action in by spend. However. but does not cause fear or terror when re. during the post game sequence. Each plate will increase the armor saving all times. of Plates Armour Save Initiative Mod Programming: Servitors are lobotomized souls whose only existence is to take direction from their programmers. Servitors cannot scrap metal found almost anywhere in the Underhive and the work scavenge or work territories. you may not take a Pit Slave Weapon off of a fighter without replacing it immediately with another weapon. No. since they cannot think on their own they cumbersome. Mesh Weaponsmith skill for this game. These extra armor plates can and ignores all Flesh Wound effects. Here there is no way for them to overcome serious injury results. In scenarios that require a Servitor ARMOR PLATES to set-up in hiding the Servitor is instead placed out of sight. Experience: A Servitor will not collect any more experience once starting experience is determined and any experience PIT SLAVE WEAPON LIST that is awarded to him will simply be lost.GANGS Servitors may not hide. Pit Slave Chief acquires armor from any other source then a Pit Slave Techno can incorporate it into Armor Plates. Pit Slaves often fashion armor plates for themselves from Servitors may not use or utilize over-watch. Number: Each Pit Slave (excluding a Chief with a third arm) 78 . On a result of ‘1’ he may not do to the same fighter then remember that the minimum initia- anything at all and remains stationary. 4 Tracking: The Servitor may use Overwatch rules These plates may be split up however you choose and may this game. apace Armor yields enough materials for three armor plates. Any other result and tive is always 1. A Pit Slave may be protected by a maximum of must stay within 8” of a Pit Slave Techno or Pit Slave Chief at three armor plates. Alternately. or the game. Although grafted armor is effective protection it is also cruited. any Pit Slave Weapon that is the next post battle sequence but can wait until the Pit Slave removed is destroyed and cannot be sold back. With the technical know-how of the Pit Slave Tech- mind is blank he is totally immune to all forms and sources nos the metals can be grafted onto Pit Slaves to be used as ar- of fear and terror. If they start their turn more then 8” away they must throw by +1 and each armor plate after the first will reduce move to attempt to get back within 8” of either fighter. Armor will yield enough materials for two armor plates. Damage: If a Pit Slave Weapon is damaged it will act with the stat line of a club intil you pay to repair it (see Techno rules) or replace per the replacement rules above. alike. he may continue with the game as normal. since a Servitor’s wastes. If the Pit Slave’s initiative characteristic by –1 to a minimum ini- both fighters are out of action then the Servitor must first roll tiative of 1. Note: you do not have to repair injuries in nature of Pit Slave Weapons. also be placed in your stash. Pit Slave Gangs will only use the weapons on the lists below with the only exception being rare weapons found Repairing Servitors: Since Servitors do not gain experience through rare trade rolls and Techno Skill Inventor rolls. Do not add or track Pit Slave Gangs use unique weapons and common weapons any more experience given to a Servitor. Pit Slave Techno switch it out for another Pit Slave Weapon ing 50 credits per injury. If armor plates and initiative injuries are applied a D6 at the start of his turn. be added to fighters that already have armor plates but no in 5 Machine Spirit: The Servitor cannot be pinned excess of three total per fighter. a Pit Slave without 6 Saturating Fire: Choose one Heavy Skill for this armor plates may use a set of armor per the armor’s rules but game. Also. 3 4+ -2 d6 Result If the Pit Slave Chief is offered armor from the trading post. Once the credits are spent the inju. Before 1 6+ 0 each game the Pit Slave player must roll a D6 on the Servitor 2 5+ -1 Programming Chart. mor.

A whirling disk of toothed steel. Heavy Weapons The most well known advocate and wielder of the chainsaw is the slave leader Bull Gorg. Laspistol 15 credits 2+ PIT SLAVE WEAPONS Stub gun 10 credits 4+ BUZZ SAW Special Weapons Buzz Saws are fitted to scrap slaves and particularly unsubtle Autogun 20 credits 4+ pit fighters. since you al- Shears 15 credits ternate hits in HTH per the rules on page 24 of the ORB only every other hit can be applied to the Pit Slave Weapon Close Combat Weapons (every third hit in the case of a Chief with 3 arms). Pit Slave Wespons Buzz Saw 25 credits Other H2H Weapons: If a Pit Slave is armed with more then Chainsaw 25 credits one H2H weapon then the special rules for the Pit Slave Claw 15 credits Weapons will take presidencies but will only affect hits with the Pit Slave Weapons. not his club. but the Heavy Bolter 180 credits 6+ most infamous Pit Slave named Harkan Vore actually had a Heavy Plasma Gun 285 credits 4+ chainsaw which replaced his lower jaw. GANGS PIT SLAVE WEAPON LIST may only ever use one Pit Slave Weapon. And yes. Grenade Launcher 130 credits Auto Lasgun 25 credits 2+ Range Strength Damage Save Mod Meltagun 95 credits 4+ CC 5 1 -3 Plasmagun 70 credits 4+ Shotgun 20 credits 4+ CHAINSAW Chainsaws are a popular choice of weaponry for Pit Slaves. Pit Slave Weap- Autopistol 15 credits 4+ on Special Rules and Skills do not stack with the exception Bolt Pistol 20 credits 6+ of the Chainsaw’s Parry. This means that a Pit Slave with a Hammer 20 credits Club and Shears will only be able to decapitate a fighter on Rock Drill 15 credits a ‘6’ result from the Shears. A Pit Slave will always require the use of one hand. Heavy Stubber 120 credits 4+ Range Strength Damage Save Mod Grenades & Shells CC 4 1 -1 Bolt Shotgun Shells 15 credits 6+ Dum Dum Bullets 5 credits Auto Special Rules: Parry. Also. A chainsaw is usually mounted Autocannon 300 credits 4+ on the stump of a wrist or in place of a forearm. the buzz saw Boltgun 35 credits 6+ can part steel or flesh just as easily with a single scything Flamer 40 credits 4+ swing. Club/Maul/Bludgeon 10 credits Knife free / 5 Special Rules: In the event that a Pit Slave Weapon has a spe- cial rule that mimics a Skill then all rules that apply to the Pistol Weapons skill will also apply to the Pit Slave Weapon. Frag Grenades 30 credits Auto Hotshot Shotgun Shells 5 credits 6+ Krak Grenades 50 credits Auto Manstopper Shorgun Shells 5 credits 4+ 79 . Chain/Flail 10 credits this does mean that you can apply the first hit to the Pit Slave Weapon. so if you campaign rules allow for mutations a Pit Slave may use one less Pit Slave Cost Ammo Weapon then the number of arms he has.

Note: the opponent may not be revived via the Techno Skill: Medic. If the Pit Slave inflicts two or more hints 101-120 Pit Champion in hand-to-hand combat then he may exchange all the hits for 121-140 Pit Champion a single hit with an increased strength and damage as he drills 141-160 Pit Champion though his opponent’s body. 241-280 Pit Slave Hero 281-320 Pit Slave Hero Range Strength Damage Save Mod 321-360 Pit Slave Hero CC 4 1 -3 361-400 Pit Slave Hero SHEARS 401+ Pit Slave Hero Huge shears are fitted to Pit Slaves for harvesting fungus groves. . so you exchange 181-200 Pit Champion two hits for a single S5 hit causing two wounds. and other similar things. The sharp blades of the shears are quite capable of snipping bits off a Agility Combat Ferocity Muscle Shooting Stealth Techno Pit Slave ✓ ✓ ✓ ✓ . snipped his opponent’s head clean off his shoulders unless the This hurl is in addition to hitting his opponent. hand combat with a roll a ‘6’ to wound roll a further D6. - Chief Techno .to- A claw or big grabber is used in a variety of mining and load. If the hurled oppo. LRB). ✓ ✓ ✓ . opponent can make its armor saving throw or other save roll ponent is thrown D6” in a direction chosen by the Pit Slave (like dodge). - 80 . A hurled op.GANGS CLAW human as well. Range Strength Damage Save Mod CC 4 1 -1 Range Strength Damage Save Mod HAMMER CC As user+1 1 -1 Giant hammers are fitted to mining and foundry slaves. A Pit Slave armed with a claw may pick up and hurl the second result is also a ‘6’ then the Pit Slave has successfully his opponent if he wins a round of hand-to-hand combat. Skill hammer wielding Pit Slave has its weapon skill halved (round. . 86. The pile driver force of a pneumatically driven hammer is so great that opponents in hand-to-hand combat may be knocked PIT SLAVE ADVANCES senseless and beaten to their knees before they have a chance When a Pit Slave gains enough experience to get an advance. to fight back. player and suffers a single hit at the strength equal to half the distance hurled (round up). etc. and rock. Any opponent in hand-to-hand combat with a roll on the standard gang Advance Table (pg. The oppo- with a strength equal to half the distance hurled. they are simply dead. If the hurled opponent strikes a Any opponent that suffers the fate of having its head snipped wall or other obstacle he will stop there. Exp Points Title Notes Range Strength Damage Save Mod 21-30 Pit Slave Starting for Pit Slaves CC 4 1 -1 31-40 Pit Slave 41-50 Pit Slave Starting for Technos ROCK DRILL 51-60 Pit Slave Starting for Servitors Mining slaves are commonly modified to carry a massive drill 61-80 Pit Champion for boring through slag. minerals. ✓ ✓ ✓ Pit Slave . . medi-packs. three hits for 201-240 Pit Slave Hero a single S6 hit causing three wounds and so on. The rock drill 81-100 Pit Champion Starting for Chiefs makes a fearsome weapon in hand-to-hand combat when used by a Pit Slave. nent is crossed off the roster immediately and all gear is lost. . Advances that are earned from the Advance Table may be ing down) unless it can roll under its Initiative on a D6 at the chosen from the following Pit Slave Skill Lists as noted below: start of each hand-to-hand combat phase. The bonus equals +1 Strength 161-180 Pit Champion and +1 Damage for each hit after the first. If the Pit Slave hits an opponent in hand. If ing jobs. . scrap metal. off is automatically dead and there is no need to roll on the nent hits another fighter then both fighters take a single hit Serious Injury Chart in the post game sequence.


Because of the Pit Slaves various implants and cybernetic
components it is possible for a Pit Slave to have higher char-
acteristics then a normal ganger.

4 6 6 6 6 3 5 4 10

d66 Territory Income Notes
11-15 Wastes 0 None
16 Collapsed Dome 0 One fighter may try to scavenge in this specific territory. The fighter will earn
2D6x5 credits. On a roll of 2 the territory collapses completely, is crossed off the
roster, and the scavenging fighter must make an Initiative test. If this test is fail the
fighter is killed. Lastly, roll D66 once on the Pit Slave Territory Chart to determine
where your base camp moves at the end of the post game sequence.
21-25 Wastes 0 None
26 Fungus Grotto 0 The gang can eat fungus to avoid the effects of starvation; however, on a d6 roll
of 1 a randomly determined fighter dies from eating a poisonous piece of fungus.
31-36 Rad Zone 0/2d6x5 Valuable mineral resources can be found in a Rad Zone, it is just that it is highly
dangerous to work a known radiation zone. If you wish, you may assign a fighter
to work your Rad Zone for 2D6x5 credits. On a roll of doubles the fighter does
not collect any income is instead hideously scarred from radiation poisoning and
causes Fear (as described on page 30 of the Necromunda LRB) from now on.
41-46 Sludge Sea 0 One fighter may be sent to this territory to search the sludge sea shallows to see
what he can scavenge. Roll a d6:

1: The fighter dies, either eaten by some horrific, mutated monster, getting
sucked down into a deep patch of sludge and drowning or is killed off by
wading into a highly toxic area of sludge.
2-4: The fighter finds nothing of value, but does survive.
5: The fighter discovers something worth d6x5 credits
6: The fighter discovers something worth 2d6x10 credits
51-55 Sump Spillage 10 This territory makes ground fertile enough to farm, but just barely. One fighter
may be sent to cultivate this territory. This will earn the gang 10 credits worth of
edible food to sell.
56 Power Cable Tap Special One fighter may be sent to check the Power Cable Tap. Roll a D6. On a result of
1-5 this territory yields 10 credits worth of power. On a result of 6 this territory
yields 2D6x5 credits worth of power. In addition, each pit slave in the game adds
+1 to their initiative the first time they are required to make an initiative test.
61-63 Scrap Yard d6x5 One fighter may be sent to this territory to work it. In addition, a gang that has a
Pit Slave Techno may make repairs at half cost (round down) and may purchase
armour plating at half cost as well.
64-65 Small Holestead 10 This is a small settlement in a junk heap. If the gang includes a Pit Slave Techno
then he can jury-rig a clean water system and the settlement will reward the gang
with food. This means that the Pit Slaves will not have to pay any upkeep to avoid
66 Workshop d6x10 See Necromunda LRB page 95. In addition, if the Pit Slave Techno is sent to work
this territory the Pit Slave Gang will gain an additional d6x10 income.



By Jake Thornton
Ratskins are normally a shy, peaceful people who are inclined to Watchmen and are driven out of the settlement for good. There can
avoid the noisy, raucous downhivers and their settlements. They be no return home for Ratskins tainted by their contact with
need nothing from the settlers and stay hidden in small communities ‘civilisation’ so they drift from place to place until they can join a
far from the hivers and their guns. If hivers start working near the renegade band and be with their own people again.
Ratskins’ settlements they will pack their gear and quietly slip away
deeper into the wastes. Ratskins find the hivers strange and OUTLANDERS
bewildering and would rather not have anything to do with them. Ratskins may use Hired Guns (who will fight for them) as normal,
and will both take captives and try to rescue their own as other
Sadly, the Ratskins’ peaceable ways make them vulnerable to gangs. Other than that, Ratskins need some special rules of their own
exploitation by unscrupulous Guilders or gangs. Outlaws may run to cover the fact that they just aren’t like ‘normal’ gangs such as
riot and murder a whole Ratskin settlement, leaving a few Orlocks or Delaques.
embittered survivors thirsting for vengeance on all hivers. These
fierce Ratskins turn their backs on their own people and become TERRITORY
renegades, hunting and killing the hivers wherever they can to Ratskins start with one piece of territory generated on the Ratskin
cleanse the Underhive of intruders. Territory table. This is the Renegades’ camp in the wastes and
normally they cannot hold more than a single piece of territory at a
Other Ratskins go to the hivers’ settlements out of curiosity or to time. The Ratskins can decide to move their camp after any game,
look for work as trappers or guides and become corrupted by crossing the old territory off their roster at the end of the post battle
contact with the hivers. The Ratskins themselves dispossess these sequence and generating a new camp on the Ratskin Territory table
individuals and call them Badskins. Badskins spend all their money below immediately. Similarly, if they lose their territory to another
drinking and gambling until they finally get in trouble with the gang they simply generate a new one.

Ratskins Territory Table




Captured Territories back or traded, as with any other prisoner, or may be turned
Any additional territory captured from other gangs is looted over to the Guilders for a bounty. The bounty on a live Ratskin
and destroyed by the Renegades as soon as it is captured. This is equal to his cost (without equipment) + D6x5 credits. You
looting removes the territory from the campaign as the must decide whether or not to turn him over before you roll
Ratskins rampage through it, stripping it of anything of value to see what the bounty is.
and destroying the rest. If the Ratskins loot a territory they
Ratskins may trade or ransom any foes they capture as
gain double its basic value. In the case of a territory with a
normal. However, Ratskins may not claim bounty on anyone
variable income they gain double the maximum. For example,
– they’d be shot on sight if they tried to!
looting a holestead or drinking hole would yield 120 credits.
Archeotech Sites
Ratskins can add or subtract up to 2 from the dice roll when
Archeotech sites are sacred to Ratskins and they will always try
rolling for scenario. If the opposing gang has a Ratskin Scout
to drive Underhivers away from them if they can. If a gang
in their employ this modifier is reduced to plus or minus 1
owning any Archeotech sites loses a territory to the Ratskins it
instead. If the Renegades can choose which scenario to play
will automatically lose one of its Archeotech sites without
they can pick whichever they like.
recourse to a random dice roll. Any Archeotech sites which
are captured by the Ratskins must be left unmolested and will RESILIENT
not generate any income. Instead they will be hidden and Ratskins are remarkably resilient to injury and have the best
guarded by the Ratskins to prevent greedy Underhivers survival instincts humanly possible. They are less likely to get
disturbing them. The only way in which Ratskins can hold lost or captured than ordinary Underhivers and, if hurt, are
more than one territory is by capturing Archeotech sites, but better at hiding from danger. To represent their resilience to
they can hold any number of such sites in addition to their injury a Ratskin who goes out of action may re-roll a result on
camp, using traps, sentries and hidden tunnels to keep them the Serious Injuries table if he doesn’t like the first roll.
safe and move between them rapidly. Ratskins derive no However, if he chooses to re-roll he must accept the second
direct benefit from possessing Archeotech sites, but these result.
special places do give them the favour of the hive spirits. This
favour aids Ratskin Shamans that join the gang, full rules for NATIVE
which will be in a future issue of Fanatic. Ratskins are completely at home with the environment of the
hive bottom; they are born and bred in conditions
SO MANY MOUTHS TO FEED unimaginably harsh for outsiders. In fact, they are so in tune
Ratskins need to eat, just like everyone else, and will need to with the hive that they use it as a weapon in their fights. They
find 3 credits per warrior per battle to keep everyone open sluice gates to flood areas with slime, block vents or
supplied. Work out what’s needed between battles when you open others to send toxic fumes or smogs across their
do all of the other bookkeeping. Hired Guns and special enemies’ paths; they can even cause minor hivequakes by
characters don’t need to be given supplies as it’s assumed that undermining supporting pylons.
their pay is more than enough to keep them in rat burgers.
Important: Any battle involving a Ratskin gang must use the
The credits to pay for these supplies come from one of two Treacherous Conditions rules.
sources: income or foraging. Any spare cash goes in the gang’s
stash as usual. So in tune are the Ratskins with the ways of the hive that they
feel it as a living entity in its own right, and are trained from
Income birth to survive its sometimes murderous moods. Because
Ratskins collect income from their one piece of territory, like they are so at home in the Underhive, Ratskins are completely
any other gang. However, this income is not cross immune to the effects generated on the Treacherous
refererenced with the size of the gang on the income table – Conditions table (see Fanatic Magazine 4). Ratskins can track
it’s simply the amount they earn. their opponents unerringly in fog or darkness with their sharp
Foraging hearing, they can always find their way through or around
Anyone who wasn’t seriously injured in the previous battle bottomless slime and bubbling tox pits, they don’t get
can go foraging. This includes Chiefs, Totem Warriors, attacked by wild creatures and automatically dodge
Ratskins and Braves, though they can’t perform any special acid falls and hivequake debris and so on.
tasks, such as visiting an Outlaw trading post or working the
gang’s territory, if they forage. Each forager collects D6+1
credits’ worth of stuff from the wastes. Hired Guns and special
characters never forage: that’s not what they’re paid for.
TRADING A Ratskin gang is recruited in the same way as a normal gang.
Ratskin Renegades roll on the Outlaw Trading chart. See the You have 1,000 Guilder credits to spend on recruiting and
section at the end of this article. arming your gang within the following guidelines.
BOUNTY Minimum of 3 fighters: A gang must have at least 3 models
Ratskin Renegades are considered extremely troublesome by Chief: Your gang must include one Chief; no more, no less.
the Guilders and so they have a bounty on their heads. If an Totem Warriors: Your gang can include up to four Totem
Orlock, Goliath, Escher, Van Saar, Delaque or Cawdor gang Warriors, but no more.
captures or kills a Ratskin they may claim this bounty. The Ratskins: Your gang can include any number of Ratskins.
bounty on a dead Ratskin is equal to his current cost in credits Ratskin Braves: Your gang can include any number of
(including equipment). A captured Ratskin may be ransomed Ratskin Braves.



In addition, a warrior who is Pure of Spirit may never use
1 RATSKIN CHIEF any kind of shooting weapon (including pistols in hand-to-
hand combat). When a foe is slain his departing spirit can
be absorbed by the Ratskin, but only if he is very close by.
Cost to recruit: 120 credits Beating foes at a distance gains less honour and means
A Ratskin Chief is not born to the position but is elected by that the Ratskin cannot absorb their spirits. If an enemy’s
his elders and his peers. A Chief is always a skilled warrior spirit is allowed to escape in this way, the Ratskins believe
who is an expert in the ways of the Underhive and a that it will be reborn and seek revenge. A spirit that is
natural leader of men. Some Renegade Chiefs are driven absorbed adds its power to the Ratskin and will not be
by a passionate hatred of the hivers who desecrate their reborn as a new foe.
homeland; others feel sympathy for the deluded settlers
and will even help them on occasion though they Fearless. Totem Warriors have an unshakeable belief in
ultimately want them to leave. The Chief ’s words are their protective spirits and fear nothing. They
always listened to with respect by the Ratskins, and even automatically pass any Fear or Terror tests they would be
once he has become a Renegade, braves and warriors will required to take. In addition, they automatically pass any
seek him out to gain the honour of fighting in his warband. Leadership tests to keep their nerve. They will, however,
accompany the rest of the gang if it bottles out.
4 4 4 3 3 1 4 1 8 Any number of RATSKINS
Weapons: A Ratskin Chief may be given equipment chosen
from the Close Combat, Ranged and Special Weapons, plus Cost to recruit: 60 credits
the Grenades and Shotgun Shells sections of the special Ratskins are fully-fledged fighters and hunters from the
Ratskin lists. Ratskin tribes. Many of those who follow a Renegade Chief
are bitter, dispossessed men who have lost friends and
Equipment: A Ratskin may be equipped with a Blindsnake
family to raiding Outlaws or avaricious hivers stealing their
pouch for 20 credits.
territory. Others have become brutalised by working in
Special Rules hiver settlements and suffering the ignorant contempt of
Leadership. A Ratskin Chief commands respect from his the downhivers for their race and culture.
followers and they are heartened by his presence. This
means that any Ratskins within 6" of the Chief may use his M WS BS S T W I A Ld
Leadership value when they take Leadership tests. A 4 3 3 3 3 1 3 1 7
Ratskin Chief can always attempt to recover from being
pinned even if he has no Ratskins within 2" of him. Weapons: A Ratskin may be given equipment chosen from
the Close Combat, Ranged and Special Weapons sections
of the special Ratskin lists.
0-4 TOTEM WARRIORS Equipment: A Ratskin may be equipped with a Blindsnake
pouch for 20 credits.
Cost to recruit: 85 credits
Totem Warriors seek to purify themselves in the eyes of the Any
hive spirits so that they may join with their ancestors after
the death of their bodies. To this end they spend much of
their time in prayer trances, fasting or undertaking Cost to recruit: 35 credits
insanely dangerous treks across the uncharted and Ratskin Braves are young warriors who follow the Chief
labyrinthine wastes of the Underhive. They are revered by into the wastes looking for excitement and glory. Ratskin
the normal Ratskins and Badskins alike as wandering holy settlements always have a few Braves dissatisfied with the
men of sorts. They are also utterly fearless, trusting quiet, peaceful ways of their elders and they will quickly
entirely to the protection of the spirits of the hive. rally to join a successful Chief who fights the hivers. Braves
M WS BS S T W I A Ld are inexperienced fighters but they are already experts at
surviving in the harsh environment of the Underhive. The
4 4 2 3 4 1 4 1 7 Braves’ determination to prove themselves makes them
fierce and bloodthirsty warriors, greatly feared by hivers
Weapons: A Totem Warrior may be given equipment
chosen from the Close Combat and Spirit Weapons and settlers alike.
sections of the special Ratskin lists. M WS BS S T W I A Ld
Equipment: A Totem Warrior may be equipped with a 4 2 2 3 3 1 3 1 6
Blindsnake pouch for 20 credits.
Weapons: Braves may be given any amount of equipment
Special Rules chosen from the Close Combat and Ranged Weapons
Pure of Spirit. Through fasting, trances and ritual sections of the special Ratskin lists.
suffering this warrior has attained a purity of spirit that
attracts the guardianship of one or more of the ever-
present spirits of the hive. Only warriors who are Pure of
Spirit may use the Ratskins’ special spirit weapons.


It is suffused with the Stub gun 10 powers of the hive spirits and can cause enormous amounts of damage in the hands of a pure-hearted Special Weapons warrior. described above. Spirit Weapons Spirit Totem 45 Spirit Staff 55 Grenades & Shotgun Shells Frag grenades 30 Man Stopper shell 5 Hot Shot shell 5 Bolt shell 15 SPIRIT STAFF Dum-dum bullets for stub gun 15 This is basically a larger and even more ornate version of the Spirit Totem described above. Coup stick 15 * The first club/maul etc a Ratskin has is free. If a Massive axe. It requires two hands to use in close combat. The coup stick isn’t a weapon. using flaring muzzles) strapped onto a crude stock of some one is the mark of a brave and noble warrior among the description. if the Ratskin is equipped with an extra club it will cost 10 credits. If a decorated with trinkets in a similar fashion to the Spirit warrior with the Pure of Spirit special rule uses this Totems. When the weapon is If a warrior with a coup stick takes an opponent out of fired it belches out this mass of shards. and must be weapon then it will have its full stats. Roll a D6 and gain that many Experience 5DQJH 7R +LW 6DYH $PPR Points for the warrior in addition to any points awarded 6KRUW   /RQJ 6KRUW   /RQJ 6WU 'DPDJH 0RG 5ROO by the scenario for wounding enemy models. as such – it A blunderbuss or scatter gun is a simple weapon made out adds no additional attack and causes no damage. Shotgun (with solid shot and scatter shells) 20 5DQJH 7R +LW 6DYH $PPR Autogun 20 6KRUW   /RQJ 6KRUW   /RQJ 6WU 'DPDJH 0RG 5ROO Lasgun 25 &ORVH &RPEDW 2QO\     Close Combat Weapons Clubs. This weapon can sense the true spirit of Chains and flails 5 the wielder. though of one or more short tubular barrels (sometimes with it will take up one of the Ratskin’s hands. It requires one hand to use. 5DQJH 7R +LW 6DYH $PPR 6KRUW   /RQJ 6KRUW   /RQJ 6WU 'DPDJH 0RG 5ROO &ORVH &RPEDW 2QO\  '   COUP STICK Special Rules Spirit Weapon. treat Sword 15 it as a normal club. below. and so they are frequently carried into battle before metal fragments. This weapon can sense the true spirit of A coup stick often appears to be a simple stick. An explosive charge is loaded into each barrel Ratskins. If equipped in close combat to gain its special rule. If a warrior without this special rule uses this weapon. described above. sword or club 10 warrior with the Pure of Spirit special rule uses this Knife free weapon then it will have its full stats. However.         85 . coup stick. hopefully in the action in close combat then he may ‘count coup’ with his general vicinity of the target. stones and other pieces of instead of more dangerous items. and it will only aid the pure of heart. a warrior without this special rule uses this weapon. 6KRUW   /RQJ 6KRUW   /RQJ 6WU 'DPDJH 0RG 5ROO &ORVH &RPEDW 2QO\     BLUNDERBUSS/SCATTER GUN Special Rules Great Glory. usually the wielder. mace. treat 5DQJH 7R +LW 6DYH $PPR it as a massive club. GANGS ratskins WEAPON LIST Ranged Weapons Cost SPIRIT TOTEM Autopistol 15 A Spirit Totem looks like a club. mauls and bludgeons free/10* Special Rules Spirit Weapon. and it will only aid the pure of heart. shrapnel are packed down on top. axe or other one- Blunderbuss/scatter gun 8 handed close combat weapon that has been decorated Handbow 5 with all manner of trinkets and fetishes to attract the Musket 6 spirits of the hive to the wielder.

3 3 3 Chief 3 3 3 3 3 3 86 48 48 . Ratskins better weapon explosive packed from elsewhere. Ratskins particularly favour handbows because explosive packed into the barrel fires a solid slug or ball of they are silent and fire ammunition that can be collected metal. HANDBOW MUSKET they are inaccurate at long range in comparison to more A handbow modern weapons. A smallkeen to acquire amount of a out ofusing iron scavenged or steel and springs or so barbed twisted it is gut hardtotosupply removeits strength. they are 6KRUW inaccurate   /RQJ 6KRUWat long /RQJrange 6WUin 'DPDJH comparison to more 0RG 5ROO close combat. 3 Techno skills never learn Totem Ratskins Warriors 3 3 3 3 3. While be to use and so cannot thereloaded heavy arrow or firedofonathe handbow move. but not both in Move or Fire.. A handbow takes both time and attention theRatskin same turn.  but  theyare generally    5DQJH young keen to acquire a out of iron7Ror+LWsteel and barbed so it is6DYH $PPR hard to remove 6KRUW  from  /RQJthe6KRUW   /RQJ 6WU 'DPDJH 0RG 5ROO one. heavy arrow that is best turned  Ratskins. . flesh easily. compact crossbow heavy arrow thator speargun made is best turned young Ratskins. 3 3 Techno skills Chief Totem Warriors 3 3 3 3 33 -3 . . Any target with an Armour Fighter Points Save ofLow 4+ penetration. it lacks a handbow can the momentum move to punch or fire. A can pierce flesh warrior witheasily. rigid armour. but not both in Type of Initial Experience thethick. GANGS Fan05_44-59 11/6/04 2:58 pm Page 48 HANDBOW MUSKET A handbow is a compact crossbow or speargun made Muskets are primitive weapons which comprise a long.Rules warrior with a musket can move or fire. though and reused. 3 Ratskins may Braves 3 . The handbow firesisa ashort. . . into the barrel fires a solid slug or ball of from the target’s flesh. modern weapons. A Special Rules 5DQJH 7R +LW 6DYH $PPR warrior with a musket can move or fire. Any target with an Armour Ratskin Fighter 20+1D6 Points Save of 4+ orvalue Maximum better hasINCREASE its Armour Save table increased to 2+ BraveWarrior 060+1D6 Totem when hit by a M handbow WS BSarrow. but is too cumbersome to use like a pistol in and reused. S T W I A Ld Ratskin Chief 20+1D6 60+1D6 Maximum Value 4 value Maximum 6 6 INCREASE 4 4 3 6table 3 9 Totem Warrior 60+1D6 M WS BS S T W I A Ld Chief 60+1D6 Maximum Value 4 6 6 4 4 3 6 3 9 Ratskin Skill TAbles Ratskin Skill SKILL TYPES TAbles AVAILABLE Important Agility Combat Ferocity Muscle Shooting Stealth Note SKILL TYPES AVAILABLE Important Ratskins may Braves 3Agility - Combat - Ferocity - Muscle - Shooting Stealth3 Note never learn Ratskins 3 3 . better weapon from elsewhere. A small amount of strength.particularly The handbow favourcan handbows be firedbecause one- they are silent and fire ammunition that can be collected metal. though 6DYH $PPR handed. A handbow can’t be reloaded on the move. . Muskets are very common among Muskets are primitive weapons which comprise a long. using scavenged springs or twisted gut to supply its narrow barrel strapped to a stock. it lacks the momentum to punch Type of Initial Experience through thick. Experience system Low penetration. Move or The 6KRUW loading   /RQJ 6WU process 'DPDJH for a musket 0RG 5ROO is time- consuming    so the firer  must  remain  stationary   to fire. A Special the same turn. rigid armour. A handbow   /RQJ 6KRUW   /RQJtakes 6WUboth time and 'DPDJH 0RG attention 5ROO the same Special turn. A handbow can’t be reloaded on the move. -. . but not both in Move 6KRUW or Fire. target’s flesh. narrow but they barrel strapped to aare generally stock. Rules to use and  so cannot be reloaded   or fired  on the move. Muskets are easy to construct and maintain. Muskets are7R 5DQJH easy +LWto construct and maintain. 6SHFLDO  A Move or Fire. The loading process for a musket is time- warrior with a handbow can move or fire. but not both in consuming so the firer must remain stationary to fire. 6KRUW   /RQJFire. or better hasWhile its Armour Save increased to 2+ Ratskin Experience system the heavy arrow of a handbow Brave 0 when hit can by a handbow pierce arrow. Muskets are very common among The handbow fires a short. The handbow can be fired Special Rules 7R +LW  handed.  but  is too  cumbersome   to use 6SHFLDO  in like a pistol 5DQJH 6DYH $PPR close combat. through same turn.

4-6 = +1 BS. Roll 2D6 and consult the Advance Roll table below. 4-6 = +1 Leadership. Roll again: 1-3 = +1 Wounds. ADVANCE ROLLS Make any Advance rolls that are due immediately after the battle so that both players can witness the result. 5 Characteristic Increase. Choose any of the Skill tables (except Techno) and randomly generate a skill from it. Roll again: 1-3 = +1 WS. GANGS experience advance table Experience Points Title Notes 0-5 Brave Starting level for Braves 6-10 Brave 11-20 Brave 21-30 Ratskin Starting level for Ratskins 31-40 Ratskin 41-50 Ratskin 51-60 Ratskin 61-80 Ratskin Warriors Starting level for Chiefs & Totem Warriors 81-100 Ratskin Warriors 101-120 Ratskin Warriors 121-140 Ratskin Warriors 141-160 Ratskin Warriors 161-180 Ratskin Warriors 181-200 Ratskin Warriors 201-240 Spirit Warrior 241-280 Spirit Warrior 281-320 Spirit Warrior 321-360 Spirit Warrior 361-400 Spirit Warrior 401+ Great Warrior A Ratskin that reaches this level may not advance any further. 9 Characteristic Increase. 10-11 New Skill. 2D6 Result 2 New Skill. Select one of the standard Skill tables for your ganger and randomly generate a skill from it. 4-6 = +1 Toughness. Roll again: 1-3 = +1 Initiative. 87 . Select one of the standard Skill tables for your ganger and randomly generate a skill from it. Choose any of the Skill tables (except Techno) and randomly generate a skill from it. Roll again: 1-3 = +1 Strength. 3-4 New Skill. 12 New Skill. Roll again: 1-3 = +1 WS. 7 Characteristic Increase. 8 Characteristic Increase. 6 Characteristic Increase. 4-6 = +1 Attacks. 4-6 = +1 BS.

now the purity of all was the concern of all true Redemptionists. purity at any cost. is to cleanse it of sinfulness. Necromunda and ulti. and while undertaking holy activities). but it is usually and by the death of the corrupt so that there taint cannot only required that followers hide their faces during gatherings spread from them to others who may yet be redeemed. which leaves no trace of corruption adhered to by members of house Cawdor. The sinful- ness that is all around them keeps mankind from fulfilling its density. sinners The first Redemptionists were penitents and ascetics who took to practices such as flagellation and fasting with relish. While the Imperial Creed has definite militant corruption made manifest by the distortion and corruption overtones the Redemption has taken it one stage further. prohibitions against 88 . for daily periods of self flagellation and prayer and the obli- mately mankind. of the flesh into unnatural forms. There was one obvious source of sin and corruption. The way of the dark of the Underhive. BEGINNINGS AND BELIEFS Crucially though the Redemption believe that three sins The Redemption bases its beliefs on the Imperial Creed which encompasses. Redemption has its adherents throughout Hive City. Slowly the word The faithful of the Redemption are not merely the masked spread to the gunslingers and holesteaders who dwelt in the terrors that reeve through the Underhive. Witchery is the ability to use. the requirement achieve redemption for themselves. As it might be imagined unreachable luxury of the nobles and the violent anarchy of this makes most citizens of the Underhive the worst kind of the Underhive and concluded that they were in a living hell. So the Cult of the Emperor’s Redemption believes. the working against its holy purpose. This cleansing gation for the righteous to hide their faces (this is famously is best achieved by fire.GANGS THE REDEMPTION by John French Who beholding the filth and degradation of the Underhive could doubt that the people of Necromunda have had visited on them a terrible punishment. but not a punishment undeserved? For are not those who dwell in this hive prone to every kind of immorality and excess? The hive is swollen with corruption and it must be cleansed. to cleanse it of its chains of impurity. So the duty of the faithful is to remove the sin which holds back mankind. the Underhive. Heresy is refusing the truth of the Redemption or looked at the lives of toil by the inhabitants of hive city. and made into a realm of piety and purity. and surpass all others. Witchery and Heresy. Around the core belief of the Redemption there are numer- ous other pieces of doctrine that make up the basic tenants of faith for a follower of the Redemption: These include numer- ous rules about behaviour and conduct. Abomination is sin and God Emperor. The beliefs of the Redemption are many and various but the core belief is that The God Emperor of Mankind is manifest proof of mankind’s holy destiny to rule the stars. So the Redemption began its never ending war for purity. Even amongst the and the hives anarchic under belly that changed the cult into the wrathful monster it is now. and use of unnatural Originating in Hive Primus the original Redemptionists powers. No longer was the cleaning and purification of the body and soul mere- ly a matter for the individual. The Redemption is a cult who believe that the only way to the consumption of narcotics and alcohol. Smelt workers. corpse handlers and slag hawlers Perhaps it was that contact between the early Redemption all may be followers of the Redemption. For it was not long after this point that leaders of the Redemptionist cult began to preach against the corruption that existed around them. These are the sins of holds that mankind is ruled and guided by The Immortal Abomination. from out of which came the foul liquors that rotted the mind and bred wickedness be- neath their feet. The Faithful Over time the cult grew drawing in many. generally referred to as mu- tation. street hawkers.

two important choices. more reliable gang holdings. as piously militant as business al. Led by a Redemptor Priest the lows them to be. Most people think of the Redemptor Priest at the head of his followers. or destroy a den of witches and mutants. The Redemption is a powerful organisation. They have access to weaponry and skills that makes Similarly the Underhive gangs loyal to Cawdor are similarly them excellent mid ranged or close combat based gang pious and intolerant. numbers dwindle and the flame of that Crusade flickers out. Given the influence that House Cawdor has with with access to capable fighters and a good range of equip- the Priesthood of the Redemption such actions are usually ment. This though is only half the truth. This is not to say that Redemptionists can’t churn out effec- All members of the house hold to the strict codes of con. have the advantage of large numbers allied to an fire and blood. A Mob is a Redemptionist gang that is not led by swiftly and bloodily cut short. Some of the a Crusade is to kill. House Caw- dor. when you start collecting Redemptionists. name that cannot be ignored. If this impulse grips a group of faithful then they may take RECRUITMENT up their weapons and descend on holesteaders. and only emerge masked and hooded to join particular area. gangers and Unlike most other gangs there is a distinct choice to be made settlements with undiscriminating fury. ment and Deacons should not simply be viewed as flamer ings in Hive City are run along strict Redemptionist codes. or whether it is going to be a violence they are purposeful and powerful. They are more than capable of in. House Cawdor. These members of the priesthood maintain the Re. Priest and has no Deacons. The Redemptionist gang list allows you to create a gang that demptions network of support in the Hive. however. GANGS ruling houses of Hive City there are believers. have access to bolters. If the priests redemptor are the thundering voice of the excelling on these terms. then the deacons redemptor are the glue that the enemy that allows Redemptionists to get close is likely holds it together and prevents it from consuming itself. The presence of Zealots also make a Redemptionist gang formidable in close combat even before you consider the possibilities of differently armed Crusad- Amongst all the followers of the Redemption there is one ers. The purpose of Crusade lead by the priesthood of the Redemption. On there fellows in acts of worship and witch burnings. Lacking the heavy and special weap- who ensure that funds and equipment reach the militant ons of other gangs the redemptionists work best at short gangs in the Underhive and that they have sanctuaries to rest range and in close combat. destroy and burn but with purpose. to come off worse. cleansing their Hive of abominations. but there are more who crusade is usually raised for a reason. but hugely important are the Deacon Redemp- tors. after all they alone (apart from the lone Priest) dor are still one of the six industrial houses of Hive Primus. You can either take the path of the tablished order of the hive. Lead by members of the priesthood between whether your gang is going to start as a Mob made crusades are no simple gatherings of the faithful bent on up of the faith crazed masses. also known as the House of the Redemption. The inclusion of deacons gives duct imposed by the Redemptionist creed. All members of a Redemptionist player access to a very diverse set of equip- the house wear masks to hide their features and there hold. Crusade or that of the Mob. occasion though a Crusade goes beyond its purpose and be- gins roaming the Underhive burning all they find until their Above the faithful are the rulers and guides of the Redemp. has be- come utterly pervaded by the teachings of the Redemption. While Cawdor The Redemptionist list presented below. cloaked in crimson haloed by fire. A faithful declare there beliefs openly. the Priesthood. swords and chain swords. the Mob does not have Burnt Flesh access to as much equipment as a crusade. In the Underhive the word of the Redemption is carried by however. Beneath the Priests GANG LIST in authority. This has of course made some particularly Crusade has access to Deacons with their specialised equip- stringent Redemptionists denounce House Cawdor as false ment. strengthening faith. witches and heretics. Extensive industrial contracts tie Cawdor to the other hous- es. A bit less stable than a tionists to do the holy work of their Crusade by physically Crusade. bearers. with flamers and exterminators. the Guild and the nobility of the Spire. 89 . tion. The mob does. Deacons and Brethren. offers sponsors destructive Crusades they are still part of the es. Made up mainly of Devotees with some Zealots and Crusaders. the crusade also may take more Crusaders within its devotees and even attempted to raise crusades to burn their ranks. ensuring that the holy strictures are observed and that the next wave of Crusaders are recruited. It is the deacons is flexible but focused. a Mob is nonetheless a potentially powerful gang. Fanatical as they might be House Caw. members. It is the ultimate aim of almost all Redemp. This is the choice haps are the Crusades. Redemption. This makes a crusade a smaller. More worrying per. effective Leadership for bottle tests. tive mid ranged fire power. Priests not only lead Crusades through the Underhive they also pass amongst the ordinary followers of the Redemption. such as to cleanse a keep it hidden. which maintains overt and co- vert followers throughout the Hive.

In games terms tant. 1 to 4 Automatically bottles out 5 to 8 +1 If a gang has does not have a the correct proportion of each type of gang member. If there are no Deacons on the ing on the number of Redemptionist gang members on the table use the next highest Leadership in the gang. Crusaders and Zealots. but and more stable thanks to the presence and influence of the without the stability and skills of the Deacons or a Priest. because of casualties. table (who are not broken or down) at the start of the turn that the point that the bottle test is taken: Campaign Casualties and Recruitment If a Mob gang later recruits a Priest it becomes a Crusade and Number of Redemptionists Leadership all of the rules for crusades immediately apply to them. and Zealots. • A starting gang without a Priest is a Mob. leadership and teaching of the Priesthood. case only Crusaders or Devotees may be recruited until • Only half of a Mob may be made up of Crusaders this condition is met. Deacon or Zealot. In game terms a Mob is usually a large a crusade is usually smaller than a Mob but better equipped gang with numerous Devotees. the Special rules for Priests apply to him. 90 . If A Mob uses the highest Leadership of any of its members for the priest is Out of Action use the highest Leadership of any bottle tests. If this is ever not the may be recruited until this ratio is restored. This Leadership has a positive modifier depend. the mu. they must re- 9 to 12 +2 cruit until the correct balance is restored. Crusade. If a Priest is killed and there are no Deacons in the Crusade the gang immedi- ately becomes a Mob and all of the rules for Mobs apply to it. • A Mob must include one Devotee for every Crusader • A Crusade must include one Crusader or Devotee for or Zealot.GANGS A Mob is a gathering of the Redemption faithful that has a A Crusade is a group of devoted followers gathered under the common purpose: to rid the underhive of the witch. 13 to 16 +3 17+ +4 The Death of a Priest If the Priest leading a Crusade is killed the Deacon with the Note that no matter what modifier is applied the maximum Highest Leadership immediately becomes a Priest and all of Leadership used for a bottle test is 10. If this is not the case then only Devotees every Priest. and the corrupt. of the Deacons in the gang. members of the Priesthood who are numbered among them. A crusade uses the Leadership of its Priest for Bottle tests. • A starting gang that includes a Priest to lead it is a • A Mob may not include any Deacons.

After a game in which a Redemptionist of any type dies (11-16 on the se- rious injury chart) roll a D6 for each member of the gang who died. The gang that would have gained CAPTURE the territory gains a random new territory from the If a redemptionist is captured by another gang the redemp- territory table on pages 102 and 103 of the Underhive tionists may only attempt a Rescue mission. Members of other • If a Redemptionist gang would not be able to gather gangs who are captured by redemptionists are automati- income from a territory they have a -1 modifier to cally burned for their sins (along with all their equipment) the D3 they roll to determine their income after that unless they are rescued. GANGS not acquire or use weapons which are not on this list. So as redemptionists fall others take their place. Note: The faithful throng of the Redemption are divided demptionist gang is outlawed it will still use the standard into Devotees and Crusaders these are collectively referred trading chart. Redemptionist gangs may recruit extra members af- ter each game. Mutants (Scallies do count as Mutants). Redemptionists are considered dangerous and destructive • If a Redemptionist gang would normally loose fanatics and so the Guild will pay a bounty equal to the ex- a territory to an opponent (in scenarios like Gang perience of any redemptionist killed or captured and turned Fight) they do not gain any income in the post game in by a House gang. ritory simply adds +1 to the D3 rolled for income in the post game sequence of the game in which it was BOUNTY captured. make it easier for a gang to be sustained on the donations of the faithful. The exceptions to this rule one in a million versions of these weapons and power weapons. 91 . Redemptionists gangs can only buy additional to as Brethren if you buy brethren you get models to rep- equipment from the Redemptionist weapon lists and may resent both. Mutants (Scallies do count as Mutants). or Zombies. Redemptionists gather a Wyrd. This and the fact that the only needs of a make. Rare trade grenades (smoke. If a gang includes a Priest they may game. A redemptionist may never use hired guns of any kind any of the normal benefits from it. Deacons and Crusaders. BURN THE MU- INCOME AND TERRITORY TANT. The entire gang is also affected by Hatred when facing op- ponent that includes a Wyrd. This is not looked up on the income table . sequence of that game and may not make any rolls on the rare trade chart. After this it has no additional effect. Additional equipment may be given to the new Devotee using the gangs stash or income. They may not rulebook. Redemptionists use the standard trading chart from pages 104 to 107 of the Necromunda Underhive book. Note that Hatred does not • A Redemptionist gang gains D3 multiplied by the affect the Leadership used to take Bottle tests for the gang. PURGE THE UNCLEAN Redemptionists have no territory and do not gain income If a Redemptionist Gang is facing an opponent that includes in the same way as other gangs. THE GATHERING OF THE REDEEMED The death of the faithful only serves to fuel the belief of the devout and may attract new Devotees to join a gang. Ghouls. HIRED GUNS • The presence of a Priest adds +1 to the roll. and bullets for the sacred guns. simply goes straight into the gang’s stash. Redemptionists shun all those who do not share their holy • If the gang ever captures a territory they do not gain work. Redemptionist are enough food to stave off starvation. On a 4+ the gang gains a Devotee armed with a knife for free. unless it is specifically specified in the Hired Guns rules. They may use the Trade chart but are only ever offered D3 items. plasma etc) can be used by Priests. or supplies and donations from the faithful who dwell amidst Zombies they may re-take any Bottle test that they have to the Underhive. number of members in the gang. attempt to convert the captive to the Redemption (see the Priest special rules). Each captured ter. If this fails the captive and all his equip- EQUIPMENT AND TRADING ment will be burned. FEAR THE WITCH. pay a ransom or exchange prisoners. If a Re.

Redemptionists within 6” of the DEACONS Priest may use his Leadership value when they take Leader- Cost to Recruit: 60 creds ship tests. If a priest is converts a prisoner copy his characteristics.GANGS or new weaponry bought from the Crusader and Devotee 0-1 PRIEST Weapon List. If the prisoner’s score is M WS BS S T W I A Ld higher than the priest’s they refuse to convert and they. The convert must be represented by a Redemp- Cost to Recruit: 160 creds tionist model. skills. All of the convert’s weapons and equipment are burned Recruitment – Crusade: You may only include Deacons if and destroyed (tainted instruments of sin that they are). 92 . ers and Redeemer: If a Crusade captures a member of another gang hideouts that allow the Redemption to exist. In order to use any of these inspirations corruption. Grenades and Modifications • Fearless: A model that fails a Leadership test (not a list. Deacon and Zealot. bottle test) may re-take the test immediately. If the Priest’s score is higher than the captive’s they become a convert. The redemptionist player rolls 2D6 and adds the to purity by the Redemptor Priests. Alternatively a pinned model within 2” Weapons: A priest may be given any equipment chosen from of a fellow gang member may automatically recover the Priesthood section of the Redemptionist weapon list and from pinning. Special Rules ter. The convert counts as a Crusader and use may only gain skills as a crusader from now on. and 4 3 3 3 3 1 3 1 7 their equipment are burnt. the Redemptionist player merely has to declare that they are doing so: M WS BS S T W I A Ld • Tenacious: A model that is pinned and more than 2” 4 4 4 3 3 1 4 1 8 from a fellow gang member may attempt to recover from pinning. The you have a Priest leading the gang. Special Rules though the second result must stand even if it is worse Recruitment – Crusade: If a Redemptionist gang includes than the original result. They may only use one and bond together the followers of the Redemption into a each turn but may use the same inspiration several times over cohesive crusade bent on cleansing the Underhive of sin and the course of a game. may take items from the Ammo. Weapons: Deacons may be given any equipment chosen from A priest may not attempt to convert scavies. Utterly loyal the deacons Priest’s Leadership value to the score. Redemptor Priests are the heart of the Redemption. experience and injuries etc over to the Redemptionist ros. tured gang member rolls 2D6 and adds the gang member’s Leadership to the score. They are the the Priest may attempt to convert them to the Redemption- glue that holds the Redemption together. Skilled warriors followers to incredible efforts. The player of the cap- have access to the best weapons the priesthood can supply. You must also have one convert is reequipped from the Redemptionist’s Stash and/ Crusader or Devotee for every Deacon you have in the gang. may take items from the Ammo. Grenades and Modifications list. If a Priest is present on the ta- and orators the presence of a Redemptor Priest is enough to ble (even if they are Down or Pinned) they may use one of fuel fires of violent hatred that can lay waste to settlements the following abilities in their turn. Full members of the ruling Priesthood of the Redemption they Inspire: The mere presence of a Priest is enough to exalt his command fear and awe from their followers. Leadership: A priest of the Redemption demands absolute obedience from his flock and inspires awe and fear amongst those who follow them. and ready to be lead ist cause. maintaining the network of support- within 2” of him. a Priest it becomes a Crusade and may include Deacons amongst its number and must have a Crusader or Devotee for every Priest. • Indomitable: A model may re-roll its Recovery test. mutants or wyrds the priesthood section of the Redemptionist weapon list and or spyers but may attempt to convert ratskins. Deacons are those members of the Priesthood who attend to Pinning: A Redemption Priest may always attempt to recover the secular affairs of the Redemption: Gathering the faithful from pinning even if the does not have a member of his gang to the words of Priests.

Devotees may not take items from the Ammo. They may be drawn from any walks of life. M WS BS S T W I A Ld 4 2 2 3 3 1 3 1 6 Weapons: Devotees may be given any equipment chosen from the Devotee and Crusader section of the Redemp- tionist weapon list. of the turn. touched by holy fury that has raised them up to become ing the Underhive. From iron workers to vermin hunters. Grenades and Modifications list. Special Rules Frenzy: Zealots are subject to the rules for Frenzy. Proven warriors crusaders are the dan. Made up of those of many ages and dispositions devotees have been touched by the need to repent and redeem themselves by making war on the impure and corrupt. Grenades and Modifications list. Gre. If you do not have a Priest lead. 93 . DEVOTEES Cost to Recruit: 25 creds Devotees are followers of the Redemptionist creed. and death. Redemptionists believe that zealots have been hot brand as those who have devoted themselves to cleans. Drawn to the words of a Priest or gathered together by their shared fury. Note only Crusaders may take basic weapons from this list. ing the gang you may only have one Crusader for each Dev- otee you have in the gang. nades and Modifications list. these men and women make up the vast majority of followers of the redemptionist creed. violent heart of a Redemptionist gangs. Note only Crusad- ers may take basic weapons from this list. devotees make up the violent masses of the Redemption. scared avatars of hatred that exist only to bring purification gerous. This Special Rules overrides all rules for Hatred unless the Zealot’s frenzy is Recruitment: If the gang is lead by a Priest you may have kept under control by passing a Leadership test at the start any number of Crusaders. nator from the Ammo. M WS BS S T W I A Ld M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 4 3 3 3 3 1 3 1 7 Weapons: Crusaders may be given any equipment chosen Weapons: Zealots may only have one of the combinations from the Devotee and Crusader section of the Redemption. from the Zealot weapon list and may only take an extermi- ist weapon list and may take items from the Ammo. GANGS CRUSADERS ZEALOTS Cost to Recruit: 50 creds Cost to Recruit: 60 creds Crusaders are members of the cult of the Redemption who Zealots are crazed fanatics who are consumed by righ- have taken the crusader vow and been marked by the white teous hatred.

5 creds per additional knife fire any other weapon. Priesthood Pistols Flamer: The effects of an exterminator are exactly the same Hand Flamer 20 Creds as those of a flamer. giv- Club. This is attached to a larger Priesthood Hand to Hand Weapons weapon such as an autogun. great sword. Whip. During the Chain. Auto pistol 15 Creds Bolt Pistol 25 Creds One Shot Weapon: An exterminator may only be fired once Las Pistol 15 Creds per game. overhead cuts with it. Priesthood Special Weapons Flamer 40 Creds The size and weight of the weapon mean that it can only be Meltagun 95 Creds wielded in both hands and even then the wielder is limited to making wide swings and heavy. Whip. It may not Knife 1st free. It is nozzle The Priesthood attached to a small canister of fuel. Grenades & Weapon Modifications Frag grenades 30 Creds Krak grenades 50 Creds Dum-dum rounds for stub gun 5 Creds Hot shot shotgun shells 5 Creds Bolt shotgun shells 15 Creds Manstopper shotgun shells 5 Creds Exterminator 15 Creds (may only be attached to weapons marked with *) 94 . Devotees & Crusaders Devotee & Crusader Hand to Hand Weapons Special Rules Club. or Bludgeon 10 Creds The Eviscerator is so heavy and dangerous that it is impos- Double handed weapon* 15 Creds sible to parry. or Bludgeon 10 Creds ing the wielder a single shot flamer to use at close quarters. Maul. tearing an enemy to pieces with a single blow. the eviscerator does not encourage Chain. 5 creds per additional knife model with Eviscerator will automatically lose and suffer 1 hit regardless of the combatants Initiative scores. Devotee & Crusader Pistols Auto pistol 15 Creds Stubber 10 Creds Range Strength Damage Save Mod CC As user +3 D3 -3 Crusader Basic Weapons (Crusaders only) Autogun * 20 Creds Shotgun * 20 Creds Zealot Weapons 2 Flails. However. An eviscerator’s Shotgun * 20 Creds double set of contra rotating teeth can rip through even the Boltgun * 35 Creds toughest mutant hide and bone. or eviscerator. Whips or Chains (scourge) 20 Creds Double handed weapon * (executioner) 15 Creds Eviscerator * (fury) 30 Creds 2 Knives (purifier) 5 Creds Ammo.GANGS REDEMPTIONIST WEAPON LISTS EXTERMINATOR An exterminator is not really a weapon as such. or Flail 10 Creds shooting phase a model can fire its Exterminator. Maul. Double handed weapon* 15 Creds Sword 10 Creds An Exterminator may only be attached to those weapons Chainsword* 25 Creds specified in the Redemptionist Weapon lists. or Flail 10 Creds a very elegant fighting style and so in the case of a draw the Knife 1st free. Stubber 10 Creds Priesthood Basic Weapons EVISCERATOR Lasgun * 25 Creds The eviscerator is a huge double handed chain sword fa- Autogun * 20 Creds voured by the zealots of the Redemption.

61-80 Exalted Brother Starting for Deacon/Priest tomatically becomes a Crusader when they reach 21 expe- 81-100 Exalted Brother rience points. ✓ . ✓ ✓ . . he gainst access to the Priesthood Basic and Special weapon lists 95 . 141-160 Exalted Brother quired ratio of Devotee’s to other gang members. . er lowed to Crusaders. ✓ ✓ . 321-360 Redeemer 361-400 Redeemer 401+ High Redeemer Cannot advance further Agility Combat Ferocity Muscle Shooting Stealth Techno Devotee . If at a later 121-140 Exalted Brother time the promotion of the devotee will not affect the re. Starting for Crusader/Zeal- Zealot 20 + d6 er ot Deacon 60 + d6 31-40 Redeemed Broth- Priest 60 + d6 er 41-50 Redeemed Broth- Devotee to Crusader er When a devotee gains 21+ experience they may become a 51-60 Redeemed Broth- Crusader and therefore access the skills and equipment al. then the 161-180 Exalted Brother devotee will become a Crusader. 181-200 Exalted Brother 201-240 Redeemer Advances Redemptionists use the normal Gang Advance roll table. - Zealot . not 9 as is the case for most other gangs. In a gang that is not led by a Priest a devotee may only become a crusader if this will not cause there to 101-120 Exalted Brother be more Crusaders and Zealots than Devotees. In a gang led by Priest a Devotee au. . ✓ ✓ . ✓ . ✓ Priest ✓ ✓ ✓ ✓ ✓ . ✓ . . - Crusader . ✓ Note: If a member of the gang gains the Specialist skill. GANGS REDEMPTIONIST EXPERIENCE Experience Advance Table Starting Experience Exp Points Title Notes The starting experience for all members of a Redemptionist 0-5 Redeemed Starting for Devotee gang is as follows: 6-10 Redeemed 11-15 Redeemed Devotee 0 16-20 Redeemed Crusader 20 + d6 21-30 Redeemed Broth. . - Deacon . 241-280 Redeemer The only difference is that Redemptionists have a maximum 281-320 Redeemer Leadership of 10.

GANGS 96 .

GANGS 97 .

GANGS 98 .

GANGS 99 .

GANGS 100 .

GANGS 101 .

GANGS 102 .








Death Stalks
the underhive
Spyrer gangs in necromunda
By Jervis Johnson, based on original material by Andy Chambers

Even in the living nightmare of the Underhive, the Spyrers are spoken of with a shudder. Parents scare small children
into obedience with a mention of their name and grown men fall silent at tales of their attacks. To Underhive dwellers
they are demons of the darkness, blood-soaked fiends who prey upon the warring gangs without compunction or pity.

These creatures are not devils or ghosts, as the that has sponsored the team, either or both of whom will
Underhivers know all too well. They are the sons and occasionally venture into the Underhive to see at first
daughters of the Noble Houses that rule Hive Primus and hand how their charges are doing, and maybe lend them
the whole of Necromunda from the fastness of the Spire. a hand against especially dangerous opponents.
These siblings of noble blood are cast down into
purgatory to prove themselves tough and resourceful Of course, a Spyrer’s hunting rig is no ordinary set of
enough to take their place amid the ruling families. In a armour. Spyrers use ritualised combinations of weapons
hive containing so many billions of souls, only the most and armour that favour different combat styles. Each rig is
dynamic and merciless individuals can expect to rule, or meticulously crafted off-world, a wondrous device of half-
indeed to survive. forgotten technologies worth its own weight in credits.
The rig is self-sustaining and self-repairing, with integral
Spyrers are sent below the wall in teams. Once in the weaponry and, most importantly of all, built-in power
Underhive they can expect little help, no money and no boosters which activate as the wearer gradually masters
resources: they have only the equipment they bring with the suit’s functions. These power boosters make each
them and their own native wits to help them survive. The Spyrer evolve in a subtly different way, creating a diverse
only assistance they can expect to receive is the occasional and powerful group of individuals in each hunt.
appearance of the Noble House Matriarch or Patriarch



The Spyrer family
Top from left to right: Jakara Spyrer, Spyrer Patriarch, Spyrer Matriarch.
Bottom from left to right: Orrus Spyrer, Malcadon Spyrer, Yeld Spyrer.

A Spyrer team can only cross back above the wall when it will take their place among the powerful ruling elite of
has achieved its stated objective, which might be to slay a Necromunda. In time they may become a Matriarch or
half-dozen Underhive warriors or to survive in the wastes Patriarch in their own right, and return to the Underhive
for a certain period of time or some similar vow. Their to feel the thrill of the chase once again. Many hunting
fighting suits record all that occurs in the depths and teams find it impossible to wait that long, and will be
verifies their kills, so no duplicity is possible; the Spyrers drawn back to the Underhive by an adrenalin-fuelled
must succeed in their quest or die trying. In the Underhive desire for blood and death that life in the Spire simply
itself they are hated and feared, but in the Spire they will cannot fulfil.
be lionised on their return and the survivors of the team


This forms their base camp and they may aim during its time in the Underhive. so they are immune to the effects of would have to earn a combined total of 1. been killed or you wish to retire with new recruits. To survive a total of two games for each starting interest in ransoms or exchanges. The Spyrers just love using returned above the wall. These new recruits must have the same total cost. The following special rules apply to Spyrer Hunting teams. They are committed into the Underhive until above the wall. Their Once a Spyrer team returns above the wall it splits up and companions will make no attempt to rescue them and the hunters start their new lives in the Noble Houses. The Spyrers’ vow move their camp to another piece of territory if they must be made when the team is started and may be capture it. Once they have completed a vow they are allowed to recruit new members as described Or above. and are included on the Spyrer returns above the wall. a Hunting team completes its vows and Experience Points. Eg. into weapon systems and making them more powerful. Eg. so they can be replaced 108 . they complete their vow. A new set Special rules of vows is chosen for the team. B. The only way a gang can member of the team. Spyrers captured by gangers can expect only a slow and horrible death.GANGS with new starting team members of that value. Eg. captured prey as bait to get more. However. allowed to replace any members of the team that have and cannot be sold to Guilders for extra credits. They work by increasing the energy feed may not choose the same set of vows two times in a row). re-roll boost results on the Advance table. Capture Or Gang fighters captured by Spyrers are liable to be turned into interesting suit ornaments as the Spyrers have no C. One member of the team (a Advance table (see below) Jakara) was killed. A Hunting team may keep on returning to the Underhive improving cybernetic enhancements to make the wearer in this fashion as many times as the player controlling stronger or faster. A. including Power Boosts Experience cost bonuses. you are weapons and equipment cannot be used by non-Spyrers. To kill a total of one gang fighter for each starting member of the team. Once all boosts have been each one (see the rules for Spyrer Experience below). they can expect no ransom from the Spire. If the Spyrers lose their current base camp generate another on the Territory table. adding +25 credits to the cost for Spyrer does not already have. No boost may be taken more than once. To represent this.000 Experience starvation. Spyrer return to the Underhive. cost of these two members of the team was therefore 190+185+25+25=425 credits. like skills and characteristic increases. if the team had six members they Spyrers never collect any income. The new Hunting team may the hunter starts making kills and earning Experience then return to the Underhive with a new set of vows (you Points in combat. as that of the members of the The power boosts for Spyrer suits begin to kick in once team that they are replacing. To earn a total of 200 Experience Points for each starting Spyrers gain synthesised sustenance from protein packs member of the team. and one (an Orrus) has suffered serious injuries that so affect his capabilities that he is retired. but they cannot hold more than a single piece chosen from the following: of territory at a time. Income & Starvation Vow Spyrers start with one piece of territory generated on the A Spyrer team must commit itself to achieving a specific Territory table. if the team had five members they wired into their suits. thickening armour cells to increase them wishes to. Power boosts. many aspirants develop such a taste for the excitement and bloodletting of the hunt that they will A Spyrer who is captured is automatically killed. If a boost is rolled Both had received 5 extra Experience Points when a second time then pick a boost from the list that the recruited to the team. can only be earned with For example. The taken. Starting Territory. Points before they returned above the wall. and so on. their protection. never trade and can would have to kill (as in result 11 to 16 on the Serious never buy extra gang members after their initial Injury table) six enemy gang fighters before they returned recruitment. if the team had four members get back captured members is by playing a Rescue they would have to survive eight games before they scenario against the Spyrers. and they return to the Undervive as if they were a starting Hunting team.

rather than a quarter of the team Scenarios as would normally be the case. The Raid. replaced. The Stalker prepares to swoop down upon his next victims. The Matriarch or ideas. 109 . all of the rules that apply to Spyrers who is pinned is always allowed to roll to try and escape also apply to Matriarchs and Patriarchs. so don’t roll on the Serious Injury table for them if they are taken out of action. from pinning at the start of their turn even if there are no other Spyrers within 2" of them. Because of this they must start taking Bottle rolls once one member of the team is down or out of action. only one can be called upon for their help. they will either fully recover or be who fought in the game. out at the time). Spyrers are in constant communication with each other and are highly self-motivated. or the best purposes for the rest of this battle. Very Important: Spyrer gangs are easily disheartened if things start to go against them. then either the Matriarch or Patriach will freely give their assistance if called upon to do so. However. Spyrers roll on the normal Scenario table. If the Spyrers get to pick the scenario. if both the Matriarch and Patriarch are still of the team. The following restrictions apply to calling on their aid: • They may not be called upon if the Spyrers have a higher Gang Rating than their opponents. On a roll of 1-3 the Matriarch or Patriarch will not give their help. In some scenarios. In game terms this means that any Bottle rolls are Patriarch counts as the Hunting team’s gang leader and taken using the best Leadership characteristic in the team adds 1000 points to the Hunting team’s Gang Rating for (assuming that that member is present and not down or this battle. • If the opposing gang have a Gang Rating that is up to 1000 points higher than the Spyrers. the Underhive fulfilling their vows. they can only choose one of the Matriarchs & Patriarchs following: Gang Fight. an Experience Point bonus goes to the leader of the winning gang: in a Spyrer Matriarchs and Patriarchs may not gain Experience. GANGS Leaders. This means that a Spyrer These changes aside. Bottle Rolls and Pinning If the Matriarch or Patriarch give their assistance then they A Spyrer team has no set leader: leadership devolves to are treated as being part of the Hunting team for all rules whoever has the highest kill score at the time. Ambush. If they team this will go to the Spyrer with the best Leadership are taken out of action. • If the opposing gang have a Gang Rating that is more than 1000 points higher than the Spyrers. Hit and Run. and so on. the Hunting team may ask for their available then the Spyrers can choose the “Old Habits Die assistance once each during the period of time they are in Hard” Scenario described later. Spyrer Matriarchs and Patriarchs are not purchased as part Alternatively. The Matriarch and Patriarch must be called upon at the start of a scenario. A Hunting team that returns to the Underhive after fulflilling its vows can once again call on the assistance of the Matriarch and Patriarch once each. then either the Matriarch or Patriarch (not both) will only help if the Spyrer player rolls a 4+ on 1D6. Once they have each given their assistance in a battle they may not be used again until the Hunting team has fulfilled their vows. between steps 2 and 3 of the pre-battle sequence (see page 117 of the Necromunda: Underhive rules). Instead.

The shield powered arms and shoulders heavily armoured but a saving throw is not subject to saving throw modifiers so it force field protects the Spyrer as he lumbers forward. resolve it with the original weapon’s profile. hulking shoulders betray the Orrus’ fearsome combat These increases have been included in the Jakara Hunter style: that of crushing and battering its opponents to a profile above. the Yeld’s wings The Orrus suit also gives an Armour saving throw of 4. 5 4 3 3 3 1 3 1 7 filter plugs and photo contacts. emphasising agility and speed over heavy armour. Weapon Skill +1. claw-fingered hands. 110 . saving throw modifiers so it will always save on a roll of 6. Weapons: The Orrus suit is armed with two bolt launchers. mounted in each fist. bio-booster. which are jewels. Ranks of armoured pistons power the arms and its blunt. It also mounts the Yeld’s wings. Strength +1. M WS BS S T W I A Ld Equipment: A Yeld Spyrer is equipped with a bio-booster. 5 or 6 on a D6 against attacks Hunters it is also the most indomitable. Though the Orrus is the slowest of the Spyre saving throw of 4. 5 sweep back to form a pinioned cloak of steel and reveal or 6 on a D6 and is protected by a force field which gives the heavy forearm units bearing laser tubes that are its it a saving throw of 6 on a D6 against any shooting hits. The shield allows the user to parry in hand-to-hand combat. When stealth is needed. Not only are the originating in the forward 90° arc of the user. M WS BS S T W I A Ld Equipment: A Jakara Spyrer is equipped with a 4 4 3 4 3 1 3 2 7 bio-booster. Its distinctively oversized powered arms and characteristic increases: Movement +1. Armour: The Yeld suit gives the wearer the following The Jakara is the lightest of all the Spyre Hunters. The Jakara buckler is inset The Yeld suit also gives an Armour saving throw of 5 or 6 with energy absorbing devices that look like faceted on a D6. Cost to recruit: 170 credits Attacks +1. characteristic increases: Movement +1. M WS BS S T W I A Ld 5 3 4 3 3 1 3 1 7 JAKARA Weapons: The Yeld suit is equipped with laser gauntlets. filter plugs and photo contacts. Its wings are jagged with edges sharp as The force field Armour saving throw is not subject to razors so it can slice its victim as it swoops overhead. Weapons: The Jakara suit is armed with a monomolecular sword and a mirror shield. winged fiend with pinions of chameleonic metal and claws of laser energy. skull chip. Cost to recruit: 185 credits The Orrus embodies the most brutal aspects of the Spyre Armour: The Jakara suit gives the wearer the following Hunters. concealing the Equipment: An Orrus Spyrer is equipped with a Spyrer from view until it takes flight again. and each fist is backed The Jakara suit also gives an armour saving throw of 5 or by a rack of bolt launchers to blast apart opponents at a 6 on a D6. yeld Armour: The Orrus suit gives the wearer the following characteristic increases: Weapon Skill +1. orrus Roll to hit using the Jakara’s BS: if the blast hits. or blow and hurl it back at the attacker. These increases have been included in the The Yeld is the most bizarre of the Spyre Hunters: a Orrus Hunter profile above. bloody pulp. will always save on a roll of 4. the Yeld’s wings curl around it and mimic the hues surrounding its body. When not in use. Cost to recruit: 190 credits Jakara weapons are the mono sword and mirror shield. each one of which can drain the force from a shot detailed in the Spyrer Equipment section. The mirror shield gives the Jakara an additional distance. 5 or 6. If the mirror shield saves against a shooting attack that is energy-based (laser. filter plugs and photo contacts. primary weapons.GANGS plasma or melta) the Jakara can fire it back immediately. which are overlaid with the tubes and cables that feed power to the Spyrer’s limbs. Ballistic Skill +1. The suit These increases have been included in the Yeld Hunter itself is armoured with flexible plates like snake scales profile above.

The suit’s heavily reinforced Skill +1. Initiative +1. These increases have been armour is capable of shrugging off all but the most powerful included in the Malcadon Hunter profile above. a deadly sharp monomolecular sword in the other. monomolecular sword and a chainscythe. Malcadon are cunning and subtle in their hunting. Both power claws may be her to blend in with her surroundings. Hurl Opponent (muscle). while its powerful servomotors allow the wearer to move and fight without hindrance. Weapons: The Matriarch is armed with a sharpened bio-scanner. and able to characteristic increases: Weapon Skill +1. M WS BS S T W I A Ld matriarch 4 6 5 4 4 3 6 3 8 Cost to recruit: See special rules above Weapons: The Patriarch is armed with two boosted pulse Spyrer Matriarchs are feared throughout the Underhive as lasers. prey and then suddenly appear. Combat Master (combat). her chainscythe in one hand. filter plugs and photo contacts. and two power claws. trapping their victims in webs of iron-hard silk before The Matriarch suit also gives an Armour saving throw of 4. The suit has highly The Malcadon suit also gives an Armour saving throw of 5 sophisticated in-built targeting systems that allow the wearer or 6 on a D6. Weapon Skill +1. attacks. The spinarets for creating the web threads are mounted on the chameleon cloak inflicts a -1 to hit modifier on all suit’s arms and connect to the Malcadon’s hunched back shooting attacks made on the Matriarch. Cost to recruit: See special rules above Armour: The Malcadon suit gives the wearer the Spyrer Patriarchs are equipped with the finest combat following characteristic increases: Movement +2. These increases have been Cost to recruit: 165 credits included in the Matriarch profile above. The Patriarch suit also gives an Armour saving throw of 2. Skills: The Patriarch has the following skills: Iron Will (ferocity). (agility). most deadly of all are cybernetically controlled Equipment: A Malcadon Spyrer is equipped with a combat arms fixed to the suit’s back that can lash out to bio-booster. M WS BS S T W I A Ld 6 4 3 3 3 1 4 1 7 Patriarch Weapons: The Malcadon is equipped with a web spinner. and may engage different Matriarch wears a special ‘chameleon cloak’ that allows targets with each one if desired. Armour: The Patriarch suit gives the wearer the following Matriarchs are hugely experienced fighters. filter plugs and photo contacts. Counter-Attack (combat). downward pointing spines and overlapping plates of armour. 6 6 5 3 4 3 7 3 8 Equipment: A Patriarch is equipped with a bio-booster. She will stalk her used in hand-to-hand combat. disappear back into the shadows. Killer Reputation (ferocity). However. Strength +1. Weapon armour that credits can buy. Within These increases have been included in the Patriarch moments their prey will be dead and the Matriarch will profile above. 111 . Two bulbous 5 or 6 on a D6 and includes a chameleon cloak. tearing them apart with steely claws. The pulse lasers when he shoots. M WS BS S T W I A Ld 3. distances so that it can move quickly among the mass of broken pipes and struts which form the dark canopy of Skills: The Matriach has the following skills: Jump Back the Underhive. 5 or 6 on a D6. wield both weapons with deadly efficiency. The Patriarch may use both grim-faced reapers that slay from the shadows. Its arms and legs are boosted by pistons and Equipment: A Matriarch is equipped with a bio-booster. hydraulics which permit it to climb swiftly and leap great filter plugs and photo contacts. The rest of the elongated score modifier against any opponent fighting the limbs and back of the Malcadon are covered with Matriarch in hand-to-hand combat. 4. Initiative +1. Infiltration (stealth). attack any opponent that is near by. and a -1 combat amidst a snake’s nest of tubes. GANGS Armour: The Matriarch suit gives the wearer the malcadon following characteristic increases: Movement +1. Marksman (shooting). to detect and attack multiple targets simultaneously.

8 Characteristic Increase. The Yeld boost increases them to Strength 5. Type Starting Experience Points 6 Characteristic Increase. Experience Points Title 4-6 = +1 Toughness. M WS BS S T W I A Ld 1 Improved Bolt Launcher Range. M WS BS S T W I A Ld 2 Heavy Bolt Ammo. Spyrer Starting Experience 3-6 = +1 Leadership. Patriarch May not gain Experience 5-6 = +1 Attacks. Jakara 0+1 per 5 credits spent Roll again: Matriarch May not gain Experience 1-4 = +1 Strength. It is quite 3 Combat Skill. 16-30 Hunter Power Boost Table 31-50 Hunter D6 Result 51-75 Stalker 6 Sustained Fire Bolt Launchers. Advance Table Each Experience Point costs 5 credits. You may roll for a new skill on Orrus any Skill table or increase one characteristic by 1 point. 276-325 Killer 5 Power Field Strengthened. 326-400 Killer The suit’s power field saving throw is 401+ Great Killer improved by +1.GANGS spyrer Experience system ORRUS ADVANCE & Spyrer gangs can buy starting Experience Points. 76-100 Stalker New ammo feeds come on line to make 101-125 Stalker the suit weapons capable of sustained fire. but then roll two dice to wound 226-275 Killer as you would with a single shot. The bolt launchers gain Sustained 126-150 Stalker Fire 1 dice.) The suit links up additional neuroware which sharpens the wearer’s fighting Maximum Value Table skills. and roll once to hit with each 176-225 Killer one. M WS BS S T W I A Ld 4 7 6 6 5 3 5 4 9 3 Thickened Armour. 0-5 Green Hunter 9 Muscle Skill (Re-roll if you get (Basic starting level for Spyrers) Bulging Biceps). (Anyone that reaches this level may 4 Combat Neuroware. training is added to the basic cost of the Spyrer. Jakara M WS BS S T W I A Ld 7 7 6 4 4 3 7 3 9 112 . 8 7 6 5 4 3 6 3 9 The bolts fired by the suit’s launchers explode more fiercely on impact. 7 Characteristic Increase. POWER BOOST TABLES representing time spent in training arenas in the Spyre. 8 6 7 4 4 3 6 3 9 The bolt launchers’ range is increased by 4". 5 Characteristic Increase. Yeld 0+1 per 5 credits spent 3-6 = +1 Weapon Skill. 6-15 Green Hunter 10-12 Orrus Power Boost. so its saving throw is Malcadon improved by +1. possible for a Spyrer to start his or her career with one or 4 Ferocity Skill (Re-roll if you get Iron more advances from training. The cost of this 2D6 Result 2 Orrus Power Boost. Roll again: 1-2 = +1 Initiative. the appropriate table below. Orrus 0+1 per 5 credits spent Roll again: Malcadon 0+1 per 5 credits spent 1-2 = +1 Ballistic Skill. not improve any further. These should be rolled on Will). Spyrer Experience Table Roll again: 1-3 = +1 Wounds. Roll once for the number of 151-175 Stalker shots. The suit’s armour thickens and hardens.

You may roll for a Roll again: new skill on any Skill table or increase one 1 = +1 Strength. The mirror shield is improved and becomes Roll again: capable of absorbing different kinds of energy. The Jakara’s 6 Characteristic Increase. 8 Characteristic Increase. enemy’s Movement phase. sword to make it even sharper. so its saving throw is improved by +1. The boost allows the shield to deflect kinetic 4-6 = +1 Toughness. 1-4 = +1 Initiative. 113 . Roll again: 5 Sharpened Mono Sword. 2-6 = +1 Attacks. 5 Characteristic Increase. weapons. 2D6 Result The suit’s reflexes sharpen incredibly so that the Jakara can swing its shield around to protect it 2 Jakara Power Boost. energy back at its target (such as bullets from 9 Agility Skill (Re-roll if you get Quick Draw). Molecules flake away from the edge of the mono 5-6 = +1 Leadership. The suit’s armour thickens and hardens. the wearer’s fighting skills. characteristic by 1 point. boost allows the model to turn up to 45° after the 4 Combat Skill. missiles. 3 Enhanced Mirror Shield. 1 Thickened Armour. The suit links up new neuroware which sharpens 7 Characteristic Increase. etc) as well as energy 10-12 Jakara Power Boost. The suit’s power output for movement is boosted. Add +3 to the Jakara’s Movement. 2-6 = +1 Weapon Skill. 1-3 = +1 Wounds. The 3 Stealth Skill. autoweapons. JAKARA ADVANCE & Power Boost Table POWER BOOST TABLES D6 Result Advance Table 6 Heightened Reflexes. 2 Improved Motive Power. increasing its speed. unaware that there are greater threats close by. 4 Combat Neuroware. Roll again: 1 = +1 Ballistic Skill. GANGS The prey fight each other. Strength in close combat is increased by +1. from enemies appearing from any direction.

You may roll for a new skill on any Skill table or increase one any Skill table or increase one characteristic by 1 point. shooting attacks made on the Yeld. 3 Ferocity Skill (Re-roll if you get Iron 3 Combat Skill. combat is increased by +1. 4-6 = +1 Weapon Skill. 7 Characteristic Increase. The suit links up additional neuroware The suit links up additional neuroware which sharpens the wearer’s fighting which sharpens the wearer’s fighting skills. 6 Characteristic Increase. Power Boost Table Power Boost Table D6 Result D6 Result 6 Pulse Lasers. Insidious neurotoxins synthesised by Molecules flake away from the edge of the suit from pollutant waste coat its the Yeld’s wings to make them even spines. 4 Stealth Skill. 5-6 = +1 Leadership. accurate. 5-6 = +1 Weapon Skill. 6 Characteristic Increase. 4-6 = +1 Toughness. The boost gives the sustained fire. Movement by +3. 9 Shooting Skill (Re-roll if you get 9 Agility Skill (Re-roll if you get Quick Gunfighter). 1 Boosted Laser Power. 10-12 Malcadon Power Boost. 5 Characteristic Increase. The suit’s power output for movement is boosted. 1-4 = +1 Initiative. 10-12 Yeld Power Boost. 1-3 = +1 Ballistic Skill. The Yeld’s lasers gain spinners a Blast marker. The suit’s spinner range is increased by 2". The boost inflicts a -1 to hit modifier at short range against all 2 Improved Motive Power. The Malcadon’s Strength in sharper. 5-6 = +1 Toughness. 5 Sharpened Claws. The suit’s power output to its wings is boosted. 5 Toxin Sacs. 7 Characteristic Increase. 2 Yeld Power Boost. Sustained Fire 1 dice. 3 Thickened Armour. Roll again: Roll again: 1-2 = +1 Strength. 4 Combat Neuroware. 5 Characteristic Increase. Roll again: Roll again: 1-4 = +1 Wounds. characteristic by 1 point. 5-6 = +1 Leadership. The suit’s armour thickens and The chameleon circuits in the Yeld’s hardens so its saving throw is wings become faster and more improved by +1. The Yeld’s Strength in close close combat is increased by +1.GANGS MALCADON ADVANCE & YELD ADVANCE & POWER BOOST TABLES POWER BOOST TABLES Advance Table Advance Table 2D6 Result 2D6 Result 2 Malcadon Power Boost. 4-6 = +1 Attacks. Draw). You may roll for a new skill on skills. New power feeds come on line to The spinner muzzles change to allow it make the suit weapons capable of to cover an area. 8 Characteristic Increase. increasing the Malcadon’s 2 Improved Wings. Will). The boost increases them to Strength 4. the Yeld’s Movement. 8 Characteristic Increase. 4 Stealth Skill. 6 Weaving Spinners. 3 Enhanced Chameleon Powers. Roll again: Roll again: 1-4 = +1 Initiative. 3-6 = +1 Attacks. Add +3 to 1 Improved Spinner Range. 1-3 = +1 Wounds. The suit’s lasers become more focused and deadly. 1-3 = +1 Strength. Roll again: Roll again: 1-4 = +1 Ballistic Skill. 114 . increasing its speed. 4 Combat Neuroware.

However. or anything else for that matter. If a model breaks free it still has its full complement of wounds. Damage Mod. Damage Mod. Roll 0-4 4-10 +1 +1 special – see above 2+ 115 15 . This means that it can move up or down walkways and platforms even if there is no ladder or lift available. All the normal rules for being down apply. but it suffers the -1 to BS and WS penalty for taking a flesh wound. A victim of the web is left hopelessly ensnared and at Malcadon’s score is lower than the victim’s. charging or simply not firing in its turn then it can use its threads to help it move. They can also increase the power of the warheads and improve the fire control so that salvoes of bolts can be fired. will automatically repair themselves at the end of the game. the model is entangled and effectively goes down. if a hit is scored make two separate rolls to wound. ORRUS BOLT LAUNCHERS The bolt launchers on an Orrus suit are racks of small rockets mounted on the back of its crusher fists. The distance moved up or down is counted against the Malcadon’s total movement for the turn and the Malcadon must end its movement on a flat surface. GANGS spyrer Weapons The following special rules apply to the weapons used by Spyrers. so the model can wriggle 2" in its Movement phase and roll for recovery in each Recovery phase. The Malcadon merely pinned by the attack and can attempt to escape can also use its spinner to create threads that it uses to pinning as normal if a friendly model is nearby. Note: Spyrer weapons damaged by the Disarm skill. If the wires. Both players then add threads of gossamer that harden with the strength of steel the Strength of their respective models to the score. Range To Hit Save Ammo Short Long Short Long Str. climb vertical surfaces or lower itself down sheer drops. If the scores are equal or the Malcadon beats the target’s score. giving them a greater range. Roll 0-8 8-18 +1 0 4 1 -1 2+ Special Rules If a Malcadon hits a model with its web spinner then the MALCADON WEB SPINNER opposing player must roll a D6 while the Spyrer player The spinarets of a Malcadon’s web spinner spew out silky rolls two D6 and picks the higher. representing the model having a chance of breaking free or suffering serious injuries from the steely threads. The power boosts of an Orrus hunting rig can extend the power and burn duration of the rocket’s tiny engines. Range To Hit Save Ammo Short Long Short Long Str. If the Malacadon is running. the model is the mercy of the Malcadon’s ripping claws. Special Rules Orrus bolt launchers are linked to fire together so they must be fired at the same target and only a single dice is rolled to hit. not dangling between two platforms.

These deadly weapons can whip round to attack any enemy that moves Special Rules close to the Patriarch. the Jakara can fire it back immediately. In the case of the Patriarch. so it will always crystalline structure which constantly renews its edge as it save on a roll of 4 or more. The Patriarch is armed with two laser weapons based on Close Combat 5 1 -1 the same technology as the Yeld’s laser gauntlets. The power boosts for the Yeld rig make its lasers even more potent. Damage Mod. a series of conductive filaments. energy based (laser. 5 or 6 on a D6 against attacks originating in the The monomolecular sword carried by the Jakara is a forward 90° arc of the user. The fibre bundles are activated by brainwaves read directly from the wearer’s cortex through Range Strength Damage Save Mod. At the Range To Hit Save Ammo touch of a button it quickly expands out into a deadly Short Long Short Long Str. Each of the metal plates is wired with crystalline circuitry so that they can change colour and meld into the wearer’s surroundings as part of the Yeld’s defences. Range To Hit Save Ammo JAKARA MIRROR SHIELD Short Long Short Long Str. blast hits. enabling him to glide exceptionally well or climb upward Special: User may parry. As the YELD WINGS Jakara’s power boosts kick in. is blunted. additional +1 Strength bonus. the weapons are fitted to two of the cybernetically controlled arms of combat armour. Close Combat 5 1 -3 The mirror shield gives the Jakara an additional saving JAKARA MONOMOLECULAR SWORD throw of 4. In turn this stored PATRIArCH POWER ClAWS energy can be channeled back to its source as a brilliant Two of the arms that belong to the Patriarch’s combat bolt of heat and light. the power it absorbs into one of several containment devices which stud the shield’s surface. on an articulated frame. resolve it with the original weapon’s profile. feeding more power to them so they can fire MATRIARCH CHAINSCYTHE in a sustained mode and increasing their penetrating A Spyrer Matriarch is armed with a chainscythe. With a little training the Close Combat As user +1 1 -1 wearer can make the wings move and flap at will. somewhat more laboriously. Roll The Jakara mirror shield is a complex device that contains 0-10 10-20 +1 – 4 1 -1 2+ an unusual force field generator. and are perfectly capable of If the mirror shield saves against a shooting attack which is punching through solid steel if need be. both weapons can be used simultaneously. Thanks spyrer EQUIPMENT to the armour’s sophisticated targeting systems. The blade is a living not subject to saving throw modifiers. armour are fitted with power claws. in use. They are surrounded by a The shield allows the user to parry in hand-to-hand combat. When not power. shimmering blue power field. plasma or melta). Roll close combat weapon that is capable of slicing a man in 0-10 10-20 +1 – 3 1 -1 2+ two. The shield’s saving throw is marvel of molecular engineering. The sword’s edge is only one molecule thick and can slice through any but the densest of matter. The gauntlets fire a storm This is basically the same as the Jakara’s sword. The generator sets up a resonant energy vortex across the shield which bleeds off Special: Sustained Fire 1 dice. Damage Mod. by Spyrers. Treat it as a monomolecular sword with an has the longest range of any of the Spyrer hunting suits. the chainscythe can be folded down into a small baton carried on the Matriarch’s hip or in her hand. and are capable of The following special rules apply to the equipment used engaging separate targets if desired. a deadly attack which sharper.GANGS YELD LASER GAUNTLETS MATRIARCH SHARPENED The Yeld hunting rig is fitted with heavy gauntlets MONOMOLECULAR SWORD mounting multiple laser tubes. 116 16 . the sword’s edge renews A Yeld’s wings are made out of hundreds of individual itself more regularly and evenly to make it even sharper plates of metal connected together by micro fibre bundles still. but even of laser bolts from the Yeld’s fists. Roll to hit using the Jakara’s BS: if the Range Strength Damage Save Mod. PATRIARCH BOOSTED PULSE LASERS Range Strength Damage Save Mod.

waiting until they come across an glide well rather than truly fly the Yeld must land at the Underhive gang. Since the Yeld’s wings allow it to stalk the Underhive. It recreates a battle between a gang scores double points for surviving and for each Patriarch and Matriarch and an Underhive gang. GANGS Special Rules Spyrer hunting team that they have sponsored. the Yeld simply remains scenario. as it were. wounding hit inflicted on the Patriarch and Matriarch. shooting attack against a Yeld suffers an additional -1 to hit penalty if the weapon firing is at long range. the opposing gang the the wings makes a Yeld difficult to track at long range. The Spyrer Matriarch completely. they end of his move. except where modified below (see page 123 of stationary long enough for its outline to disappear the Necromunda: Underhive rules). They will charges or runs (flaps). the chameleonic effect of and a Patriarch are the attackers. just to ‘keep their hands in’. flying downwards counts as 1/2" for every 1"moved. In addition to this. or double that if he own. Flying upwards counts as 2" for every 1" will attack without mercy. Any defenders. 117 . moved. spyrer SCENARIOS Special SPYRER SCENARIO ONE: The Spyrer Matriarch and Patriarch may not gain OLD HABITS DIE HARD Experience. Sometimes The Yeld’s wings allow its user to fly up to his normal they will travel over the wall on a hunting trip of their Movement characteristic in a turn. If the opposing gang has a rating of over 1500 points then both will take part. and may not take over territory from the The following scenario may be played if the Spyrer player opposing gang if they win. Once they have found their prey. Spyrer Matriarchs and Patriarchs don’t just visit the Taking part in this scenario does count as ‘lending Underhive in order to find out what has happened to a assistance’ with regard to the Matriarch and Patriarch. Playing The Scenario The chameleonic effect of its wings allows a Yeld to hide Follow the rules for playing the Ambush scenario for this even if it is not behind cover. Members of the opposing gets the choice of scenario. The Orrus and Jakara storm a Van Saar settlement. If the opposing gang has a gang rating of up to 1500 then either the Matriarch or Patriarch will take them on (attacker’s choice).

though. seem to learn by themselves. These range from powerful guns to The following scenario may be played if the Spyrer’s routine alarms triggering the awakening of a highly irate opponent gets choice of scenario. certain functions you they was: proud. Therefore. And when the blood craving is briefly satisfied? he wishes to approach from and deploys along that table Then is the time for the very armour itself to become edge. The Scarlet Widows locate a Spyrer cell and attack. and their world revolves around an arcane and Terrain immensely powerful battle suit whose origins are The Spyrer player sets up the scenery and deploys his shrouded in the mists of time. The refuse and scrap in the general area is these youngbloods gets all hot-headed. they all heard tell of a is also another system that is only ever seen when the bad place in the Underhive. During this time the Spyrers’ territory. Somethin’ made that place of substances they come into contact with. somethin’ real evil like. He then places defence counters (see below). for they are far from vulnerable. 118 . and folks out by the vents in the armour to pour across the floor of the border of the territory started windin’ up missin’. Never seen those boys silver globes. Do not be fooled. but there smart.GANGS SPYRER SCENARIO TWO: HOME DEFENCE unnatural slumber. security is thorough and the the Spyrers enter a state of sleep of sorts. An you know what? Those bad ol’ Hive spirits linking the recumbent Spyre Hunter to a number of small just swallowed them right up. They don’t eat like us. and tool up to go rapidly transmuted into a nest of wires and conduits out there. and increase their destructive potential with the passing of the days spent on The attacking player then chooses which side of the board the hunt. The following set of rules details their uses in a scenario depicting a raid on a Spyrer home As any Hiver will tell you. Spyrers are something more base as they sleep. as ah recalls it. individual responsible.. honourable. flood from its home. It represents an assault Spyrer itching to have a word with the unfortunate on a feared and hated Spyrer den by an Underhive gang. Since the terrain here represents the nerve centre of dormant and assimilate its experiences. It is known that when the Spyrer shuts “I once knew a whole bunch of young braves. Millions of microscopic machines. where wicked spirits had Spyrer is in this state. Attackers Since this scenario requires a great deal of stealth and Contained within a Spyre Hunter’s suit is a miraculous set subterfuge on behalf of the attacker to actually follow the of devices which are fully capable of preventing serious Spyrers all the way to their hideout without being spotted. Let those who have forces in hiding within a 6" radius of the exact centre of understanding of such things not forget that these devices the board. becoming limp attackers may not use any means of infiltration.. and immobile for about a day. harm befalling the occupant of the armour as it lies in its only a small assault force can carry out the job. than human. courageous. This place was a big old ruin and it was on tiny enough to be able to manipulate the very molecules the outskirts of their territory. So Underhive. One day. Each of these devices contain a single again. Not too of the suit remain active: life support obviously. they don’t sleep like us. just like down to absorb its recent experiences.” defence system to be activated when an unwelcome visitor strays too close. come to live.

It will shoot at the first target to move within range and line of fire. charge of the Fanatic studio and all who sail in her. aside from the as if on overwatch. pieces of card. It may shoot as if on overwatch every turn alarm.Necromunda. or whatever. you must keep track of Ending The Game which defence belongs to which Spyrer. 12 Improved Alarm: bits of coloured plastic. the Spyrers have target to move within range and line of fire. You can use pretty much anything you feel is appropriate to represent defence counters – pennies. 119 . In addition a second Spyrer of your own! your choice is awakened. The defence routines are chosen randomly by unresolved goo and wires. Sleeping Spyrers can of a 2. Then. +5 Per wounding hit Further The Spyrers including the new Information Patriarch and Matriarch figures are available to +1D6/+2D6* For each surviving gang member order from your nearest Games Workshop or you can visit the website for details. Initiative in inches. in the same way as an BS of 4. These defences are represented in the game 8 Alarm: by defence counters. and are rarely the same twice. Shooting but failing to injure a sleeping Spyrer will automatically wake it up! The Spyrer 3-5 Sentry Gun: may be used normally from the next turn onwards. The attackers may not use any special detection 2D6 Result equipment to spot the Spyrers in their hiding places. as they The game continues until either one side bottles out. (See the How to Order pages on page 94). The system table opposite. GANGS the attackers are limited to 1D6 gang members on this Spyrer Defence System Table mission. Experience and must generate a new territory due to the Website www. He is currently working on the Experience second part of the Pit Fighter article +10 Winning gang leader which will be featured in issue 3. The destruction of a counter will characteristics as a boltgun and counts as having a awaken the Spyrer it is linked to. 7 Malformed Construct: Each Spyre Hunter suit may run up to 1D3 defence The globe contains nothing more than a puddle of routines. They can be shot at. No effect! the suit every time it is used in this way. Spyrers will not bottle whilst any of their number remain asleep. function as detailed in the following section. They may do 6 Alarm: absolutely nothing until specifically awakened by either The Spyrer awakens and may be used from the getting shot at. winning the battle gains them an additional +lD6 each. characteristics as a boltgun and counts as having a BS of 4. or by an alarm defence next turn onwards. as detailed above. It may shoot as if on overwatch every turn Defenders until it runs out of ammo. A A turret armed with a sentry gun pops up and fires defence counter that is hit but not destroyed will be as if on overwatch. *Special: If the Spyrers lose this battle. If two sentry guns are rolled both will fire at only be spotted by models within a range equal to their the same target each turn. roll for their effect on the defence has no remaining gang members who can fight. However. since 2 Piggy-Back System: the anti-surveillance devices of the Spyrers put anything Make two rolls on this table. The sentry gun has the same activated automatically. they gain no More Necro Over the page for “My Dad’s Bigger Than Yours”. until it runs out of ammo. This is A turret armed with a sentry gun pops up and fires the only way Spyrers can become capture of their base camp. counters are activated if an enemy model moves within 6" of them. The more The Spyrer awakens and may be used from the adventurous amongst you might even consider modelling next turn onwards. ignoring further rolls the Underhive has on offer to shame. and therefore do not have to make tests until they Author Jervis is the head Fanatic and in have all been awakened. if the Spyrer player can roll a 5 or a 6 on a D6. It will shoot at the first By the point at which the attackers strike. counting as small targets 9-11 Sentry Gun: (-1 to hit) and have a Toughness of 5 with 2 Wounds. The next turn onwards. entered temporary shutdown to assimilate new information regarding their suit’s running. or become activated. which are placed within a 12" radius The Spyrer awakens and may be used from the of the Spyrer at the beginning of the scenario. When you place the counters. The sentry gun has the same triggering of an alarm.

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original article from Outlanders Pit Slaves are the unfortunates that end up being sold to the Guilders by gangs or the watchmen and are kept in the Underhive to work in the various mines. or as pit fighters for sport.HIRED GUNS PIT SLAVE by Robert J. or by simply killing their guards. If a player wants to hire a Pit Slave he must pay the standard hire fee of 10 credits. Conversely. Reiner. The Guilders usually ‘modify’ their new acquisitions for whatever tasks they have in mind. pack slaves may get a hook or claw instead of hand and feet for better grip and pit fighters can end up like some nightmare manikin of steel and flesh. A gang leader may hire as many Pit Slaves as he can afford.Laspistol 130 .Buzz Saw 4 4 4 3 3 1 3 1 7 . One of the following grafted weapons: M WS BS S T W I A Ld . Any gang that can utilize hired guns can hire Pit Slaves. but others have been unlucky enough to have kin that could not raise the credits for their ransom when they got dragged off by some unfriendly gang.Hammer Slaves have 4 advances.Stubgun with dum-dum bullets man characteristics due to their advanced technologies and . towns known to have a thriving black market and less chance of the Guilders dropping by. RECRUITING PIT SLAVES Outlaw gangs will find Pit Slaves at the trading post. A Pit Slave cannot increase . as pack slaves. The Pit Slave will add 50 points to your gang rating (hire fee x 5). Some are dangerous criminals who deserve nothing better. These advances are worked out after the Pit Slave’s fee is paid for. the toughest and most deadly ones escape by stealth.Chainsaw .that is. Roll a d6 four times and consult the . When a gang leader comes across a Pit Slave it may indeed be the best HTH weapon at his disposal. Es- caped Pit Slaves are wanted by the law and do not generally stroll down the street looking for work. One of the following: re-roll the result.Autopistol body grafts. The Slaves are implant- ed with ownership studs to show that they are the legal prop- erty of a Guilder and set for the rest of their lives. accidents. . Pit Slaves are equipped as follows: superior characteristic values before. unique set of weapons PIT SLAVE BASIC PROFILE that are made from scrap and other various sorts of grafted Pit Slaves are likely to have picked up some skills and gained weapon systems.Shears any characteristic more than +2 and may not increase his wounds beyond 4. A few Pit Slaves. often pit fighting for themselves or the thrill of combat. PIT SLAVE WEAPONS A Pit Slave will fights with his own. . Strength and Toughness can exceed standard hu. Lone Pit Slaves can often be found in ‘friendly’ towns .Claw In addition to their enhanced basic characteristic profile all Pit .Rock Drill Pit Slave Advance Chart below. If the same skill is rolled twice then re-roll to get another. watch- men don’t generally go hunting for escaped Pit Slaves either. If an increase is rolled for the third time. Arms are lopped off and replaced with rock drills or buzz saws for those going to the mines.

they are simply dead. The bonus equals +1 Strength and +1 Damage for each hit after the first. CLAW A claw or big grabber is used in a variety of mining and Any opponent that suffers the fate of having its head snipped loading jobs. The rock Buzz Saws are fitted to scrap slaves and particularly unsubtle drill makes a fearsome weapon in hand-to-hand combat pit fighters. CHAINSAW Range Strength Damage Save Mod Chainsaws are a popular choice of weaponry for Pit Slaves. groves. the buzz saw when used by a Pit Slave. to half the distance hurled (round up). If the Range Strength Damage Save Mod hurled opponent hits another fighter then both fighters take CC As user+1 1 -1 131 . If the Pit Slave inflicts two or more can part steel or flesh just as easily with a single scything hints in hand-to-hand combat then he may exchange all the swing. A nent is crossed off the roster immediately and all gear is lost. If the hurled oppo- nent strikes a wall or other obstacle he will stop there. hits for a single hit with an increased strength and damage as he drills though his opponent’s body. etc. 2 Iron Jaw 3 True Grit Range Strength Damage Save Mod 4 Infiltration CC 4 1 -1 5 Parry 6 Hurl Opponent ROCK DRILL Mining slaves are commonly modified to carry a massive BUZZ SAW drill for boring through slag. less the opponent can make its armor saving throw or other save roll (like dodge). CC 5 1 -3 three hits for a single S6 hit causing three wounds and so on. but the SHEARS most infamous Pit Slave named Harkan Vore actually had a Huge shears are fitted to Pit Slaves for harvesting fungus chainsaw which replaced his lower jaw. A Pit Slave armed with a claw may pick up off is automatically dead and there is no need to roll on the and hurl his opponent if he wins a round of hand-to-hand Serious Injury Chart in the post game sequence. so you Range Strength Damage Save Mod exchange two hits for a single S5 hit causing two wounds. minerals. If CC 4 1 -1 the second result is also a ‘6’ then the Pit Slave has success- fully snipped his opponent’s head clean off his shoulders un- Special Rules: Parry. d6 Advance 1 +1 Weapon Skill Range Strength Damage Save Mod 2 +1 Attack CC 4 1 -1 3 Roll again: HAMMER 1-3 +1 Strength Giant hammers are fitted to mining and foundry slaves. and other similar things. 4-6 +1 Toughness The pile driver force of a pneumatically driven hammer is 4-5 Roll again: so great that opponents in hand-to-hand combat may be 1-2 +1 Wound knocked senseless and beaten to their knees before they 3-4 +1 Initiative have a chance to fight back. HIRED GUNS PIT SLAVE ADVANCE CHART a single hit with a strength equal to half the distance hurled. The oppo- combat. A whirling disk of toothed steel. scrap metal. This hurl is in addition to hitting his Range Strength Damage Save Mod hand combat with a roll a ‘6’ to wound roll a further D6. hurled opponent is thrown D6” in a direction chosen by the Note: the opponent may not be revived via the Techno Skill: Pit Slave player and suffers a single hit at the strength equal Medic. CC 4 1 -3 The most well known advocate and wielder of the chainsaw is the slave leader Bull Gorg. medi-packs. The sharp blades of the shears are quite capable of snipping bits off a human as well. If the Pit Slave hits an opponent in hand. A chainsaw is usually mounted on the stump of a wrist or in place of a forearm. and rock. Any opponent in hand-to-hand 5-6 +1 Leadership combat with a hammer wielding Pit Slave has its weapon 4-6 Roll again: skill halved (rounding down) unless it can roll under its Ini- tiative on a D6 at the start of each hand-to-hand combat 1 Dodge phase.

but they will not fight for Scavvies .HIRED GUNS OGRYN BODYGUARD by Robert J. being highly superstitious.Ogryn Ripper Gun 132 . Roll a d6 three times 2 +1 Attack and consult the Ogryn Bodyguard Advance Chart below. re-rolling the dice if required. and all bone and muscle. They lack the mental capability to question any orders. If the same skill is rolled twice then re-roll to get another. or Bludgeon 4 Mesh Armour . Mace. usually bought in from distant slave markets to serve as bodyguards and enforcers. who should be burnt at the stake.who they find far too smelly and spooky. RECRUITING OGRYN BODYGUARDS Any gang that can hire hired guns may hire a maximum of one Ogryn Bodyguard. 4-6 +1 Toughness 4-6 Roll again: OGRYN BODYGUARD WEAPONS 1 Hurl Opponent Ogryn Bodyguards are armed with the following weapons and equipment: 2 Body Slam 3 True Grit . For these reasons Ogryn bodyguards are highly prized. lack of intelligence and love of violence.Respirator or Filter Plugs 6 Step Aside . OGRYN BODYGUARD BASIC PROFILE Ogryn Bodyguards may have special and unique skills as well as superior characteristics. Roll on the following table. If an increase is rolled for the third time. re-roll the result. Ogryn’s will happily except most employment.Photo Visor or Photo Contacts 5 +1 Wound (4 maximum) . will not employ off worlders. standing some 10 feet tall.Massive Sword. Due to the Ogryns intimidating size. Ogryns are perfectly suited to their role as mercenaries and bodyguards. Although not common on Necromunda a few Ogryn have found there way into the Underhive. M WS BS S T W I A Ld 5 3 3 4 5 2 3 1 8 d6 Advance In addition to their enhanced basic characteristic profile all 1 +1 Weapon Skill Ogryn Bodyguards have 3 advances. The hiring fee is 50 credits and 250 points (50x5) is added to the hiring gang’s gang rating.. Ratskins. Club. Ogryns are rightly renowned as fearsome fighters and an en- raged Ogryn is a terrifying sight to behold. they are much in demand by wealthier Guilders and Gang Leaders. original article by Warwick Kinrade & Tom Merrigan Ogryns are large brutish creatures. they have a child-like obedience and naturally form strong loyalties to their perceived master or ‘boss’. These are worked out after a gang Ogryn Bodyguard Advance Chart pays the Ogryn Bodyguard’s hire fee. An 3 Roll again: Ogryn Bodyguard cannot increase any characteristic more 1-3 +1 Strength than +2 and may not increase his wounds beyond 4. A gang backed by an Ogryn makes a fearsome opponent. and highly priced by unscrupulous slave traders. Redemptioists will never employ an Ogryn body- guard as they regard them as dangerous mutants. Reiner.

while the Ogryn Bodyguard is still in the battle. If the The profile for the Ogryn Ripper Gun is as follows: Ogryn Bodyguard starts the turn more than 12” from the gang leader then he must immediately attempt to get back Short Long To Hit to within 12” of the gang leader. shooting attacks make take the hit. 0-4 4-8 +2 -1 4 1 . sequence. attempts using the Ogryn Bodyguard. however. Imperial Armies have hanging around during times of war. guard must remain within 12” of the gang’s leader. If the Ogryn Bodyguard is Range Range Short Long Str Dam Save Ammo engaged in hand-to-hand combat then the combat is com. In addition.action for post battle anyone other then an Ogryn Bodyguard. Ogryn Bodyguards cause or under his initiative. bought. the gang leader can choose to have the Ogryn Bodyguard step aside and allow Fear him to engage a charging model. The Ogryn Bodyguard will see to How does this work?: The Ripper Gun is not a standard it that the gang leader is treated and protected and therefore weapon that can be found readily on Necromunda and the gang leader does not roll on the serious injury chart and therefore cannot be traded. If the Ogryn Bodyguard is Ogryn Bodyguards are exceptionally fierce creatures that pinned he can still use this ability but must first roll equal to can rip arms off of opponents. or used by is not treated as having gone out-of. OGRYN RIPPER GUN Fierce Loyalty Ogryn Bodyguards might not be the most intelligent crea. invented. 2 dice Ogryn Bodyguard is not ‘down’ then the Ogryn Bodyguard is also removed from play. if the gang leader is taken out-of-ac- tion. 133 . During the game the Ogryn Body. Roll each attack separately using the modifi- against and Ogryn Bodyguard apply a ‘+1’ larger target ers for attacking the gang leader but work out wounding modifier. The Ogryn Ripper Gun was designed by the Imperium as a tures out there but they are indeed good at their task of pro. standard issue weapon for the plethora of Ogryns that the tecting the gang’s leader. and the Special Rules: Sustained Fire. fear as outlined in the Necromunda Living Rule Book. 4+ pleted first. HIRED GUNS SPECIAL RULES Look Out Sir!!! The following special rules apply to Ogryn Bodyguards: If the Ogryn Bodyguard is within 4” of the gang’s leader then the gang leader is not eligible to be the closest target Size for attacks because the Ogryn Bodyguard will step in and Due to the large size of Ogryns. This also includes if the gang leader is charged.

based on over-powering their combat techniques. but rather slaughter them in great combat. If an increase is rolled for the third time. This brutal technique is an initiative test based on their base initiative characteristic. Regardless. the Ratskin Savage al- Ratskin Savages are still Ratskins. A Ratskin Sav- age cannot increase any characteristic more than +2. RATSKIN SAVAGE SPECIAL RULES The following special rules apply to Ratskin Savages: Ratskin attacks cannot be parried. re-roll the result. Their rage drives them not to expel the underhivers. That. To represent this If they roll equal to or under their initiative then the Ratskin they have frenzy. they are removed from play and suf- bat phase the Ratskin player rolls a d6. then the Ratskin Sav- 134 . Roll a d6 three times and consult the Ratskin Savage Advance Chart below. On a result of ‘4+’ his fer an injury as normal. These advances are worked out after the Ratskin Sav- age’s fee is paid for. All victim can find himself horribly mutilated. The Ratskin Savage will add 75 points to your gang rating (hire fee x 5). If they fail. They have the Ratskin traits ways receives the +1 attack bonus for fighting with two close of Resilience and Native. If a player wants to hire a Ratskin Savage he must pay the standard hire fee of 15 credits. When they come across particularly hard prey they will ally with a Ratskin Gang to help get done what they need to. without any hair. A gang leader may only hire two Ratskin Savages at a time. The victim must immediately pass hand.roll to get another. original article by Gerrid Robb & Gary James Ratskin Savages are Ratskins who have taken the wars against the hivers too serious. or their elders instilled a deep hatred for underhivers in them from a young age. If the same skill is rolled twice then re. Reiner. Ratskin Savages are brutal hunters. If a Ratskin Savage takes an opponent out-of-action and Fighting Style there are no other enemies within follow-up range then the The Ratskin Savage develops his own fighting style. Savage will move on. but at the start of each hand-to-hand com. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 6 In addition to their basic characteristic profile all Ratskin Sav- ages have three advances. all Ratskin Savages leave the safety of the tribes and venture out to hunt on their own. Ratskin Savages forsake shooting weapons and adopt brutal or never wake up again. They are continuously in a blood-thirsty state of rage and hatred for underhivers and all outsiders. RATSKIN SAVAGE BASIC PROFILE Ratskin Savages are likely to have picked up some skills and gained superior characteristics in their blood-thirsty endeav- ours.HIRED GUNS RATSKIN SAVAGE by Robert J. Skills Scalping All Ratskin Savages start with Escape Artist and Frenzy. even if all his weapons have been disarmed. RECRUITING RATSKIN SAVAGES Only Ratskin gangs can hire Ratskin Savages. In addition. combat weapons. They like to take trophies too.

RATSKIN SAVAGE WEAPONS d6 Advance A Ratskin Savage will fight with their unique set of weap- 1 +1 Weapon Skill ons. 5 Arm Wound The victim uses his arms to protect his scalp.Blindsnake Pouch 1-2 +1 Wound 3-4 +1 Initiative 5-6 +1 Weapon Skill Ratskin Scalping Chart 6 Roll again: 2d6 Result 1 Dodge 2 Lucky The victim is found in a pool of his own blood. 7 Scalped! The victim was scalped. lost in his rage the Ratskin Savage bru- talizes one of the victim’s arms. 4 Eye Gouge Without enough time to do the job properly the Ratskin Savage takes an eye as a trophy. Ratskin Savages are equipped as follows: 2 +1 Attack . HIRED GUNS age sets-upon the victim and scalps them.Sword 4-5 Roll again: . If sequence. 9 Ear Wound Without enough time to do the job properly the Ratskin Savage takes an ear as a trophy. Roll 2d6 immediately on the Scalping Roll on the following table.Knife 3 Roll again: . the Savage loses RATSKIN SAVAGE ADVANCE CHART his follow up move. 12 Dead! The victim is killed outright and the Ratskin Savage abandons his body. Apply the ‘Impressive Scars’ injury. Apply the ‘Horrible Scars’ injury. the same skill is rolled twice then re-roll to get another. but luckily not too injured. Apply the ‘Shell Shock’ serious injury result. 3 True Grit 3 Cracked Skull The victim is found alive. re-rolling the dice if required. 8 Botched The Savage botches the job and hid- eously scars his victim. 6 Botched The Savage botches the job and hid- eously scars his victim. re-roll the result.Club 1-3 +1 Strength . If Chart instead of the serious injury chart in the post game an increase is rolled for the third time. Apply the ‘Hand Injury’ serious injury result. but his 4 Infiltration fellow gang members are horrified at the loss of 5 Parry skin.Maul or Bludgeon 4-6 +1 Toughness . Apply the ‘Blinded In One Eye’ serious injury result. and hair. 11 Horrifying Experience Although the Ratskin Savage doesn’t actually manage to scalp the vic- tim. 135 . he does brutally and horribly beat them. 6 Hurl Opponent tle Wound’ on the serious injury chart. Apply the ‘Partially Deafened’ serious injury result. 10 Hand Wound The victim manages to grab the blade of the knife and protect his scalp. Apply the 2 Iron Jaw ‘Survives Against the Odds’ serious injury result. Apply results per ‘Old Bat. scalp. Apply the ‘Head Wound’ serious injury result. Apply the ‘Arm Wound’ serious injury result.

These advances are worked out after the gang leader has paid the credits to hire a new identity. d6 Advance ons: 1 +1 Ballistic Skill 2 +1 Initiative .Laspistol 1 +1 Weapon Skill .Shotgun with Scatter. and a Red-Dot Laser Sight 3-4 Crack Shot 5 Marskman DESERTER SPECIAL RULES 6 Roll again on 6: Outlaw 4-6 Roll again: Since all Defense Force Deserters are fugitives any gang that 1 Dodge in is employing a Defense Force Deserter that is reported to 2 True Grit the Watchmen will incur an additional ‘–1’ modifier. If an increase is rolled for the third time. and simply love warfare too much to sit idle while the Imperium finds a new war.Boltgun with Weapon Reload and Red Dot Laser 5 +1 Attacks Sight 6 +1 Leadership . and work on the outskirts of the Underhive.HIRED GUNS DEFENSE FORCE DESERTER by Robert J. re-roll to your gang again. original article by Lachlan Abraham Defense Force Deserters are a strange breed. all Defense Force Deserters have three ad- vances on the Deserter Advance Chart. Reiner.Flak Armour 4 Roll again: . cruel. is arrested.Knife 3 +1 Leadership . finds 6 Rapid Fire 136 . another. On a roll of ‘1-2’ the Deserter has found passage off world. Solid. DESERTER BASIC PROFILE Defense Force Deserters can be hard to find.Frag and Krak Grenades 2 +1 Strength Plus one of the following: 3 +1 Toughness 4 +1 Wounds .Lasgun with Hot Shot power pack and Red-Dot Laser 5 Roll again: Sight 1-2 Nerves of Steel . RECRUITING DEFENSE FORCE DE- SERTERS Any gang that can hire hired guns may hire one Defense Force Deserter. If the same skill is rolled twice then re-roll to get Force Deserter until they have played another game. 3 Weaponsmith 4 Killer Reputation Fugitive 5 Ambush Roll a d6 after each game the Deserter fights for the gang. DESERTER ADVANCE CHART DESERTER WEAPONS A Defense Force Deserter is armed with the following weap. The hiring fee for a Defense Force Deserter is 50 credits and 250 points (50x5) is added to the hiring gang’s gang rating. or just does not want to hire out the Deserter. M WS BS S T W I A Ld 4 4 4 3 3 1 3 1 7 In addition to this. The ones that find their way to the Underhive are the ones that are brutal. even for the scum that populate the Underhive. and Manstopper Rounds. Your gang may not hire another Defense the result.

5 Infiltration 6 Weaponsmith SNIPER SPECIAL RULES Marksman Snipers all have the Marksman Shooting Skill.’ This cannot be used on overwatch. no matter the mod- Frag Grenades ifiers. HIRED GUNS SNIPER by Robert J. A Aim Sniper is armed with the following weapons: Snipers can wait forever for a single shot. However. original article by Warwick Kinrade Specialist marskmen may haunt the underhive for many reasons. 2 +1 Weapon Skill 3 +1 Ballistic Skill SNIPER BASIC PROFILE All Snipers have a superior characteristic profile and skills 4 Roll again: that are determined after the hiring fee is paid. Reiner. Who knows what secret bounty or mission a sniper may be following. the Noble Houses keep their own security forces. one at a Lasgun or Autogun time. All standard SNIPER WEAPONS rules for marksman apply. If a Sniper is hid- den (per the hiding rules) and spends an entire turn doing Knife nothing but observing a single target then his next shooting Flak Armour phase he may take a single shot at that target. 4 Ambush other. If an increase 2 Fast Shot is rolled for a third time then re-roll the result. Roll to wound as normal. A Sniper fights with the weapons that he has taken in previ- ous battles and has brought with him when he deserted. the Sniper has four advances which are 5-6 Roll again: either bonuses on his profile or skills. where life is hard and punishment brutal. The basic 1 +1 Initiative Sniper profile is: 2 +1 Strength 3 +1 Toughness M WS BS S T W I A Ld 4 +1 Wounds 4 3 3 3 3 1 3 1 7 5 +1 Attacks 6 +1 Ballistic Skill In addition to this. Photo-Visor or Photo-Contacts The second d6 result is for ammo check purposes. If the first roll is a 2+ the shot hits. The hiring fee for a Sniper is 20 credits and 100 points 1 +1 Ballistic Skill (20x5) is added to the hiring gang’s gang rating. Plus one of the following: Red-Dot Laser Sight Telescopic Sight Hot Shot Power Pack Weapon Reload (Choose one weapon) 137 . A Sniper may not improve any characteristic by more than +2. If the target went into hiding with its action then the Respirator or Filter Plugs shot will hit on a ‘4+. and they have the credits to train a great number of specialists. if 3 Rapid Fire a skill is rolled a second time re-roll the advance to get an. They are often deserters from the Planetary Defense Forc- es. Roll a d6 four times 1 Crack Shot and consult the Sniper Advance Chart. Similarly. down in the depths of the underhive? RECRUITING SNIPERS SNIPER ADVANCE CHART Any gang that can hire hired guns may hire one Sniper at a d6 Advance time. Regardless of Laspistol or Autopistol whatever modifiers apply the Snipers rolls two d6.

original article by Lachlan Abraham ‘It hurts Klemm. These advances are worked out after the gang leader has paid the 4 Nerves of Steel credits to hire the Crazy Doc. but occasionally some prefer to set up as members of a small community. The crazy doc was once a respectable medic or doctor in a peaceful settlement. I’ll just get a good cane. most doctors are centered on large trading towns or cross- roads. then some of the inhabitants started behaving strangely.. I think you’re gonna limp for a long time. Ratskin witch doctors and ‘medicinal’ wildsnake. maybe we can con- vince ole Trev to hire that quack again to look at it. 1 Head Butt If an increase is rolled for a third time then you are to re. Similarly. CRAZY DOC ADVANCE CHART Even though there is a greater chance of being outlawed when you hire a Crazy Doc gang leaders still risk it. and now takes what work he can to fund his somewhat un- ethical life’s work. this las-burn hurts more then it should.’ ‘No thanks. especially those with any true skill. Even 1 +1 Ballistic Skill the hardest of gang leaders sometimes finds it hard to hire a 2 +1 Weapon Skill Crazy Doc. The Doc was caught testing new drugs. 2 Impetuous roll that advance. A Cra. 5 Dodge 6 Berserk Charge 138 .’ Medics and doctors are rare in the Underhive. they do have their advantages too. local superstition. I’d rather fist fight a ripper jack then let that crazy doc work on me. starting a new life out in the Underhive. For this reason. what does it look like?’ ‘Scaly snot Jordie. and a settlement can be considered lucky if a doctor and his family make the trek downhive and settle with them. Most medical care in the underhive takes the form of old wives’ tales. I know. Reiner.. RECRUITING CRAZY DOCS Any gang that can hire hired guns may hire one Crazy Doc. that shot took your knee right off.HIRED GUNS CRAZY DOC by Robert J. 3 +1 Strength M WS BS S T W I A Ld 4 +1 Toughness 4 3 3 3 3 1 3 1 7 5 +1 Wounds 6 +1 Attacks In addition to this Crazy Doc Basic Profile all Crazy Docs 5-6 1-3 Killer Rep have four advances on the Crazy Doc Advance Chart. 4-6 Roll again: zy Doc may not improve any characteristic by more than +2. bionics or grafts on his patients and performing unneccesary experimental surgery. d6 Advance ing fee for a Crazy Doc is 25 credits and 125 points (25x5) is 1 +1 Weapon Skill added to the hiring gang’s gang rating. 2 +1 Initiative 3 +1 Leadership CRAZY DOC BASIC PROFILE 4 Roll again: Crazy Docs work in the outer areas of the Underhive. but hey. Underhivers will come from miles away to see a real doctor. He was outlawed and run out of town. The hir. if you roll a skill that the Crazy 3 Rapid Fire Doc already has then you are to re-roll that advance. which brings trade to the lucky settlement.

Auto Pistol . and patching procedures. Once the hire fee is paid the Crazy Doc must roll equal to or under his leadership. The captured fighter gains the serious injury and any effects that it has and the patient removes the serious injury and any effects.Laspistol . the gang leader must also pay the Crazy Doc for the next game.Medi-Pack Plus one of the following: . but not claim bounty.Chainsword . A Crazy Doc is armed with the following weapons: .Stub Gun with Dum Dum Rounds Plus one of the following: . outside the con- fines of normality and are bordering on the worship of cha- os with some of their surgeries any gang that is currently employing a Crazy Doc that is reported to the Watchmen will incur an additional –1 modifier to the result. as listed in the special rules for the Bounty Hunter Hired Gun found in the Necromunda Living Rulebook. HIRED GUNS CRAZY DOC WEAPONS A Crazy Doc fights with his own weapons as described be- low and will not use or buy any other weapons.Filter Plugs or Respirator . In addition. literally. sold into slavery or returned to their gang. Capture Crazy Docs follow all the rules for capture.Photo Contacts or Photo Visor .Bio-Booster CRAZY DOC SPECIAL RULES In addition to the Crazy Docs advances they also have the following special rules: Outlaw Since all Crazy Docs are operating. transplanting.Two knives . Surgery This special ability may only be used against captured ene- mies after a rescue attempt has been performed (assuming that the gang wants to run a rescue that is).Any one bionic part . 139 . Once the surgery is complete the captive can be ransomed. If this roll is successful the Crazy Doc has successfully transferred one serious injury from a gang fighter to the captured fighter.Bio-Scanner . This is done via particular- ly gruesome back alley surgical means.

Standing on the streets speaking the Emperor’s faith. Preachers will work for any law abiding gang. When that world is threatened. However. established only after he has been hired. all Preachers have three advances on the Preachers carry reliable and simple weapons they can always Preacher Advance Chart. Bludgeon • Chain 2 +1 Strength • Chainsword 3 +1 Toughness 4 +1 Wounds PREACHER SPECIAL RULES 5-6 +1 Attacks Inspirational 4-6 Roll again: The preacher is a revered and respected sight on the battle- 1 Berserk Charge field. with the exception of Redemptionists. outlanders and outlaws. • Flak Armour PREACHER ADVANCE CHART Plus any two of the following: d6 Advance • Laspistol 1 +1 Weapon Skill • Autopistol 2 +1 Initiative • Stub gun (dum-dums) 3 Roll again: • Hand Flamer 1 +1 Ballistic Skill • Club. Heretic! 4 Dodge The preacher is a devout servant of the emperor and despises 5 Feint any who confront his faith. As enemies they are ravenous and determined. they take up arms and fight against those who would oppose them. RECRUITING PREACHERS If a gang wants to hire a preacher. a preacher can be a deadly and skilled opponent. 2 Crushing Blow 3 Combat Master ‘Burn. He will also have a number of advances. This includes 3 True Grit tests for fear and for pinning. In the name of the Lord Emperor. If an increase is rolled for a third time then you are to re-roll that advance. 140 . M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 8 PREACHER WEAPONS In addition to this. if you roll a skill that the Preacher already has then you are to • Any number of knives re-roll that advance. as 4-6 Roll again: well as the preacher’s own leadership tests will be made with 1 Counter Attack his base value of 8. the fee of 20x5. the gang must pay a stan- dard fee of 20 creds.HIRED GUNS PREACHER by Nick Jacobs Preachers are a common sight in the Underhive. The Preacher has a value of 100 for gang rating. The preacher hates all mutants. that is. as allies they are passionate and inspiring. Similarly. aliens. They will not work for any outlanders or outlaw gangs. Ally models within 6 inch- 2 Nerves of Steel es of the preacher may use his special leadership value of 10 when testing for any psychology based tests. any bottle tests. characteristic by more than +2. This includes zombies and 6 Step Aside animals. but does not include members of the Redemption. Maul. they are hardened to the ruthless reality of the world in which they live. PREACHER BASIC PROFILE The preacher begins with the profile given below. inspiring his allies to fight on. A Preacher may not improve any count on in a fight.

The Special Character will then demand a down payment Refer to the table below to find the D6 roll required to gain free before they will fight alongside the gang for the first time and assistance from the Mentoring Special Character. How- ever. Reiner I want to use Kal Jerico and Mad Donna. you out. it is assumed Character you have in your collection. and any other means necessary to find the Special Char.!’ Some Special Characters can sometimes help a gang for free if they are going up against a particularly tough opponent. Like Hired Guns. including the first. each Special Character reputable places. the individual Special Character’s entry for their individual payment listing. Special Characters do not gain experience and will not gain any additional advances. However. which need to be met. If you roll Special Characters require special payment. Note that you then will demand another payment after each game they fight must be the underdog to even attempt to get a Mentor to help in. but how? How does my Van Saar find them in the Underhive? With the release of Underhive the rules for Special Characters from the old Outlanders have been left out. rumors. Special Char- that Special Characters will frequent a multitude of dives and acters will not help anybody in this way. Special Characters do not count as part of the gang for purposes of collecting income or anything else. est in the gang’s progress and every now and then he or she will tunity to buy individuals into your gang who have known ca. I did. If you fail to roll the required number or greater then the Special Character does not help your gang out. This gives you an oppor. You does this while trading at the trading post and therefore must many only roll once per scenario to see if any Special Charac- be able to go to the trading post this post game sequence. If a gang is unable to pay the amount demanded the Spe. the Mentor will know when he or she specialties. Workshops. or alterna. you PAYMENT can still elect to pay him or her in the normal way). FINDING SPECIAL CHARACTERS If you have a painted model for a Special Character then you are During any post game sequence a gang’s leader may attempt to allowed to roll at the start of the scenario to see whether or not seek out a Special Character to help their gang. Special Characters do benefit from a gang’s special items during games like Tunnels. SPECIALCHARACTERS SPECIAL CHARACTERS updated by Robert J. lend a hand without asking for payment in return. ‘Oh yeah? Well I seen Bull Gorg shoot someone point blank MENTORS when they was begging for ‘is life. This means you can either improve one of the gang’s have to find a Mentor first. tively make up for their particular shortcomings. no matter what. but will still be 750-999 5+ available in the future. and they will be listed separately. something that peaks their interest and will approach the gang leader. lawful or outlaw. has a list of gang types he or she has an affinity for and may be willing to help – if you are not on the list he or she will not help The gang leader must spend 2D6 credits on drinks. is needed and will find them. Some Special Characters will also have 1000+ 4+ special demands. not once for each painted Special matter the status of the gang. however. Special Characters are equipped as listed in the profiles and may not use any other equipment. You will need to check Character will help you in this scenario for free. 500-749 6+ cial Character will not fight in the next game. Gangs do not pabilities. On any other result the Special Character hears least 500-point underdogs for a scenario. only help a gang out if they are seriously in trouble and likely acter. For one Special Characters are different from Hired Guns because their reason or another the Special Character has been taking an inter- skills and characteristics are pre. Most will demand a random number of cred- its. 141 . like close combat or long range shooting. Vents. In addition.set. If the number rolled is a double (same number on each die) to get their heads handed to them during the coming battle. This amount must be paid before the character will fight for Difference in Gang Rating d6 roll the gang and after each game he or she participates in after the 0-499 will not Mentor!! first. a Special Character will bribes. This will vary from equal to or greater than the required number then the Special Special Character to Special Character. you even just for the money. The gang leader the mentor will provide you with free help in the battle. etc. so here they are with some new flair. No ters will help your gang out. In then the Special Character proves impossible to find this post game turns this means that they will only help gangs that are at game sequence.

This means that the gang will never have to make any bot- WEAPONS tle check rolls and can only voluntarily bottle out. the flamer will never run out of ammuni- whipped into a blood frenzy by one of the Arch Zealot’s rab. ble-rousing speeches. Some even venture to SPECIAL RULES say he should be banished from the Redemption altogether. stub gun. The Arch Zealot’s views are considered to be rather – um – extreme. prophet. He constantly drifts from settlement to settlement preaching to Redemptionists and whipping them into a state of intolerant fury. He is a mystic. The fighter’s will never give 4 4 4 4 5 2 4 1 9 up and will not stop fighting unless the Arch Zealot tells them to. Therefore. his following amongst the Fuel Canister: The Arch Zealot’s flamer is extremely well common masses of Redemptionists is that those who argue maintained and benefits from a huge canister of fuel on his with him either quickly recant or are lynched by angry mobs back. and more often than not. PAYMENT Once the Arch Zealot is found his hiring fee is D6x10. which most invariably ends at the very least in a lynching. in wholesale slaughter and genocide. ALLEGIANCE The Arch Zealot will only work for House Cawdor gangs or Redemptionist Crusades. The Arch Zealot has the following special rules: The Arch Zealot denounces all which voice such opinions as weak-willed traitors. Rabble-Rouser: Any gang that includes the Arch Zealot will M WS BS S T W I A Ld have been worked into a foaming blood lust before the battle by one of his famous speeches. and a mas- sive sword. SKILLS The Arch Zealot has the following skills: Jump Back (Agility).hermit-like existence. and prominent leader in the Redemptionist cause. and Parry (Combat) EQUIPMENT The Arch Zealot has the following equipment: Fuel Canister (see special rules below). The Arch Zealot is armed with a flamer. PSYCHOLOGY The Arch Zealot is immune to all psychology tests except for ‘hatred. 142 . living a solitary. even by his fellow priests. and as such.’ as the Arch Zealot hates everybody. ARMOUR The Arch Zealot wears Mesh Armour under his robes. RATING The Arch Zealot increases the gang rating of the gang hiring him by +325. BOUNTY There is a bounty on the head of the Arch Zealot in the amount of 325 credits.SPECIALCHARACTERS THE ARCH ZEALOT OF THE REDEMPTION The Arch Zealot is one of the most famous and feared Redemptionist Priests in the Underhive. Nerves of Steel (Ferocity). tion and will never malfunction.

The Ratskins that had taken Brakar in were attackedby a ALLEGIANCE well-armed Van Saar gang soon after he had recovered. kar was away when the Van Saar attacked. and he retumed to frnd them picking over the bodies of the Ratskins. SPECIALCHARACTERS BRAKAR. In addition. ARMOUR Brakar does not need armour. The Ratskins have named as a mentor. but instead. Brakar will not help Ratskin Renegades if Bolt Pistol. There is a bounty of 330 credits on Brakar’s head. and bringing retribution to any that attack the Brakar does not work for money. they nursed him back to health. because of his extraordinary skill in combat. killing over half Brakar will increase the gang rating by 330 points. Bra. SKILLS Brakar has the following skills: Ambush (Stealth). He now stalks the wilderness areas of the Underhive like a ghost. Brakar does not work for WEAPONS money and can only be included in a Ratskin gang as a men- Brakar is armed with the following items: Heavy Stubber. THE AVENGER Where Brakar came from and how he ended up near to death in an isolated. Dive (Agility). efficient bursts of fire from his heavy stubber. BOUNTY and because of the way he turns up without warning or re. EQUIPMENT none PSYCHOLOGY none 143 . and Knife. Infiltration (Stealth). RATING kar drove the Van Saar off single-handed. He will only help a gang Ratskins without good cause. Bra. He Who Rains Death. SPECIAL RULES M WS BS S T W I A Ld The following special rules apply to Brakar: 4 4 6 4 6 2 3 1 8 The Avenger: As noted above. they are fighting against other Ratskin gangs. after their god of war and revenge. him Brakar. If he had not been found by the members of a ratskin renegade gang he certainly would have died from his extensive wounds. quest to give aid. and Weaponsmith (Techno). tor. helping Ratskin bands that need his PAYMENT assistance. Armour- er (Techno). their number with short. Although Brakar can speak and expertly operate the heavy stubber at his side. Rapid Fire (Techno – Bolt Pistol). forgotten tunnel in the Underhive is anybody’s guess. he cannot remember anything from his family. Brakar will only work with Ratskin gangs.

144 . Gorg’s execution was staged by the Guilders. his head stuck upon a spike and displayed as a warning against any that might challenge the Guilder’s power. ALLEGIANCE Bull Gorg will fight for any gang except Enforcers. Iron Jaw (Muscle). stories continue and now. Bull Gorg was captured and executed as a common criminal. Com.. Such stories are told only in whispers. Any captured fighters that are neither M WS BS S T W I A Ld rescued nor exchanged will be exiled to another hive and will not be able to rejoin their gang. They will not attack him in any way and he. Still. they will just not harm each other.SPECIALCHARACTERS BULL GORG Bull Gorg was a famous pit fighter who led the greatest slave revolt the Underhive has ever seen. the ders think they killed him already. and Spyrers but only as long as they are not working for the Merchant Guilder at the time (i. EQUIPMENT Bull Gorg is armed with a pair of specially built turbo chainswords. is fighting for takes any prisoners then he will not allow them to be sold into slavery. This does not stop Bull Gorg and opposing pit slaves Bull Gorg is protected by a refractor field. bat Master (Combat).Rumors persist that Bull and then he will fight for free. This refractor field from attacking other members of the other gang. will not attack them ARMOUR either. They stained the streets red with blood. he will not fight for a gang defending in a Caravan Scenario). and that Bull Gorg himself escaped and angrily stalks the Underhive to this day. but rather provides an unmodified saving throw of 5 or 6 on a D6. man that will eventually lead them to freedom. Redemp- tionists. A traitor opened the settlement’s gates and the guilder’s ‘army’ sacked Dead End Pass. WEAPONS Pit Slave Hero: Pit slaves regard Bull Gorg as a hero and the Bull Gorg is armed with two turbo chainswords. PSYCHOLOGY Bull Gorg hates all Guilders and anybody working for them. but will again one day return to SPECIAL RULES Dead End Pass at the head of another army to take back what Freedom Fighter: Bull Borg hates slavery. most Underhivers believe that Bull Gorg is not only still alive. and Killer Reputa- tion (Ferocity). for those that re. If the gang that he he once stole. but as they were not sold into 4 7 3 4 4 3 6 3 9 slavery their captors do not gain any credits for them either. PAYMENT Bull Gorg requires a payment of D6x15 credits unless the gang he is fighting for is attacking in the Caravan Scenario Or was it really Bull Gorg? And yet. Bull Gorg also outlawed slavery in his settlement and freed the prisoners in any slave train that hap- pened to pass through.e. In addition. RATING Bull Gorg will increase the gang rating by +375 points. This angered the Guilders that ran the slave trains and they were eventually forced to send an army of mercenaries and cutthroats to attack the town. At the head of an army of ex-slaves he managed to capture the entire settlement of Dead End Pass and charged tolls on the traders and other traffic that passed through the town. not down or out-of-action. the Guil- ders and either disappear or suffer a fatal accident. any pit slaves on the same side as Bull Gorg can use his Leadership charac- SKILLS teristic when they take any Leadership tests as long as he is Bull Gorg has the following skills: Body Slam (Muscle). in return. These are treated exactly like chainswords but have a strength of 5 and a save modifier of –2. There is no bounty on Bull Gorg because after all. BOUNTY peat them too loudly quickly draw the attention of the Guil..

As a side effect to this benefit. M WS BS S T W I A Ld 4 4 5 3 4 2 2 2 8 Electoo Body Suit: Bonnie strides into battle clad in a skin- tight. for a total of Bonnie Annerson has filter plugs and photo contacts. the sadistic up-hivers waited for a worthy target. PAYMENT Bonnie’s services may be hired for a modest D6 x 10 cred- its. All rules for hatred apply. Before the shooting starts. Especially if Since her mentor has passed on. bent on punishing the guilty and earning credits to wage SPECIAL RULES her war on Spyrers. and Mentor roll by +1. the constant glowing and spar- SKILLS kling of her Electoo Body Suit means Bonnie cannot hide. As Bonnie had no parents or settlement to return to. SPECIALCHARACTERS BONNIE ANNERSON Bonnie Annerson was born in the now-forgotten settlement known as Sin-Sin Alley. Bonnie is a steely-hearted aveng- er. As each weapon normally requires both hands. Bonnie can trigger the and a one-in-a-million lasgun with hotshot power pack. EQUIPMENT Note this skill can be combined with Fast Shot. She was a surprisingly beautiful child - (surprisingly because her parents were hard-working but slightly mutated spore miners). RATING: Once hired into the gang. four shots per turn. This body suit is made of an in- WEAPONS terwoven mesh of crystal-stack polymers. She may not be hired by Scavvies. 145 . Bonnie uses her income and contacts with the Guilders to equip BOUNTY herself with awesome war gear to carry on her quest. minus one (-1) penalty due to the constant shimmering. Redemptionists. . If the a driven woman who prowls the Underhive behind a mask opposing gang is Spyrers then the underdog may modify the of vengeance. Bonnie Annerson has the following skills: Fast Shot (Shoot- ing). the Bounty Hunter raised the girl himself. Along with dazzling opponents into slack-jawed inaction. also known as Bonnie Annerson is armed with a one-in-a-million boltgun electoos. Trigger Happy: This ability allows Bonnie to fire up to two basic weapons at the same time. iridescent body suit. Ratskins. so long as any Spyrers (including hunting rigs) are turned over to her instead of the guilders so she can “ask ‘em a few questions!” Although desperate for credits. A hunting party of six up-hivers came searching for trophies and they tore through the settlement like a buzzsaw through raw meat (gruesome isn’t it?). Parry (Combat). teaching the vengeful youth his trade. fortune to cross the Wall and punish the uphivers that set her on this lonesome path. All was peaceful and the settlement was thriving . ARMOUR the suit also makes all enemy shots at Bonnie incur a further Bonnie Annerson does not wear any armour. If the opposing gang is Spyrers she will lower her fee to D6 x 5 credits. each shot suffers a minus one penalty. Bonnie Annerson adds +275 credits to the gang rating. Bonnie has matured into this entails taking down a gang of the hated Spyrers. dispatching any Spyrer that dares cross her path. She follows all rules for Bounty Hunters in the ORB. Webbed up by her head. One There is no bounty on Bonnie Annerson because she is a day. It was then that a Bounty Hunter drifter known only as “the Squint” strolled into the Spyrers camp and calmly picked them off one by one. Spyrers. Bonnie will still offer her services as a Mentor. she was brought back to the Spyrers hideout to serve as bait. or any Outlaws. . PSYCHOLOGY Bonnie Annerson hates all Spyrers. electoos to radiate stored energy as a glittering halo of light. punishing the lawless. The only survivor. ALLEGIANCE Bonnie Annerson will work for any law-abiding gang that will pay her fee. Bounty Hunter: Bonnie Annerson is a fully sanctioned Bounty Hunter. Then the Spyrers came. Righting wrongs. and Killer Reputation (Ferocity). Bonnie hopes to use her deadly talents and her amassed sanctioned bounty hunter herself.

vis the Redeemer is in your gang choose one fighter (at ran- Killer Reputation (Ferocity). sword. chronicles his righteous acts of merciful execution. the vis the Redeemer need not roll dice to test against his leader- Mortifier. SPECIAL RULES The following special rules apply to Klovis the Redeemer: Deacon Malakev: When Klovis the Redeemer is fighting for you he will bring his trusty sidekick. it doesn’t count. SKILLS Disciplinary Measures: After a game that you lose while Klo- Klovis the Redeemer has the following skills: Leap (Agility). he automatically has control over either state. Deacon Malakev. Redemptionist: Klovis the Redeemer follows all rules for re- demptionists. dom) that did not go out-of-action in the gang and Klovis the Redeemer will ‘tutor’ that fighter. PAYMENT Klovis the Redeemer can only be used using the Mentor Rules. and purging mutants at every opportunity. Once found he will always be accompanied by Deacon Malakev BOUNTY There is no bounty on Klovis the Redeemer as of yet. Immediately roll once on EQUIPMENT the serious injury chart for this fighter. ship. then he is subject to the rules for hatred. 146 . Deacon Malakev. The hand of his faithful scribe. RATING Klovis the Redeemer will increase the gang rating by +390 points. Klovis the Redeemer. In the unlikely event that Klovis the Redemeer loses his nerve or if he doesn’t be- WEAPONS come frenzied. if it doesn’t hurt. and a knife. Klo- Klovis the Redeemer is armed with a Holy Eviscerator. Controlled Frenzy: Klovis the Redeemer can control his rage M WS BS S T W I A Ld during combat. He battles tirelessly against the infidels. After the Arch Zealot himself. The cost for Deacon Malakev is included in Klovis the Redeemer’s costs and gang rating. You can decide at the beginning of your turn to be subject to the rules for Frenzy. Remember. plasma pistol. are 11-16 and 61-63. scourging heretics. PSYCHOLOGY Klovis the Redeemer is immune to all psychology except for hatred and frenzy (as listed below).SPECIALCHARACTERS KLOVIS THE REDEEMER He’s a legend in his own right and a force to be reckoned with. is perhaps the most notorious Redemptor Priest in the Under- hive. and Nerves of Steel (Ferocity). ALLEGIANCE Klovis the Redeemer will only fight along side Redemption- ists. Re-roll any results that Klovis the Redeemer does not have any equipment. The state of frenzy lasts 4 6 5 4 4 3 5 2 10 until the beginning of your next turn. His crusades are notorious for the slaughter of the un-pure they seek out.

Fumble: Because the Mortifier is a clumsy weapon any fumbles count double so every ‘1’ rolled adds +2 to the opponent’s combat score.Fiery: No armour saves are permitted against the Mortifier because its burning discharge finds a way through the tiniest gaps in clothing to seer the skin. come subject to the rules for fear for an enemy fighter. The Holy Eviscerator will never explode. tection. Any fighter that currently causes fear will cause terror instead. The save is an Klovis the Redeemer. . He’s also a cringing. The weapon only runs out of fuel on a result of 1. The Mortifier: This unique skull-shaped iron mace is swung in hand-to-hand combat. DEACON MALAKEV ALLEGIANCE See Klovis the Redeemer. 147 . and chronicler. toadying little wretch PAYMENT with no redeeming qualities of any sort. It is cared for and maintained with loving rev- erence by Deacon Malakev. All other aspects of the Holy Eviscerator are identical to a normal eviscerator with a flamer attached instead of an exterminator cartridge. the book of tortures used to purge and cleanse EQUIPMENT the unclean. person. Liber Excruciatus: Malakev carries on his back the Liber Ex- cruciatus. Malakev is Klovis the Redeemer’s scribe. WEAPONS SPECIAL RULES Deacon Malakev is armed with a stub gun and a knife. It has the following special rules: . The only way to use Deacon Malakev is to hire Klovis the RATING Redeemer. This save is always attempted. even if a weap- PSYCHOLOGY on’s armour save modifier would normally negate such pro- Deacon Malavek follows all the standards rules for psychol. See below for more rules. SKILLS Deacon Malakev does not have any skills. al manservant. its pages are imbued with the spirit of the Emperor. . M WS BS S T W I A Ld BOUNTY 4 2 2 2 3 1 3 1 6 See Klovis the Redeemer. The following special rules apply to Deacon Malakev: ARMOUR Klovis Manservant: Malakev must always stay within 6” of Deacon Malakev holds the Liber Excruciatus. If. recording his great deeds and noble teachings. See Klovis the Redeemer. he will be- unmodified 5+. for any reason he is not. The sacred volume grants an unmodified save of 5+ against any wounding hit. The holy tome has a thickly bound cover and Deacon Malakev does not have any equipment. Due to this maintenance each time the flamer part of the weapon is used roll a D6. ogy.Fury: It is not possible to parry the Mortifier due to the amount of fire it exudes. See Klovis the Redeemer. SPECIALCHARACTERS Holy Eviscerator: Klovis the Redeemer’s eviscerator is a holy weapon.

Goliaths. laspistol. and all EQUIPMENT the best gold-spun plates. She dropped the name D’Onne and began calling herself Mad Donna. The common folk started staying that she was either blessed or cursed after that. uous (Ferocity). and Leap (Agil- fects only came to the surface when she first met her hus. Scavvies. M WS BS S T W I A Ld 4 5 4 3 3 2 5 1 9 WEAPONS Mad Donna is armed with a plasma pistol. crystal goblets of the finest wines. The Orlocks did not. House Ulanti is high up in the Spire. the fourth course before D’Onne tenderly reached across the table and gouged the Count’s eyes out with a silver fish fork. ity). or Spyrers. She traveled as far as she could go until she came to a nasty little settlement RATING called Glory Hole. They new couple only got as far as Mad Donna does not have any equipment. and a chainsword. To this day the remaining Bounty Hunters are still rumored to be one step behind her. PSYCHOLOGY While the Count lay screaming D’Onne carved his other eye out with a dessert spoon as the guards burst in. Mad Donna disap- peared again when a group of Bounty Hunters showed up looking for her and was last heard of near the settlement of Two Tunnels. ALLEGIANCE Mad Donna will join any gang except Enforcers. Some say that is was living amidst the unroofed skies that drove her ultimately crazy in the end. the twelfth daughter of old man Sylvanus. Count Ko’Iron. ARMOUR Mad Donna does not wear any armour. SKILLS Mad Donna has the following skills: Dodge (Agility). Impet- Whatever was at the root of her downfall. Eventually Mad Donna drifted away from her Escher sisters and started running with Outlaws around the White Wastes for a while before leading a gang of Orlocks to Dead Man’s Hole to scavenge for archeotech. band-to-be. 148 . and patriarch of the Necromunda Noble House Ulanti. An- other was clawing her own eye when she was drunk because a barkeep told her she was pretty. The guards Mad Donna is subject to the rules for Frenzy and Hatred (all were shocked by the scene and in the confusion D’Onne Spyrers). Killer Reputation (Ferocity).SPECIALCHARACTERS MAD DONNA ULANTI ‘Mad’ Donna’s real name is D’Onne Ulanti. While hiding in Glory Hole an Escher Mad Donna will increase the gang rating by +225 points. Mad Donna came back. Sylvanus wanted to keep D’Onne pure for a convenient political marriage to another house. gang took her in and her career as a gang fighter had begun. D’Onne soon gained a reputation for craziness and carved up a lot of opponents who tried to get in her way. One such event was skinning a Goliath that she once caught. down through the spire during the confusion. her character de. so he kept her locked up in a needle-thin tower on the outside of the spire. pulled the Count’s pistol from its holster and coldly and neat- ly dispatched them both. The event was a dinner of exotic off world foods. Re- D’Onne escaped Ultanti Palace by immediately traveling demptionists.

hand com- bat phase roll once on the Serious Injury chart for Mad Don- na’s ‘victim’ and apply the result to the fighter immediately. Mad Donna is notoriously sadistic so the two Bounty Hunters will gladly team up to bring here in. If she passes then she will abandon her ‘victim’ and continue fighting. If the result is 61 – 66 then Mad Donna has instead lost in- terest in the fighter and makes her follow-up move. Hunted: Because of the activities and adventures up hive. Roll a D6 before any game that Mad Donna is participating in. On a roll of ‘1’ Mad Donna will not fight in the next game but will re- join the gang for the next game instead. homicidal maniac and random way she terribly treats her enemies. However. BOUNTY Mad Donna has a bounty of 225 credits on her. If the gang that hired Mad Donna has the higher gang rating by 500-999 points add +1 to this roll. the gang must still pay her fee now. SPECIAL RULES The following special rules apply to Mad Donna: Psycho-Bitch: All the stories about Mad Donna dwell on her sadistic. 149 . even if they have already hired a Bounty Hunter. If Mad Donna takes an opposing fighter ‘down’ or ‘out-of-action’ in hand-to-hand combat and there is no one else within her follow-up distance (4” due to Im- petuous) leave the unfortunate victim down in base-to-base contact with Mad Donna. Mad Donna was always a hunted woman and does her best to keep out of sight by sticking to obscure settlements and little known gangs. On a roll of ‘6’ the opposing play- er gets the services of a Bounty Hunter at no cost for the game. if the gang that hired Mad Donna has the higher gang rating by 1000 points or more then add +2 to this roll instead. If Mad Donna starts her turn with an enemy fighter within charge distance or having been pinned she can take a leadership test. Starting with this and each subsequent hand-to. SPECIALCHARACTERS PAYMENT Mad Donna requires a payment of D6x10 credits. Or.

horrible torments and incessant terror. such Alone amidst the crawling horrors of the bad zones. Karloth got as far away from others as he could. In Karloth’s case it was that he was a Wyrd with powerful psychic talents. Hours passed M WS BS S T W I A Ld but somehow Karloth clung to the slender thread of his life 4 3 3 4 4 3 4 1 9 force by draining what little remained to the Zombies so that 150 . In time. and their flamers drove him deeper into the pit. Kar- vourers. stincts so that they stood passively by. He could drain the life energy of others and absorb it into himself. The hunt for Karloth Valois forms an epic in its own right. Karloth could sense the dim. But the Brethren of the Redemp- tion flocked to the Underhive to test their faith against such an arch-devil in human form. This pack of shambling. working on his flesh like the spider-haunted depths. he could maintain his own existence.deep abyss below. as he desired. quelling their murderous in- death. Karloth was the fear others felt of him or the Redemption. At the last. the plague abat- ed and Karloth found that he still lived. as he For a time he escaped into the poison pools and refuse of foraged for a few miserable morsels of food he was pursued Scavvies but the fanatics of the Redemption found him even relentlessly by Plague Zombies. preying on the living where he could and using the Plague Zombies to protect himself from his enemies or to get what he want- ed. Most of all Karloth had sensed the fate death would bring: endless ennui. of course. He lay there. Karloth drove the mon- mile. as they cut through rank upon rank of the rotting dead. Karloth ran until his feeble body could carry him no further The Plague Zombies and Brethren fought a great battle over and the foul creatures set upon him. He was able to bend the Plague Zombies to his will within a limited distance by fueling their hunger or sharpening their awareness. sluggish minds of the de. maniacally laughing his defiance of sters back with an effort of will. Gangs made unholy pacts with him to gain his help and his Zombie hordes became a real threat. ca. The red-robed priests pursued Karloth to the very daverous. Unable to endure the cacophony of Hive City he fled into the darkness of the hive bottom and headed into the wastes.SPECIALCHARACTERS KARLOTH VALOIS Karloth Valois is one of the many who fled into the Underhive to conceal some dark or terrible secret. shadows of life were hungry for his flesh like dogs. the thoughts and feelings of others pounded against his consciousness like surf against the shore. soon weakened and almost died many times. the flames lighting the darkness candy. Somehow Karloth’s powers were strangely affected by the neurone plague. His reputation grew and he became feared through the Underhive as the ‘Soul-Thief ’ and life taker. and he knew that this was his only useful means of sustenance. after a fashion. but a child’s. It was whispered that the Gods of Darkness favored Valois and people afraid at the mere mention of his name. Karloth took to a wandering existence in the wastes. Everywhere he turned he was betrayed or driven away. crippled and helpless with the zombies all about him as the dreaded zombie plague they carried ate into his brain. To evade them and avoid a heretic’s fate Karloth threw himself madly over the brink and into the Fired by the strength of desperation. Flashes of precognition gave him constant nightmares. edge of the Abyss before he turned and fought for his life. or both. there. their thoughts made jagged by instinct simpler than loth feasted on their lives and left them as shriveled husks. the priests came on with the zeal of madmen and no Plague Zombie could stop them. He vowed that death would never take him.

Enforc. mutters about mortal frailties and goes with EQUIPMENT them. Draining life essence could Karloth will join any gang except Cawdor. If Karloth beats the victim’s score he drains ‘1’ point from one of the victim’s characteristics and adds it immediately Additionally. who claims to have discovered it deep in the Abyss. the Witch Staff is a +1 to their weapon skill and +2 to their initiative. If a er works all the time and does not require a leadership test. Fighting along. but with the Black Crown ers. If Karloth wins in close combat with the staff he rolls tra dice for their movement. Zombies with his powers. but it will not Wyrd Power: Zombie Master: Karloth can influence Plague work on Plague Zombies. Karloth. 151 . used to restore lost wounds. Once the battle is over any characteristic points stolen are recovered by the victim through resting and Karloth’s char- SPECIAL RULES acteristics return to normal. both by summoning them and motivating them. If the scores end is a draw or Karloth loses then otherwise they are zombie bait. This pow. RATING Karloth will increase the gang rating by +250 points. Sneak-Up (Stealth) If the gang with Karloth in it bottles out he heaves a long- suffering sigh. Karloth will be unaffected by the Perils of the Warp. plus any fight- get. wyrd power affects a fighter within 18” of Karloth he can nullify its effects by rolling equal to or under his Leadership characteristic on 2D6. SPECIALCHARACTERS WEAPONS Wyrd Power: Sense Thoughts: Karloth can spot any hidden Karloth is armed with an Autopistol with a red-dot laser model within 18” if he can roll equal to or under his leader- sight.hand combat within 9” of Karloth will also gain In addition to its function as a weapon. for a total of 3D6. Victims who go out-of-action The following special rules apply to Karloth: must still roll on the Serious Injury Table. The Black Crown will affect fighters that are already down. two dice you want to use for the distance moved. then pick the to wound. The staff is used in two hands and allows Karloth to make a In addition. and has the Witch Staff (see below). adding +2 to his strength. Zombies in hand-to. Black Crown: Karloth made the Black Crown himself to ALLEGIANCE augment his vampiric powers. all Zombies within 9” of Karloth may roll an ex. add +1 to each dice Witch Staff: The Witch Staff was a curious weapon used by roll for the number of Plague Zombies summoned. This cost is in addition to his payment. side Karloth will give a penalty of –3 on any attempts to outlaw your gang while he is in your employment. SKILLS No Fear: Karloth ignores all psychology rules and never has Karloth has the following skills: Infiltrate (Stealth) and to make Leadership tests to see whether he loses his nerve. ARMOUR Karloth is protected by mesh armour. Karloth can use the Black Crown instead of firing his pistol in the shooting phase. even if he rolls a 2 or a 12. Follow the rules for Zombies in the manner. The Crown will affect one fighter within 9. the scores.” Both play- ers captured in the fight. if Karloth is present in a gang then the gang to his profile. Additionally. If Karloth is present. It works like firing a PAYMENT shot so Karloth may not use it if he has run. The only exception to this is that this power may be Skavvy Rules. be a slow and delicate process. is automatically ‘down’ and no separate injury roll is made. Spyrers. Any characteristic can be chosen. or is in close combat and he must have a line of sight to the tar- Karloth will demand D6x10 credits payment. charged. potent protection against wyrd powers used by others. he could drain the life force from a man in moments with a blast template of dark energy. Karloth is armed with the Black Crown (See below). This mesh armour No Pain: Since the plague Karloth feels no pain whatsoever.’ gang in a Rescue Scenario for free to protect his zombie bait. and Redemptionists. a knife. The opposing gang may still at- ers roll 2D6 and add their respective Leadership scores to tempt a Rescue Scenario to save their captured comrades. Karloth will fight for the the attack has no effect and the target is not even ‘pinned. BOUNTY A victim that is reduced to ‘0’ wounds by the Black Crown The bounty on Karloth Valois is 250 credits. parry. ship characteristic on 2D6. but Karloth can pay 10 credits for Karloth to summon and command may not add more than 1 to any of his characteristics in this D6+1 Plague Zombies. provides a saving throw of 5 or 6 on a D6. Because of this Karloth is never pinned and ignores the ef- fects of flesh wounds.

with only a pair of fully charged laspistols. PSYCHOLOGY Thanks to his legendary composure and cool Kal Jerico never takes Fear or Terror Tests. Vandal Feg. a reputation for idiotic recklessness. ALLEGIANCE Kal Jerico will join any gang with the exception of Enforc- ers. the fanatical redemptionist. SPECIAL RULES Cardinal Crimson. SKILLS Kal Jerico has the following skills: Combat Master (Combat).pit slave. the pustulent. saber (sword). RATING Kal Jerico will increase the gang rating by +250 points. WEAPONS Kal Jerico is armed with two master crafted las-pistols (see below). A reputation for being as fast with his guns as he is with his mouth. BOUNTY Of course. frag grenades. blown up. Gunfighter (Shooting). Dodge (Agility). The following special rules apply to Kal Jerico: Yolanda Catullus. and photon flash flares. renegade Ratskin half-breed Scabbs to see him through. EQUIPMENT Kal Jerico does not have any equipment. PAYMENT Kal Jerico does not work for charity. Please refer to the rules for Scabbs. and Spyrers. Kal Jerico does not worry about where the credits are coming from. you can be sure that if they get their hands on Kal they’ll Scabbs: If your gang hires Kal Jerico then they may also hire be chopping off more than his plaits! Scabbs. or the shadowy spymaster. an immaculate sense of style. M WS BS S T W I A Ld Let’s Teach This Guy a Lesson: Kal Jerico has been bounty 4 5 5 3 3 2 5 2 8 hunting in the Underhive for countless years and in that time has made many enemies amongst his victim’s friends and 152 . hunted down. he wouldn’t have his life any other way. nailed to a wall and almost burned alive? Why. Is there really any surprise that there is most of Kal’s troubles can be laid at the door of his small but a 250 credit bounty on his head? impeccably selected collection of enemies. shot at. and his sometime sidekick. Pit Slaves. Be it the psycho- pathic ex. some people can’t help but bear a grudge and Kal Jerico is no angel. ARMOUR Kal Jerico needs only his wit to keep him safe. and Hip-Shooting (Shooting). Kal Jerico has a reputation to maintain.SPECIALCHARACTERS KAL JERICO As the suavest Bounty Hunter in the Underhive. Kal Jerico does not wear any armour. To hire Kal Jerico you must first pay him 1D6x15 credits. Nemo the Face- less. So what if it’s led him to being outlawed. the rogue noblewoman-turned-outlaw. but rather that they are just coming.

PSYCHOLOGY Master Crafteed Las Pistols: The following rules apply to None. A gang that hires SKILLS Kal Jerico benefits from his ‘insider’ information. part Ratskin. This can help your gang or Scabbs is so insignificant that nobody cares enough about be a disaster. Red Dot Laser Sight Scabbs will increase the gang rating by +100 points. ARMOUR Friends in High Places: Kal Jerico has his ear to the ground. The gang that includes Scabbs can half the normal credits for the fighter. add or subtract 1 from the scenario dice roll to determine which scenario the players will fight in the same fashion as 3-4 All goes well and as planned. All rules for hatred apply to that fighter. 2+ RATING Close Combat. You benefit from Ratskin resilience or immunity to treacherous collect an additional 50% of the bounty. Scabbs is too poor to afford armour. 153 . He has enemies throughout the Underhive that he does not even know exist. Scabbs is the half-breed Ratskin that pals around with Kal emy gang has an old grievance against Kal Jerico. collected a bounty on via capture roll a D6 on the Wheeler Dealer Table below. Range Range Short Long Str Dam Save Ammo 0-12 12-24 +2 -1 3 1 . ploy Kal Jerico. part the entire bounty for himself. Onaresultof1or2amemberofthe en. Wheeler Dealer: Even though Kal is a registered Bounty PAYMENT Hunter and has all the special rules and abilities listed in Scabbs requires a payment of 20 credits. You the Ratskin Scout hired gun’s Guide special rules. If Kal Jerico is killed or leaves the gang then the territory is lost as well. For every enemy fighter that you would have him to put a reward on his head. A random. 2 Kal Jerico has made a deal with the Guil. Scabbs is too poor to afford any equipment. ly determined member of the enemy gang hates Kal Jerico. Scabbs does not 5 Kal Jerico’s reputation helps you out. nately that is where the inheritance stops. You collect only nels of the Underhive. SPECIALCHARACTERS families. Escape Artist (Stealth). 6 Kal Jerico knows this fighter’s reputation and barters you a great deal with the guilders. the ORB for Bounty Hunters he is always out for himself. Unfortu- collect the normal bounty. underhive scum. At the start of any game that Kal SCABBS Jerico is used in rollaD6. Scabbs has an extensive knowledge of the passages and tun- ders over this fighter. He has inherited some of his Ratskin skills. Jerico. always on the look out for valuable information. Dodge gang as having a Guilder Contact Territory whilst they em. M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 WEAPONS Scabbs is armed with a stub pistol and a knife. Treat your Scabbs has the following skills: Ambush (Stealth). making and breaking deals. changing allegiances. Kal Jerico’s pistols: ALLEGIANCE Short Long To Hit Scabbs will only join a gang that is also hiring Kal Jerico. This territory cannot change EQUIPMENT hands as a result of scenarios or special events as it is actual. You collect double the bounty on the fighter. conditions. and Evade (Stealth). Whispers and rumors always seem to find Kal Jerico. (Agility). helping BOUNTY one faction then swapping sides. SPECIAL RULES The following special rules apply to Scabbs: d6 Result 1 Kal Jerico double crosses you and keeps Half Breed: Scabbs is actually a half-breed. ly Kal Jerico’s contacts.

all of which have helped to enhance and increase his already impressive reputation. BOUNTY There is a bounty of 195 credits on the head of King Redwart. RATING King Redwart will increase the gang rating by +195 points. PAYMENT King Redwart requires a payment of D6x5 credits. building a fearsome reputation in the Underhive. Currently. In Girder Falls. and a feeling that someone needs to take care of this Owe Allegiance: Any Scavvy gang that uses King Redwart King Redwart. but rather because of the size of his paunch and his impressive collection of scars and missing extremities.SPECIALCHARACTERS KING REDWART King Redwart the Magnificent is a Scavvy king who is slowly. Maybe the Enforcers should do their job? in a scenario owes him their allegiance. Cunning Arbitrators can use this rule to create special scenarios of their own devising. the settlement characteristic. PSYCHOLOGY King Redwart has no special psychology rules. WEAPONS either to send Scavvy gangs off on interesting or dangerous King Redwart is armed with an autopistol and a staff. but surely. All this aside. means that any fighters within 6” of King Redwart can use his wart commands is limited to only a dozen or so. ARMOUR King Redwart does not wear any armour. King Redwart has proven himself to be the most resourceful. This will only come into play if you are participating in a campaign run by an Arbitrator. there is a growing sense of fear and un- ease. He is called ‘the magnificent’ not because of the way he dresses. The gang has taken an oath of allegiance to always serve King Redwart and must M WS BS S T W I A Ld obey his royal commands (or get in serious trouble if they dis- 4 5 4 4 4 2 5 2 9 obey). This is why he is revered as the most prestigious Scavvy of them all. EQUIPMENT King Redwart does not have any equipment. but new leadership characteristic when they take a leadership based gangs pledge their allegiance to him and are joining his power test and that any bottle checks are taken using his leadership base all the time. ALLEGIANCE King Redwart will only work for Scavvy gangs. for instance. If King Redwart is taken ‘down’ or ‘out-of-ac- that has suffered most heavily from raids by King Redwarts’s tion’ then the original scavvy boss takes over. SKILLS King Redwart has Iron Will (Ferocity Skill). or to launch an incursions or other nastiness. growing war bands. SPECIAL RULES The following special rules apply to King Redwart: Scavvy King: If King Redwart is part of a gang then he ef- fectively takes over as the gang leader for the scenario. and quite exceptionally brutal scavvy leader. cunning. staff follows all rules for a club. the number of scavvy war bands that King Red. The missions. This 154 .

and the mnemonic cards that mark them as his. for taking out an entire Spyrer team that was plaguing a Guilder’s area and had taken too many profits. The only mark of his passing through an area is dead bodies. Infiltration (Stealth). Mnemonic Mask: This is an ancient device and is definitely Bio-Booster. On a result of always just in credits. Now he hires out his expensive services to opponent that is taken out-of. He is the only Guilder Assassin to have ever done so Deadly Arts: Lothar Hex is trained in the deadly arts. On a result 4 5 5 3 3 2 5 2 8 of ‘4-6’ the injury is a standard injury and all normal injury rules apply.action by Lothar Hex must any gang willing to pay. but when Balthazar became an enemy of the Guilders. SPECIALCHARACTERS LOTHAR HEX Lothar Hex. after all. He does not even care for he wants. Lothar Hex does not work for free. In game terms. WEAPONS Lothar Hex is armed with a pair of master crafted bolt pis. Nobody has seen his face. This device makes Lothar Hex cause fear. BOUNTY ders and used to eliminate anyone who threatened their There is no bounty on Lothar Hex because no Guilder will rule. They are equivalent to bolt pistols but have an ammunition ar’s territory. Nobody knows how he met Balthazar Van Zep or admit he exists. In addition. It allows him to move quickly through the hive at his thar Hex is a true loner. He always works alone and does will. Lothar Hex does not need to take leadership and down terrain at base movement costs as long as there is tests and is assumed to pass them all anyway. PSYCHOLOGY Magno-Hook: This device is a special design of Lothar Lothar Hex is immune to fear and terror. the price is not killed by a signature move of Lothar Hex. check of ‘4+ instead of the standard ‘6+’ and are silenced. EQUIPMENT Lothar Hex has a Mnemonic Mask. or other effects cannot change these M WS BS S T W I A Ld two results. a master crafted boltgun (see below). Escape Vengeance: If your gang is reported to the watchmen when Artist (Stealth). a piece of archeotech. only so long as it doesn’t inter- first roll a D6. He was once a Guild Assassin. the mag- azine is larger so the ammunition check is ‘4+’ instead of ‘6+. The Guilders are never happy when their own re- sources are used by others. Lo- Hex’s. Winking and cackling they serve as a warning not to cross Balthazar Van Zep. In addition. what their connection is. and hand combat or is seriously injured and survives. Photo Visor. not work for outlaws as they always encroach on Balthaz. it allows Lothar Hex to move up his own safety. resilience. SKILLS Lothar Hex has the following skills: Dodge (Agility). Any and survived. SPECIAL RULES vice. modifier. something for the hook to attach to. On a result of ‘1’ the fighter is automatically fere with Balthazar’s interests. and beware. Fight for your life: Anytime that a fighter survives a hand-to- tols (see below). He will were a reward for a hard kill of a visiting Imperial dignitary. Yet.’ 155 . Skull Chip. he was fighting Lothar Hex. you are employing Lothar Hex then you will incur a ‘-3’ Marksman (Shooting). Gunfighter (Shooting). ‘2-3’ the serious injury result is automatically ‘Multiple Inju- ries. He may use this item to move to any level of the hive not care if those around him die. and Side Step (Combat). Magno-Hook. and Respirator. the Widowmaker ‘quit’ their ser. RATING Master Crafted Boltgun: This special boltgun was a reward Lothar Hex will increase the gang rating by +350 points. and one rumor that never seems to go away is that he is not human. will gain an additional D6 experience due to the reputation of Lothar Hex always killing his marks. then they too many knives too count. is the Underhive’s most feared assassin. ALLEGIANCE Master Crafted Bolt Pistols: These matched bolt pistols Lothar Hex will work for any house or legal gang. This master PAYMENT crafted boltgun is specially modified to be used in one hand. combat (however it doesn’t stop you from using these skills like a normal basic weapon would).’ Medic. the Widowmaker. employed only by the Guil. To hire Lothar Hex you but may not be used with Gunfighter or in hand-to-hand must first pay him 1D6x20 credits.

To fire the Bloodmare Stone’s energy blast The Caller is equipped with the Bloodmare Stone and a Cage place the flamer template with the narrow end on The Call- Helmet. knife. The Bloodmare Stone can be used in two The Caller is armed with a power axe. caution. and True Grit (Ferocity). which allows The Caller to instill a great spirit of resistance in the Ratskin tribes WEAPONS of Necromunda. a figure imbued with ancient power with which he planned to lead a re- volt and seize back the world of Necromunda for his own people. PAYMENT The Caller should be used with caution and follows the rules for mentors and can only be used by the gang with the lowest gang rating. and other outcasts. is hit on a D6 result of 4+. Each fighter completely under the template is hit PSYCHOLOGY automatically and each fighter partially under the template The Caller is immune to fear and terror. If your arbitrator allows him to be used. Escape Artist (Stealth). Stone.SPECIALCHARACTERS THE CALLER The Caller arose as a champion amongst the Ratskins. er’s head and going in any direction in The Caller’s normal fire arc. Bloodmare Stone: The Caller possesses a mysterious artifact M WS BS S T W I A Ld known only as the Bloodmare Stone. Nerves of Steel (Fe- The second way that The Caller can use the Bloodmare Stone rocity). The Bloodmare Stone remains activated until The SKILLS Caller is taken out-of-action. is to unleash its massive power in a single energy blast. SPECIAL RULES The following special rules apply to The Caller: Ratskin: The Caller is a Ratskin and all special rules for Ratskin apply to him as well. Scavvies. even if they have no friendly fighters within 2” of them. The Caller formed a powerful coalition of mutants. Any fighter that is wounded by the Bloodmare Stone automatically loses their nerve. The Caller has the following skills: Combat Master (Combat). it remains activated all Ratskins on the table can test to es- cape pinning. Fighters that are hit suffer a sin- gle strength 7 hit that is high impact. has a save modifier of ALLEGIANCE –4. The Caller can be used alone or fight alongside a Ratskin Gang that must be at least 500-point underdogs. BOUNTY No one has ever been able to capture The Caller. and causes 1 wound. Parry (Combat). and Bloodmare ways. This item has an an- 4 5 5 4 3 2 5 2 9 cestral power known only to the Ratskins. RATING Since The Caller is so powerful he adds +500 to the gang he accompanies. but ultimately was defeated by Klovis the Redeemer and his crazed redemptionist followers. The Caller is a powerful character and should be used with 156 . The first way to use the Bloodmare Stone is that at the start ARMOUR of the game The Caller can activate the Bloodmare and while The Caller does not wear armour. Ratskins. Once this is done the Bloodmare Stone cannot be used for anything EQUIPMENT else this game.

PSYCHOLOGY Except as noted. M WS BS S T W I A Ld Prehensile Tail: The Rat God possesses a prehensile tail with 8 6 . This also means that vehicle armour is automatically penetrated as well. Nosecrack. The Caller can ride the Rat God into battle. This does not apply to the entire phase. normal saves are allowed to avoid injury from this attack. The Rat God’s teeth are chiseled and strong enough to crush bulkheads. for in his attack characteristic already. Armour is not usable against the claw attacks but Rat God. rules from the Beasts & Vehicles section. +3 to his attack characteristic for a single combat against a single opponent. In the The cost of bringing the Rat God is included in the rules for cage are The Caller’s three most favored necromundian The Caller. SKILLS The Rat God is a great spirit but does not have any skills. ALLEGIANCE The Rat God will only fight at the side of The Caller. 6 5 2 3 3 - which it can snatch at its enemies. the Rat God is immune to psychology. Since the Rat God is part hive spirit this save in an unmodi- fied save versus all forms of attacks. but SPECIAL RULES rather one hand-to-hand combat. no matter the target’s toughness and will even automatically penetrate THE RAT GOD vehicle armour. All attacks the corpse of an ancient Rat God buried deep within the that hit (other then the first listed in Teeth) will automatical- Underhive. This hit automatically wounds. The Caller entered battle astride the gargantuan Rat God. Once per game The Caller can add There is no bounty on the head of the Rat God. During his infamous revolt against the imperial citizens of Necromunda. ly wound on a D6 result of 4+ due to the sheer power of the deemer. EQUIPMENT The Rat God is an animal and as such does not have any equipment. RATING The effect of the Rat God on your gang rating is included in the rules for The Caller. even when outnumbered. unmodified saves are. SPECIALCHARACTERS Cage Helmet: The Caller has a special cage helmet. In combats with multiple combatants WEAPONS each successive fighter that fights the Rat God must imme- The Rat God has no weapons. and Eyepop. In hand-to-hand combat The Caller will sometimes unleash his pets on his BOUNTY unsuspecting enemies. If you choose to do this use the mounted fighter Teeth: The first hit that the Rat God scores is from his teeth. rats: Snapthroat. nonetheless. In his subsequent struggle with Klovis the Re. PAYMENT 157 . diately roll equal to or under their initiative or else they do claws. holding them at bay. The Caller used his scavvy allies to reanimate Claw: The Rat God also possesses sharp claws. and a prehensile tail. though it does have teeth. The following special rules apply to The Rat God: Ride the Rat!: If you want. ARMOUR The Rat God’s gargantuan bones give it a 4+ armour save. These have all been accounted not get the bonus for being an additional attacker.


















dozens of tiny silver aquillas tinkling against bone fetishes. get some use out of my shiny Underhive rulebook. “You have come to us. Now there The Redemptionist spat a guttural mixture of obscenities and fevered prayers through the snarling mouth of his battered iron mask. and lastly (but not least) get some cool games in. cursing into the darkness beyond. “I am Mathias. it is the Emperor’s will. In us you will find life eternal in his service. silent and forbidding. giving each of them a story and a background which they can then carry over onto their models and even their styles of play. (an Escher outfit that went by the name of the Nightside Choosing The Gang Hellions) had last stalked the Underhive in search of My first job was to choose who my new gang would be. brother. dry voices of the other dark figures rasped in unison. CAMPAIGN SETTINGS Dust Falls By John French & ‘Harry’ Harrington Jake: This month we see some more of the gangs from the Dust Falls campaign. “I am the true servant!” The silken voice roared with such force the Redemptionist could only cower and whimper helplessly in response.” “You dare speak his holy name!” The Redemptionist screamed back at him. their robes and equipment ash-blackened and grim. he extended a gloved hand to the Redemptionist. I’d always enjoyed Necromunda. It had been a while since my old gang. I had a pretty open mind on this one.” The Redemptionist gazed up into the empty black pits of Mathias’ eyes and his blood froze in his veins as he realised that the black-robed priest wore no mask at all… 72 175 . Join us in our battle and if you prove worthy. I think the guys have done a great job of adding extra character and detail to their gangs. Serve us. Escher.” Again the voice spoke with such calm authority that it stilled the Redemptionist’s thrashings. “Be at peace brother. soon the veil that covers your sight shall be lifted. “Who… who are you?” The Redemptionist pleaded. hard about a reply. “Join us and know the truth of the Emperor’s work. and I am your saviour in His name.” The one called Mathias leaned forward. bone- skull masks covered their faces. “Heretic!” The Redemptionist screamed. pick up When I was asked by my friend Harry if I would like to and convert some new miniatures (not that I ever need an join in a Necromunda campaign I didn’t have to think excuse). and it would be good to get back Other than wanting to do something different to the into gang warfare again. The Brotherhood of the in particular I’d always liked its aspect as a campaign game True Resurrection and the fun that could be had clashing repeatedly with A House Cawdor Necromunda Gang your mates to come out on top. serve the brotherhood of the true resurrection. “Soon brother. you shall walk the path: you will cast off the falsehood of your liar-priests and know the Emperor’s true will on this blighted world. futilely trying to escape the bonds they had hog-tied him with. at once unknown and hauntingly familiar. together with a couple more of the scenarios they’ve come up with. So this would be an By Alan Bligh excellent chance for me come up with a new gang to play. “Sinner! You will be cleansed! You will burn in the fire of the… ” His voice trailed away as the black-draped figures advanced to the edge of the circle of light. and serve him – the undying one. They seemed to him perverse reflections of the brethren of the Redemptionist Crusade. receive the life eternal. You shall know peace. “Peace brother. guilder creds and glory.” came the silken voice from the darkness.” “That is not dead which cannot die!” The terrible. peace. Join us and do His will. He thrashed on the dusty ground in the circle of light.

army in any given game. one of which was to try and do something with the idea of Imperial Death Cults. etc) and go for a force that will suit their the Golden Throne having ‘defeated’ death and enabling style. It also fitted in perfectly with my choice role in a game’s result. looking for an outlet for a while. and while the abilities for them. etc you’re going to pick when coming ‘resurrectionists. style of play (all-out aggressive. I could easily see another force if the concept behind them appeals to me. After all. Personally. I fall into that group of of House Cawdor as. This is. Prophesying that the Emperor is going to get back up off highly mobile. I also liked the miniatures and the True Resurrection. I love good took the Imperial Creed to heart. the inner sanctum of the True Resurrection as it began to spread in the Underhive. but overcoming death. and who knows. 176 . So with this in mind I in their midst. I had a good search through the didn’t quite fit with what I wanted.’ a sect that focused on the Emperor fresh to a game. with their their place would be compatible with the background. because if death cult’ thing sounded cool to me. you’ll enjoy painting and working these resurrectionists into an Inquisitor narrative gaming with them a whole lot more). So adherence to the Imperial Cult and covered faces setting my gang for this campaign would be The Brotherhood of them apart from the rest. stand back and shoot. but not as we know it: to write full gang rules for the dark heart of the I’d had a few gaming ideas bouncing around in my head resurrectionists some day. there’s always room for one more crazed mob of and the ‘undefeatable’ force is a bit of a myth in my gun-wielding lunatics in the 40K background. and the experience. (after all they are the ‘fluff ’ if I can put it like that. There are some (which I may still do).CAMPAIGN SETTINGS are a lot of different ways to decide on what One idea that I’d had with this was to detail a cult of gang/army/team. of course. somewhat I immediately thought of the resurrectionist idea I’d had. they gamers that are very background orientated. inadvisable as a lot goes into balancing out GW games. I even toyed with using the Redemptionist immersed myself in the game material to see what leapt rules. I’d had the idea of you really like the models. but when Harry mentioned his dark people who try to work out which is the all-round hardest plans for a series of linked scenarios based on cult movies. and it felt too much Underhive rulebook. while others make their decision based on the his followers to do the same in a dodgy sort of ‘voodoo models they like best (which is no bad plan. but was still close to the ways how I could do something interesting with them and of House Cawdor. I saw them set to guard the advance of make my gang a very individual force on the tabletop. but disregarded the idea after looking into it as they out shouting ‘play me!’. particularly in Necromunda where nightmare of the Underhive seemed as likely place as any positioning and manoeuvre can play such an important for them to thrive. and I like schismatic take on the Imperial faith growing up secretly their fictional game background. on the Fanatic website and through like fudging things just so I could get some special my back collection of Necromunda stuff. alone among the Hive houses. They seemed more grim and weapons suited the idea I had of them anyway and and driven than the other House gangs. a House Cawdor gang that had already had a few (admittedly slightly insane) ideas about joined the resurrection cult. the skills settled on the House of Cawdor. In the end I was happier sticking to the shiny new Enforcer models appealed greatly I actually basic Cawdor list as it’s nice and straightforward. and often pick a particular House of Redemption). perhaps I’d get It’s Cawdor Jim. I know a lot of gamers have a preferred sacrificing his mortal life in battle.

with an autogun and a lasgun for a little two or three models with rifles to provide covering fire supporting fire. while my Heavy and storm tactics than standing back with heavy weapons benefited from the Cawdor access to a boltgun as a basic and letting rip. Just to cover my bases Gangers. even lowly Juves. I wanted them based on the idea of a of a cult hoped to exploit as the gang developed (hence his hit squad. reasoning it’s better to have them as something more than up gun. I also put into thing’ with some players. On a final point. Going against what I know is ‘the done and pick off priority targets at range. the students of mythology and weird fiction among you might recognise a few of the names I You will also note that my Heavy doesn’t actually have a gave to my lads (and lass)! heavy weapon. For a start. more dependant on numbers him a fairly scary prospect in a fight. with the resurrectionists spreading slowly like a cancer in House Cawdor rather than being like the fire and brimstone roving crusades of the Redemption. I would design my My boss ended up with a chainsword and a flamer. when you least want them to. guns blazing. hold-outs: everybody. This is because guns in Necromunda will fail just mobile sandbags for the Gangers. the lack of the 74 177 . CAMPAIGN SETTINGS big gun allowed me to spread some creds around. the very definite picture in my imagination made it a very big gun) has access to different skill groups which I pretty easy. As for the rest. and I like to be prepared for that eventuality. would get a back. which may strike you as a bit bizarre. dum-dum rounds and with a little tactical flexibility I also wanted a back line of frag grenades. with my Gang Leader – a cult a good bit of firepower quite evenly around my six fanatic at the head of the assault. making gang as an attacking force. I wanted a solid core of Gangers main weapon). and the Heavy (with or without gang. or approaching by stealth (ultimately all weapon (I chose laspistols as back-up for both of these Cawdor gang-members also have access to ferocity skills because of the high likelihood of ammo-outages on their so this also made sense). one of a number perhaps sent to take over a inclusion rather than a cheaper Ganger for the same job). Move Putting together the Gang Roster: or fire weapons tend to lead to a static style of play which When I sat down to decide what would be in my starting I didn’t want for the gang. There are a few reasons for this. I actually decided to give my practice an old personal rule of mine for Necromunda – Juves (just two of them in the end) some decent kit. I decided to spread about to advance. section of the Underhive on the edge of Cawdor held territory to secure an outpost base for the cult. including hot-shot shells.

cloaks and primary So I formulated a plan to bring my Brotherhood into areas of clothing to indicate that they were hard-worn by being. my Brotherhood of the True models he said ‘are you going to add a top hat then?’ Resurrection ready to bring the ‘peace’ of the Emperor to referring to Baron Samedi (of voodoo and James Bond the Underhive. so after ploughing through the Flesh Wash layers to signify age and rust. would be a mixture of Cawdor miniature skull masks worn by some) would be Bleached Bone with conversions and robed and masked models made using a white highlight and possibly a gloss varnish to provide a converted Mordheim Possessed brethren (I’ve always polished look. The gang’s Juves would have ‘straight’ Cawdor like off-white. no claims to brilliance as a sculptor (far from it). it’s an The black in question would be Chaos Black drybrushed aspect of the hobby I really enjoy and I like to have a go. Looking at my So there you are. Redemptionists and paint them black as that would have highlighted with Chainmail. being full ‘Brothers and Sisters of the True dirty appearance. skull masks. I love to convert stuff. and I was planning to use some spare skeleton skulls I had lying round in my bits box for heads – making Green Stuff cowls to round them off. The base colour for their weapons would be similarly House Cawdor in origin. and I’m really looking forward to fielding fame) and I was suddenly struck with the idea of the hat. pale skin. a white built up from Vermin Brown with looks. but still recognisable as all). I also had in mind to do some clothing thought these were gorgeous miniatures and the robes sections in muted versions of the reds and blues and skulls on many of them were too good to pass up). As you can see. would be a bone- few ideas. my concept for the look of my gang was already set: the Brotherhood. My next stop was to get hold ‘who’ the gang was the rest of the decisions about the of some Necromunda weapons sprues to cover the guns I roster. modelling and paint schemes kind of made wanted for the gang and get to it! themselves. once I had in my mind flamer and set about the rest.CAMPAIGN SETTINGS Selecting the Miniatures: Painting the Gang: I set out with a simple but definitive First off I should tell you that I’m an incorrigible ‘cobbler’ colour scheme in mind to unify the different converted of miniatures. but I had a sudden inspiration when talking Abroad in the Underhive: about my idea for a gang to a colleague. With a slight individual and unique force for a game by inventing an tweak or two I could make the Inferno pistol pass for a imaginative background and sticking to it when you design the list. Detail areas of Specialist Games catalogue and the Online Store I had a cloth. parchment black (they are crawling around in the Underhive after seals and deathly iconography. rather than a shiny or high-contrast black hooded robes. them in battle. with areas given thinned been very unsatisfying. I also didn’t want to just get dark – a one to one Boltgun Metal and Chaos Black mix. associated with the Redemptionists and Cawdor. My initial idea for a leader was to use a converted Redemptionist Dark Things Walk deacon. making Also I planned to covert some of my own creations from them look like faded relics of the gang members’ past the basis of Warhammer High Elf Archer plastics. lightly with Codex Grey on the robes. such as face masks and wrapping. They go to show you can come up with an wearing Witch Hunter Inquisitor model. while thinned Flesh Wash applied again to give a deliberately the Gangers. 178 75 . while actual bone parts (such as the Resurrection’. the idea being that they are recent converts. and while I will make miniatures in the gang: dusty black with bone detailing. (as these lives. offer something of a blank canvas to work from by way of a suitable body).

50% of the time. spent on them per Post Battle sequence. in fact. such as the are native in the Underhive they are immune to the effects great new Enforcers or Spyrers. have the Totem Warriors which more than make up for his Warhammer World has some really great Necromunda (temporary) removal. Now since each one. or revisiting one of my old of the Treacherous Conditions table and must. Since they starting with a gang I had never used before. scenery and I love all our game systems that have a campaign structure whereby I can watch my Ratskin Renegades are not like a regular gang in that they gang/team/warband develop. This can make life very make: my old favourites. This is one of the reasons why I like the how could I not use them in the campaign? Ratskin Renegades because this rule makes games much more interesting and will make for a different challenge in Ratskins have always been one of the coolest things about every game for your opponent as he or she battles. In the end there was only one choice I could this table during all of their games. purely because I loved the imagery and the background Now as we all know you can’t assume all your gang for the gang. but also in some cases with the Renegade in my gangs wherever possible. Whilst the new version of the rules has now members will be able to be active in the Post Battle 5 6 1 4 3 7 2 8 76 179 . This enables a cunning Ratskin Chief to arm time to find sufficient food for themselves to eat. generates 1D6+1 creds you can The Ratskin Renegade gang has been my favourite ever expect a Ratskin to be able to feed himself 83% of the time since their first appearance in the Outlanders supplement and will turn a profit. CAMPAIGN SETTINGS Techkana Warparty left my beloved Shaman out in the cold I have been When the guys here in the office decided to start up a assured that they will make a reappearance and I now Necromunda campaign I jumped at the chance to join in. When deciding which gang I are Outlanders and so operate outside the law and wanted to take for the campaign I was torn between outside the bounds of civilisation in the Hive. if sent to forage. Each his or her Ratskins for both close combat or for firefights gang member requires 3 creds worth of upkeep to be as appropriate. the Ratskin Renegades do not have “frontier” feel of the Underhive setting wonderfully. Of much access to territory and income must be foraged after course. so now that we have new models and new rules effective at range. use favourites. The good thing is that the Ratskins are quite have in the Necromunda range and that we have great good at foraging and so can be relied upon most of the new figures. I have been telling difficult for opposing gangs whose mobility may be all who would listen how they used to be my favourite limited. albeit a small one. it helps that they are some of the best figures we every battle. I love the Native Underhive itself! American influences that the background and the figures imply and I feel it really emphasises the “old west” or As an Outlander gang. or whose shooting may become much less gang. not Necromunda and I have always tried to include a Ratskin only with your gang. the Ratskins.

Essentially “Dancing Shadow” and “Howling Wind” whilst still I just assembled what looked good and did not worry maintaining an Underhive undertone. It is up to you to decide if the gang member is worth the gamble. I soon decided this was a bad idea as my opponents that they all come armed with a free knife and a free club. They use Replacing deceased gang members or increasing the size exactly the same rules as for normal Braves. This also means that if you consider the results 41-66 pistol and pick. The pick replaces the plasma pistol as “beneficial” result then you can increase the chance of (which was simply clipped off) and is from the Chaos getting a beneficial result from 50% to 75% although Marauder sprue as well. but also because in meaning he will be awesome in close combat and will be early practise games very few people used overwatch to able to absorb many enemy spirits as they depart their any great effect. always felt that he looks a little like a Ratskin with the This means that it is much more likely that a Ratskin taken beads in his hair or could in fact be a Goliath gang out of action in a game will survive to fight on. as hand-to-hand specialists. my personal favourite.” figures. I have converted my Totem Warrior “Strikes both Agility and Combat skills. “Old Gunk sprues to use in conversions. teeth as their free knife. 180 77 . just different of the gang can also be quite difficult. “everything counts in large amounts. The best part is I can get away with counting their counterbalanced by the natural resilience of the Ratskins. Instead of using sufficient food for two gang members 33% of the time. about how the models were armed. doing so will increase the chance of death. To whereby they are named after something from the that end I ordered one of each of the classic Ratskin Underhive. A Ratskin will find to soak up the flak whilst he charges in. the normal Brave models. Agility and Stealth skills. and the close combat good they were and have a go with the cool new spirit Ratskins and Braves will try to get an equal balance of weaponry.” I decided that I would include a mixture of old Ratskin I decided to carry the Native American stereotype through figures with a few new ones and some conversions to to my gang by naming them using the naming convention make my gang as unique and individual as possible. and the fact roll. we start for real. would simply take a small group of my gang out of action This means that I can hire gang members that are perfectly and I would have to start making Bottle tests which I able to function without any additional equipment purely would eventually fail even if I was in a beneficial position. the Ratskin Renegades I also set about converting the Underhive Scum model have a lesser version of this enabling them to re-roll a with the auto pistol and plasma pistol because I have result on the Injury table should they not like the first. number of members I could include. I decided to use some Giant Rats to represent my Totem Warrior’s allies. some new Ratskin blisters and a few figures and “Drifting Ash” and. If you only member with a little Ratskin blood in him. but this is models. We’ll have to see if I change my mind once worthless bodies. I then selected my starting gang from these figures.CAMPAIGN SETTINGS sequence. This led me to names such as “Leaking Sump. weapons round in the gang to make sure the right person with a large axe from the new Ratskin close combat sprue is armed with the right weapons. and I can try to ambush those I now try to include as many gang members as I can to as gangs with Archeotech Horde territories to drive them to prevent early bottle outs and to work on the theory that away from our sacred sites. As the Ratskins progress they will gain access to Combat. “Strikes I decided not to purchase any blindsnake pouches for the from Shadow” counts as being armed with a spirit totem gang just yet. but as a rule this means you can be quite “Strikes from Shadow” will be accompanied by two Braves confident of being able to get by. Whilst a Ratskin Hired Gun gets two rolls on the Injury table and gets to pick the best one.” I have also decided to throw a few more natural assembled and converted over 25 figures for the gang and sounding Native American sounding names in the form of am only using 14 of these for my starting gang. and their claws as their free club. Either way he use your re-roll on results of a 11-16 Death then the makes for a great addition to my gang and will be leading chance of death is reduced from around 17% to a mere one of my close combat groups into the fray with his auto 3%. but each was The final factors that made me fall in love with this gang armed to the teeth with either grenades or back-up pistols are their ability to effect the scenario roll in the same way should their main basic weapon armament fail its ammo as a Ratskin Hired Gun does for regular gangs. primarily because that would reduce the in the form of the cool archeotech-looking axe and a club. and an axe from the Warhammer Marauders of Chaos sprue which I had lying around in my bits box. If necessary I will move from Shadow” out of Brakar the old Ratskin Hired Gun. I intend to load up on Stealth I decided early on that I wanted to include at least one skills for my Ratskins armed with longer range weapons Totem Warrior in my gang as I really wanted to see how such as autoguns and shotguns. In the end I actually Tank. When I first began to play Necromunda I took a Cawdor gang which contained very few members.

They know that this is make or break. or an sort of job centre for adolescent wannabe psychopaths attacking Juve opens fire. and takes his normal gang. who turn up for an interview? Once the alarm is sounded the defenders can move as Personally I think it’s more likely that a group of juves normal and have no need to roll Bottle tests as they are at turn up together and ask to join the gang. One player takes up to five Juves who may be equipped with up to 30 points of equipment each. 78 181 . Defenders who voluntarily bottle Necromunda. perform some task to prove their bravery and loyalty. The attacking Juves start on random table edges. placed in the centre of the board. CAMPAIGN SETTINGS The defenders place their figures first in groups of no Trial By Fire more than three (with at least 8" between each group) and these groups patrol using the Sentry rules. I think it’s highly likely that they would have to reputation takes a nosedive. And their base camp. Terrain The set up for the game is played on a normal board set The attacking Juves do not take Bottle tests. where two gang leaders choose guys one at a time until the chubby kid The defenders do not get to sound the alarm until a Juve who’s not allowed to do sports is left? Or is there some comes within spotting distance (Initiative x 2"). being the hard-bitten sinkhole of the automatically lose a territory to the victors as their universe. Roll separately for each Juve. The other player is the defender. all the models Ever wondered how people actually join a Necromunda of a group keeping within 3" of each other. except there is one objective marker roll All Alone tests. Starting the game Gangs The Juves go first. This scenario shows such a Trial By Fire. gang? Is it like the school playground. nor do they for a gang fight.

On a roll of a 6 he jumps ship and joins the (miraculous). they gain a further +1 Experience. 1: Put an enemy Ganger out of action in hand-to-hand +5 pts Each enemy Ganger taken out of action. defenders (keeping any equipment he started with). a gang with 1. completed their missions and left the board injuries on a Juve who has been taken out of action. eg. Remove the model when it reaches the Experience.CAMPAIGN SETTINGS Earning Their Stripes Experience There are three ways a Juve can earn his stripes: Experience is awarded to Juves as follows. +5 pts Getting safely off the board after your task is 2: Tag the base: spend a turn in base-to-base contact completed. pts over 1.830 rating Once a Juve has completed one of the tasks he can would mean each Juve would gain a further +2 leave the battle. 182 79 . For every whole 100 potential. By taking on the best The harder the opposition the more Experience the the enemy has to offer the Juve shows his true Juves gain from their Trial by Fire. Before rolling for (likely). combat (collecting some item or trinket to prove the +10 pts Tagging the base. (unlikely) or have defeated the entire defending gang roll a D6. Special Rules Ending the game Any Juve captured by the defending gang may well The game lasts until the Juves are all out of action switch allegiance to save his neck.600 the enemy gang’s rating is. 3: Wound the enemy Gang Leader. kill). edge of the board. +15 pts Hurting the Gang Leader. with the objective at the centre of the board (with spray can at the ready). Defenders gain Experience as per a normal gang fight.

and then roll to see if they turn up at the this contraband has to get through tomorrow. Dead Dog. Roll at the end of his table chewing the end of his expensive separately for each group. If the caravan makes it through we’re all caravan moves up to 9". preferably as a finale As they have a financial commitment to the mission the to a major section of a campaign. Krieger. Note that this means the Iho stick. Experience +D6 pts Surviving the Battle: D6 +10 pts per winning Gang Leader +5 pts Each enemy out of action: 5 pts Financial The Gangs Gangs that were on the winning side and didn’t bottle out The job’s simple: get the caravan off the table. The third defending gang is split into Wagons roll three parts by the owner and forms a reserve. Three gangs have teamed up to defend their territory against ‘the smugglers’. CAMPAIGN SETTINGS within 12" of it. If You need two 6' x 4' boards (to make a 12' x 4' gaming the defenders get four figures within 6" of the caravan. Tatiana. your guys are to reserves cannot arrive on turn one. The caravan may not cross any of rich.” The trader stood current turn number on a D6 then the group arrives. This scenario is for veteran gamers. Now sort start of each of your turns. The second attacking gang is deployed in the 18" zone at one end of the board (near the caravan). It will take about twice as long to play as a normal game so make sure you’re prepared for the long Ending the game: haul. This scenario is for six gangs (three attacking to break a 150 credits path for the caravan. Decide where you want each part of the reserve to arrive (any “Look I don’t care whether you two gangs hate each other board edge). The first two choose a bridge each. and set up 80 183 . you and your girls are close security The attackers go first and at the end of their turns the on the delivery. area) for this game with plenty of terrain and two bridges and there are no attackers in that area. “I want this to go well. then the defenders across gaping holes in the floor (I use two 6" wide strips win. of black cloth to signify the chasms).” enemy within 6" of the bridge. You can choose to split this booty in whichever way is The caravan sets up in the middle of one of the short mutually acceptable to the Gang Leaders. Otherwise. In addition you’ll need something to 3 blindsnake pouches represent the caravan. The attacking gang that’s been given the job of escorting the caravan sets up within 12" of its charge. board edges. your boys hold the southern Starting The Game checkpoint. if the caravan gets Terrain through to the opposite table edge the attackers win. and three defending their 3D3 rolls on the Rare Item chart territories). If you can roll under the your differences out on your own time. If all the defenders or all the attackers fail their bottle rolls then the other side wins. club very well. if it doesn’t the deal’s off and you’re as broke as I the bridges unless there are more friendly figures than will be. It would suit a gaming attackers get to re-roll their first failed Bottle test. The third gang deploys in the 18" zone at the opposite end. as they see the trader and his caravan. The only get to split the proceeds from the caravan between them: problem is that there are three gangs trying to stop you. take the northern checkpoint just as the caravan comes into sight.

. Guilder Caravans began to detour from older established routes to trade. the methane build-up was inevitable and the subsequent blast was severe when one of the prisoners. As the farming communities grew larger.CAMPAIGN SETTINGS SLUDGE HARBOUR by Alex. Even today tiny farms and small holdings still make limited use of this ‘natural’ resource. GEOGRAPHY Hazards: Due to the nature of the “sea”. The settlement truly be- came an established trade hub when a local trader came up with the idea of providing safe transport for the caravans by ferrying them across the sludge. The traders 184 ..robust. the precinct house was built strictly according to the standard template. These days. cara- vans that make it through to Sludge Harbour unmolested may feel relatively safe until they set off from the other side of the Sludge Sea.. The settlement of Sludge Harbour is on the edge of a vast (vast!) septic tank system which is fed effluent from up-hive. The Caravans attracted outlaws and so the settlement grew more centralized for mutual defence and a small town sprang up where Sludge Harbour now sits . Slurry Docks and Slime Cove) and ferry. It is be- lieved that Sludge Harbour was originally a farming settlement.. Although the locals are largely used to the smell. the Enforcers moved in and built the first Precinct House (now burned out rubble from a particularly nasty gas explo- sion) and then the second Precinct House (with better gas venting) as a bastion against outlaw predation. Extensive rebuilding of the ‘seafront’ area of town yielded workable dockyards and ferry-barges were constructed fairly easily. With this rather stark demonstration of the validity of local knowledge. Housing: The largest single building in the settlement is the Precinct House on the outskirts of the town. Port Stink. the second precinct house was construct- ed with certain improvements to the template allowing for much better ventilation. Fortified and sealed against attack.routes were established. in a moment of relaxation. This makes shootouts a de- cided risky prospect in enclosed areas though many gangers seem to be too brave (or stupid) to allow such a consideration to influence their more violent behaviors. Testament to this is the wreckage of the first Precinct House the Enforcers built. Methane pockets are not strictly a coastal feature and can ex- tend as much as two miles from shore depending on the sea- son and prevailing wind currents. The effluent from the septic tanks ensured a relatively fertile farming environment and fairly bountiful fungus harvests.though no one knows when the settlement was formally named. safe from outlaws. the atmosphere near the coastline is somewhat. Similar sea- front refurbishments were undertaken at other coastal settle- ments (amongst them. lit a cigarette. occasional methane pockets can pose quite a hazard. Ignoring local advice.

heavy may go salvage diving. tion to Slayth End after finding a caravan that was just too yards to make best use of the slave pens. Gang Recruitment. Scenarios and Territories remain the der to keep tight reign on market prices and ferry fares.) fuse to trust any of today’s local gangers any further than they could spit. Outlaw Trading Post of Slayth End. 2-4 The ganger finds nothing of value. 6 The ganger finds something worth D6x10 cred- ries in some capacity or another or work the farm holdings its to feed the settlement. the main landscape feature is which is fed from the proceeds of caravan raids and salvage the Sludge Sea itself. There have been no attempts to point out this vicious circle d6 Result by the local populace who rather depend on the nearby Out. The settlements maintain a small boatyard for fer.) on the following chart. Most people have friends or family who work on the caravan ferries and many such trin- kets are ‘accidentally’ lost overboard at pre-arranged points to be retrieved later. Methane Pockets: Roll a D6 before each battle. but the enforcers re.C. but survives. Civilian Life: Life here is much the same as elsewhere in the 5 The ganger finds something worth 10 credits underhive for the average Joe. The ferry docks. traders market is much the same as such markets all across the underhive with traders offering booze. rotgut dives and workshops that might be found anywhere in the Some few miles along the coast from Sludge Harbour is the underhive. the precinct house is the normal mix of housing. they have actual important things to do. Gangers and Outlaws: Gangs from all the major houses are active in Sludge Harbour. These items will typically be sold at the nearby Outlaw trading post of Slayth End to avoid repercus- sions from irate guilders. Despite the dangers involved. at first makeshift and diving from Sludge Harbour. bours and confine their activities to caravans and gangs. Leaders and Heavies shouldn’t (This in turn leaves more opportunities for unscrupulous try this. There have been watchmen in the past. The same as in Underhive. the local out- temporary. roll is ly by the Enforcers. all well ventilated of course. Either eaten by some law trading post to sell most products of the salvage diving mutated monster or killed off by swimming which nearly everyone in town has a quiet interest in. Between them and weakly guarded to ignore. Methane Gas then the luckless gangers under the template drawn from the local ganger populace. into a particularly toxic area of sludge. ry repair and construction in the middle of the docks. have been re-made and repaired many times over laws maintain quiet but cordial relations with their neigh- the years. there is a thriving cottage industry of salvage diving in an attempt to get rich off the artifacts from sunken caravan ferries and other trinkets lost overboard. mal Treacherous Conditions roll. Consequently. Many of them find employment as caravan guards and there is always work to be found in the ferry support industries to keep them going when no caravans are hiring. On a roll of 1 this battle is subject to ‘Methane Gas’ from the Treacher- THE INFRASTRUCTURE ous Conditions table in addition to the effects of the nor- The Law: The law in Sludge Harbour is currently kept sole. trinkets and any CAMPAIGN GAME MECHANICS services a person could think to ask for. Guilder Tariff offices are moderate-sized but ostentatiously decorated (by comparison to the rest of the settlement) and CAMPAIGN BASICS situated adjacent to the docks and the traders market in or. 1 The ganger dies horribly. The leaving the settlement in peace. (If the normal T. those that aren’t employed in the various bars and workshops find employment on the fer. take two hits. The caravans do represent the ultimate temptation for the cred-strapped gangs and more than one gang desperate for cash has needed to make a swift reloca- 185 . With its largely floating population the only permanent feature is the market itself Landscape: Unsurprisingly. (mostly due to the increased frequency of Amateur Salvage: Any gangers or juves not involved in col- caravan raids) so all law enforcement duties are performed lecting income or going to the Trading Post or assisting a by a precinct which finds itself stretched incredibly thin. CAMPAIGN SETTINGS market and the Guilders offices are right next to the dock. Roll a D6 gangs to take up caravan raiding.

with the ceilings and floors ting deals with the traders and merchants going along those of the domes above being knocked out to make room for the roads. you wouldn’t go for it. and anyways. Radiating from this is Scum City itself. if anywhere has what you’re looking for. This would be the site of the future Scum been made so close together that subsequent buildings could City. Soon there was another. simply be constructed on top without anything but additional by gangs for protection. Major trade routes go in every direction from Scum City. less impressive but certainly much more populated. Several gener. it’ll be Mark Street. there a man or worse would kill you without even thinking! The worst of the worst find their way to Scum City and most don’t find their way out again. Scum City itself is just an overall name for the place. then perhaps I can be of assistance to you? I could make sure that you do not lose your way on the trip there. Scum City. Soon enough more people came. They set up camp. there’s simply no way. there might not even be one there. You’d have to be crazy to think that I could get my hands on one. The ance. This conglomeration of buildings fortune as well. containing Mark Street. The street twists around the Under-Spire.. Rather than attempting to toll the reinforcing being added to the ground-level buildings. The original buildings had and riches found.” THE BEGINNINGS As space became limited in the confined town the troupe of No one’s quite sure when Scum City came into existence. Beyond that is an endless shantytown as far as the eye can see. eager to make their next level of structures. listen to me first! You don’t want to go there! I went there once. Unless. practice continued over the years. they began cut. of the hive be knocked down to make more room. second only to Shanty Town itself. so named because of the con artists frequently trolling the bazaar for easy marks. fortune hunters and privateers.. and was dubbed the Underhive. stretching upwards through several other levels. but bore a marked resemblance to a hive city in form and appear- quickly grew with the influx of people over the years. It began as a motley clump of buildings. Out here your life’s only in jeopardy if someone would benefit from your death. outside unfilled by large permanent structures. known as a good number of names but generally referred to as the Scums or something similar. and gangsters and criminals. right outside the Under-Spire. That place makes the rest of the Underhive look like a peaceful hab-dome by comparison. It became ations ago. No. for the appropriate price of course. You would be wise to heed my warnings. Wait.CAMPAIGN SETTINGS SCUM CITY by Max Millions “What? No. larger town growing around the Under-Spire. And even if I could. completely encircling 186 . a small company of Guilders came across some apparent though that even this would not be enough. shanty build- ings and lean-to’s began popping up everywhere. Still.. The Under-Spire lies at the center of the mini-metropolis. and was a haven from the authorities for them. No. This town of makeshift structures became home to the worst and most unimaginable people in the Underhive. Embedded deep beneath the earth. so they major crossroads where new domes were being uncovered decided to build upwards instead. But if you insist on making this foolish journey. Slave Square and other such memorable sites. Guilders quickly ordered that the walls to adjacent sections nor the infamous Under-Spire it surrounds. You can buy anything there for the right number of credits. constantly bringing in both business and people. It’s too dangerous. Traders find ample credits along Mark Street. and I barely escaped with my life.. With the space expanding community. it is a nest of dealers and traders. consolidating their hold over it. there are three major distinctions within the town. STRUCTURE Scum City is one of the largest single shantytowns in the Un- derhive. I wouldn’t be able to move it! The Enforcers are everywhere and they have a knack for picking up on sales like that. erecting structures and hiring near. This roads as would be expected from guilders. I can’t get you one of those. Guilders that had originally founded Scum City hired more gangs to act as Watchmen over the newly formed and rapidly The outward spread did not abate however.

fungi and mold. with a slave market for the buying and selling of The members of the Syndicate themselves have long arms. their power is absolute. those very same categories of people within the inner-city. Instead they settle themselves with a shantytown that spreads from the mini-metropolis like private boycott within the Merchant Guild of Necromunda: blighted land is a haven for outlaws and mutants. stances available. It This level of organized crime has not gone unnoticed by has even been rumored that on occasion The Syndicate have the powers that be. The their roaming gangs of thugs to lean on anyone within their Syndicate will pay a high price for the head of any Bounty domain that performs business without giving them a cut. Hunter caught within the city. slime. the reality is quite different. making it an exposition of wares and sell-swords. and it is only by their constant bribes and threats that not a To keep the drug traffic moving into the city. and the sounds of Slave Square constantly advertising the prices of captured outlaws and pit slaves fills the surrounding area. They remain locked away in the depths of the Under-Spire. outside Scum City. and they use toxic environments in the Underhive. any Guilder or Trader currently in the employ of the Guild cate tolerates them because of the number of scavvy gang. the records of the Arbites name the place a ‘trade town’. POWER AND AUTHORITY The town is controlled completely by the descendants of the original founders of Scum City and the Under-Spire. The people see The Syn. One of the tect them. situation and the fact that as Guilders The Syndicate have ing infringements to The Syndicate. laws and escapee pit slaves living within the territory of the Scums. They employ a veritable literally! Certain mutants are also immune to the more army of Watchmen that report only to them. known only as The Syndicate. and are more than willing to give a cut to The Syndicate there to further The Syndicate’s interests rather than to pro. Scum City is a major suppli- er and dealer of nearly every illegal variety of drug. Inside the giant town. ensuring that even though and use hired assassins to eliminate any potential outside most disreputable criminals can deal in relative safety in threats. and are the first to deal in any new psych-altering substance found in the constantly mu- tating Underhive. where the ma- jority of its income comes in from trade deals. and new dealers are made every day in the Scum’s. Employ- ers can always find eager fighters and treasure hunters. generally just normal people report. The Syndicate single Precinct has yet been founded in Scum City. They use banned all Bounty Hunters from Scum City long ago. who does business with The Syndicate will have all goods sters willing to pay an arm and a leg for Kalma. CAMPAIGN SETTINGS it along it’s meandering course. Hired guns and even entire gangs are known to sell their services along the busy street. Within Scum City. bribed the Watchmen of other towns to eliminate rivals However. But anyone that makes a deal within the town’s limits and doesn’t give a bite of it to the owners are liable to turn up dead the next day. keep the Watchmen overstepped their bounds seriously. mainly the Guilders and the Arbites. Scavvies often deal in drugs themselves and think of them as Mobsters rather than Watchmen. for the chance to deal on such an open market. sometimes and funds seized immediately and shall join them in exile. something that they Because of the lack of real Watchmen and Enforcers the cannot afford to risk. Open firefights are overlooked within the city when their domain. But any sort of public busy with an ample list of targets for ‘persuasion’ ban on doing business with them would be an admission of guilt on the part of the entire Guild. 187 . They buy and sell everything from Stinger Mold to Slaught and Kalma. and these are frequent when outside groups try to wrest power from The Syndicate. workforce for harvesting some of the more poisonous sub- dicate’s ‘Watchmen’ as nothing more than legalized gangs. The business is extremely dangerous but incredibly lucrative. The Syndi. providing a perfect them ruthlessly to maintain power. Officially. The town is a hub of all of the trading activity in the area and it reaps an enormous profit. However. a vast network of The Merchant Guild is very unhappy about The Syndicate spies and informants. Their strangest paradoxes within Scum City is the number of out- so called Watchmen see to that with merciless enthusiasm. their Watchmen are involved. neither is in a position to do anything about it.

costing you practically nothing. You can visit the shop to pick up your share of the shops income. When the gang fights a battle it can use these vents to position up to three fighters anywhere on the board above ground level. which you can collect every time you visit it for D6x10 credits. and you tion have developed a steady business relationship.d6x10 You have made several arrangements with a certain trader in the past. earning you D6x10 credits each time you visit him. roll a D6 after each game. Note that losses are deducted from income before making deductions for basic running costs. despite neither trusting the other. If they are unable to pay they must use money from their stash. these street urchins will work in pairs and groups to rob. You may deal with this trader to get the inside word on new opportunities and deals. Models are set up at the end of the player’s first turn and cannot be placed within 8” of enemy models. This represents the fighters advancing through the vents. you have gotten a store off of Mark Street. It earns a small sum. netting the gang some good money. 31-33 Gambling Den 2d6x5 Your gang partially owns a gambling house inside scum city. However. When the gang fights a battle it can use these service ducts to position up to three fighters anywhere on the board at ground level. No income is collected. If you decide to run a gambling session you receive 2D6x5 credits. If you roll a 6 when working out your credits then the ganger falls into the pit but manages to haul himself free. it’s a dangerousbusiness. netting you 2D6x5 credits. 14-16 Chem Pit d6x5 One of your gangers has been offered a job to work a chem pit for the owner. Work out the damage on him immediately. 24-26 Trader Connec. Note that this only applies to the first test. 43-44 Street Urchin d3x10 One of your gang members has befriended several of the street kids that are inev- Gang itably present in the Scums. it is never a sure business because Underhivers are notorious cheats and bad losers too. 51-52 Drug Dealer 2d6x10 One of your gang members runs some drugs for a dealer he knows. you always ignore the first Ammo test during a battle. However. In addition. This represents the fighters advancing through the tunnels. Models are set up at the end of the player’s first turn and cannot be placed within 8” of enemy models. 188 . the work is extremely hazardous. and should you roll a double 1 than the ganger working this territory takes an automatic hit from a stub gun with dum-dum bullets. equaling D6x5 credits. thanks to your workshop’s meticulous care. You can collect your share of the loot by visiting the store with one of your gangers and leaning on the proprietor. You will have to pay for his weapons as normal though. 34-36 Mark Street Shop 2d6x5 Either by muscling in on a smaller shop or by partially owning a larger one. swindle and steal from adults.CAMPAIGN SETTINGS SCUM CITY TERRITORY CHART d66 Territory Income Notes 11-13 Tunnels 15 You have uncovered/acquired an entrance into a network of tunnels that span be- neath all of the Scums. bringing it in a tidy income. and causes fear as a result. Although the income from running the games is good. He is now horrifically scarred. and if that still isn’t enough must sell weapons and equipment to cover the costs. 45-46 Workshop d6x5 Your gang has managed to get part ownership of a workshop. 41-42 Drinking Hold d6x10 Your gang leader has received an old drinking hole in payment for an outstanding gambling debt. and organized them into a crew. not subsequent ones. No income is collected. 21-23 Vents 15 A ganger of yours has stumbled onto a concealed hatch leading to a ventilation system reaching almost everywhere. With the promise of food and shelter. If you wish to take him up on the offer your ganger can visit the chem pit and re- ceive his share of the yield. It is assumed you pass the test instead and no dice are rolled. However. if you roll a double you lose that number of credits from that turn’s income instead. Also. rolling for injuries as normal. getting you a cut of the proceeds. On the roll of a 6 you may recruit a juve for free.

The Syndicate has Necromunda buildings present. Some rumor that there that you’ll be enlisting my aid again. Good City they find themselves with their hands tied. Still. 55-56 Con Associate 2d6x10 A friend of yours is one of the many con-men that fill up Mark Street. every agent dying without reporting anything of looking sword.. I’m afraid that my rates have increased considerably of late. He may not participate until he recovers by rolling a 4+ at the start of a game. Well. proven time and again by the attacks on supports and small chains holding walls together or up. right? Right. with plates 189 . Furthermore. or barely escaping with their er’ or hate er’.. considering that rather large mob The Syndicate. Yet existent corrugated card (light bulb boxes are ideal). mended building materials include cardboard cereal boxes. make the buildings look patched together. 66 Informant Setup d6x10 One of your gangers has been approached by The Syndicate to be one of it’s many informants. No one really knows though. because of powers beyond their control. The Doc will also give you D6x5 credits for the body of any of your fighters who dies in combat. some few risk the ban or openly defy the Merchant Guild by dealing within The Syndicate’s territory. The rest of the battlefield earned it’s name amongst legends. To add insult to injury. which you can harvest and sell to local businesses for 2D6x10 credits. I see that you made it out alive after all. them. If a ganger wants to part with a few pints of blood or some other renewable tissue you gain D6x10 credits. being known throughout Bottom Hive as not only the best CAMPAIGNING place for Wildsnake. and can’t establish a precinct inside Scum City ing for? Ah well. If you roll a double 1 when harvesting though. 61-62 Spore-grow Op 2d6x10 Your gang has taken over control of a mold growing operation. them with murders the entire Syndicate and replaces them without the guns. If you recover any loot during a fight. CAMPAIGN SETTINGS 53-54 Friendly Doc d6x10 One of the local medical practitioners has offered to patch up your wounded fight- ers at a favourable rate in return for blood and tissue donations from your gangers. go. there has never been a single it? What? Ah yes. ev. without any stepping stone into Scum “Well. in order to escape have even been complete success’s. balsa wood for they are remain. They have never been should be covered in a maze of small buildings and shacks. Work out the damage on him immediately. you gain 2D6x10 credits. you have tapped a portion of the system and are black- mailing people with the information you find. the collecting ganger has contracted spore sickness. with only two or three normal multi-story addition to the renown of the town itself. thing I decided to stick around the outskirts of town and not stop the lawlessness within the town from beyond it’s see the sights one more time. You should largest criminal organization to have ever survived this long. Recom- and they remain completely behind closed doors with noth. All who have tried have never surfaced again. ing to indicate that they even exist anymore. rolling for injuries as normal. have a maximum of two gantries on the battlefield. As a result. Well. Scums are not noted for their towering buildings. providing him with a useful supply of organs and limbs for transplant. As their rivals that can be traced back to no other source. well. of very unfriendly looking people following you. but as the hive’s largest black market Terrain: Terrain should reflect the relatively flat territory where anything and everything can be bought for a price. As for the Arbites. just one last thing before we anyone noticing. your income increases substantially. judg- ery attempt to infiltrate The Syndicate has met with dismal ing by that fancy new stub gun and that remarkably clean failure. Should one of your gangers help him out. love either dying in the attempt. seen within living memory and are the both the oldest and in no particular order but with streets apparent. That wouldn’t be a power weapon would use. so should you roll a double 1 than the ganger working this territory takes an automatic hit from a stub gun with dum-dum bullets. Once recov- ered he may fight as normal 63-65 Guilder Contact d6x10 Although most Guilders steer clear of Scum City. You have muscled one of these into ‘offering’ you favourable rates for your business. No income is collected. looks like you’ve some new gear since last I saw you. Still. In of the Scums. Using this. I suppose lives and taking on new identities. as the No one has ever ousted them from their position of power. you can trade it to your guil- der for an extra +5 credits income for each item.” Scum City has become an infamous part of the Underhive. you can’t beat Scum City. Nobody likes a con-man however. They can. damn shame. Find what you were look- boundaries. I take it that you got into a bit of successful assassination within the history of Scum City on trouble during your visit. Dealing with this Guilder earns you D6x10 credits. whereupon the assassin those somewhat angry lookin’ folk back there. Can’t win them all. A ganger doing this earns 2D6x10 credits.

on Mark Street. but don’t let things get out of hand. Items which could is fine. etc. If you get the result of “Outlawed!” both charts. In every campaign there should be at least one Watchmen gang. This is a hitman on the direct payroll of The Syndicate who OUTLAWS goes where they tell him to when they tell him to. Any counts as being in one higher bracket than it would normally one Watchman gang in the campaign (either determined be. low. with pock marks ommended (meaning in a campaign of twelve players. the one bracket higher as you would normally. very few old ruins. There should be a cap on the number of players that are allowed to be Watchmen.) You can allow some gangs to be- state of internal war. This is a city in a constant could become Watchmen. before adding for gangers helping to look. for income. roll a D6. It makes no difference if the modifiers you Territory: Use the territory chart provided below. that you’re not the only gang shaking em’ down! Watchmen Hits: If you should roll a Deputised result while THE CUT trying to become Watchmen or roll a 1 while trying to skip Every person in Scum City must pay their dues to The Syn. they will also add character to your streets of Scum City with. taking out the opposing leader. So a gang leader who rolls a battle. The Syndicate is very touchy about people Watchmen are the attackers in case you were wondering. The attacking Watchmen will of course get the ing you Cut to The Syndicate. which is realistic considering as described below.CAMPAIGN SETTINGS of metal bolted over large holes and gashes. ammo. or everyone can start Rare Trade Chart: Scum City is known as the place where as normal gangs and have to work for their status. create a ‘master roster’ of Syndicate Hitmen at the beginning of the campaign and to randomly determine which one goes BECOMING WATCHMEN to each fight as they come up. which could be rolled for on either/ will be plus or minus. Watchmen gang also gets a ‘Syndicate Hitman’ for the fight. To represent this. if you get a “Deputised” result than you’ve ceeds from. and the meaner the better as far campaign (“Oh bloody-! Not him! Any hitman but him!!”)... many of which not repre. (it’s a dog eat dog world!) This means that if you become the D66 roll required to find them has been adjusted. they are ousted from their position and senting actual territories the gang holds but connections they no longer count as Watchmen until they regain it by normal have and possible businesses that they earn a cut of the pro. would become an Outlaw in a normal campaign. because if you beat them soundly enough than the Syndicate There are several familiar territories within Scum City. out on paying your Cut. and although this allows them The Syndicate is always looking for more gangs to patrol the to accumulate injuries. and the buildings should show it. gang You can become Watchmen in almost the same way as you leaders find double the number of item that they would nor. If you are playing your opponent’s to them and try to make them outlaws. but either way when calculat- ing income for that campaign turn you do not count as being Also. you are certainly encouraged to eryone in Scum City is beyond the law. On a 1 you have been chance to extort money or steal territory if they succeed in caught and take an automatic Watchman Hit as described be. These you choose whether you will try. except that mally get. for purposes of making deductions for basic running costs randomly or by volunteering) must automatically play the (food. if you are using the rules for Hitmen in Scum City. Watchmen immediately after a battle with a gang that was there are several new territories. If you wish to try and get out of pay. but if you can slip it past them then Resolve casualties and experience as normal. holesteads or spore caves in Scum City. but the modifiers for gang two on his D3 roll and has a ganger searching with him would rating will always negative so do not roll to see whether it turn up five rare items. As well. already Watchmen. and feel free to mix the two as well. means.) This rule is optional however. applying modifiers as usual. The Syndicate has gotten wind of dicate. when collecting income your gang you and has sent some ‘friends’ of theirs to lean on you. making shopping for some of the more rare items in the Underhive very easy. You will find that income from businesses that gotten the wrong kind of attention. three of bullet holes piercing the walls. one out of every four players is rec- 190 . but the gang using him cannot retain As there are no Enforcers in Scum City you may not report his services and use him for future battles. allowing them to customize their models to fit the bill if they wish. allowing some to take months too find elsewhere are pushed in front of you start as Watchmen and others to become them later on. as they are concerned. gin the campaign as Watchmen. Take a ‘Watchmen Hit’ you only partly own are reduced. Roll for his advances as normal. However. Ev- a large campaign however.) running out on their tab. not your opponent! Simply can be split up between normal rare items and outlaw trading roll on the ‘Outlaw Table’ in the Dead Or Alive article after a chart ones in any way you please. Either way everything and anything can be bought. than you have come to the attention of the Syndicate and are now Watchmen. but it is Outlaw Scenario: The Hit against the offending player (the not without risk. but do not roll you should be all right. When in Scum City. as there are are getting come from attacking an actual Watchmen gang. On a 2-6 you got past them. but as will more than likely make you Watchmen to replace them some crop up more often here than they would elsewhere.

you don’t go around wasting heat like that out here if you want a long life. have discovered that Chasms were discovered between 500 and 600 standard years ago by an outlaw gang of Orlocks Who knows how far these enormous caves stretch or the fleeing the justice of Imperial law. claming that they were sacred and to disturb them would anger the spirits. Out of respect the gangers obeyed but more and more people were visiting or settling in The Drop every year and word got around that a man could make it all the way to the spire with a lucky find in the Chasms. The Orlocks had often noticed many items and location with- in the Chasms that appeared to be of ancient and imperial origin. tion as a safe and above all distant haven from the law. Such was the impact of this on those who remained that this state of affairs continues to this day. empty. And don’t bother going elsewhere. A lesser know fact is that the commonly referred to as ‘The Drop’. rubble and tunnels that make up the regular they are no longer truly part of the hive are so bitterly cold underhive and on the other there is a vast space. CAMPAIGN SETTINGS THE CHASMS by Luke Webster “Come in. The gang settled in an easily defensi- are protective of this land and will not share their secrets ble location and soon began trade with their saviours. In roughly a NW direction ular location. Now you’ve made it to The Drop so you know at least a little about looking after yourself but it only gets harder from here on so you’d do well to know what’s coming. giant rat hides that characterise the species in this white powder falls from the smog and collects on the ground area. you’ll find that the best prices are always the ones I’m offering. They few that returned with anything of value found that their profits were taken from them by the guild. From stories told ing by comparison. Over the next 300 years The Drop developed a reputa- in large drifts but I have never witnessed such a spectacle. And so there came a day when thousands descended into the chasms and none came out. have such knowledge but they them from their plight. the ratskins of the area. pitiful state they must have been in when the natives rescued tives. Their native guides always warned them away from such areas. domes. There! Much better . Enraged by this betrayal of trust and the desecration of their holy places the local ratskin tribes gathered in coun- cil to decide what could be done. It was the archeotech rush that both alientated the natives and lead to widespread knowledge of the Chasms. Thousands ventured into the Chasms and thousands died in the haz- ardous conditions. During this period the population of The Drop swelled to at least 10 times its current levels. A small town built further outwards one travels from the collective warmth of into a spit of land rising out of the chasms. This region is know to its inhabitants as amongst the settlers here and some of the friendlier tribes I The Chasms. Make yourself comfortable and have a read of this (You do know how to read don’t you?) while I go and get some things you’ll be needing. Only the brave or the desperate enter the chasms and only the strongest make it back out. 191 . I can only imagine the what depths the deepest of them descend? Maybe the na. it is a spectac- the Hive the colder it gets also. On one side there are the myriad of passage- from Dust Falls the huge domes and caverns so far out that ways. save that the darkest holes of the sump seem warm and welcom. A friendly drink (or two) with a native guide the spoils of their raids to pay for much needed food and once revealed a fascinating story of large caverns where cold the white. come in already and shut the damn door. A messenger was sent to the Drop to inform the people there that they may continue their lives in peace but if they should even venture into the Chasms again they would not leave them alive. Hive the colder it becomes.” It is well know that the farther down one travels from the The only civilised settlement in the Chasms is Dropoff Point. using with outsiders. the hazy shapes of peaks in the distance .

an avalanche will often cause all At the start of a player’s turn every one of his models on the kinds of secondary problems as it throws up clouds board takes a hit from the cold. Snows. white Snowskin Pelt: The main trade between the gangs of The stuff cover the ground in large amounts. I have theo. making high A snowskin pelt reduces the strength of the cold by -2. Local flora and fauna ble to represent the local tribes making life hard for the gangs. up sludge flows and so on. or even a fortress of the legendary Adeptus Astartes. rubble. NEW ITEMS 2 Snow Drifts: Strange piles of heavy. gantry. After for any length of time without proper protection is extremely setup each player rolls a D6 for each of their mod- dangerous. ment not on a gantry or walkway is reduced to 2” These hides provide an insulation against the cold more ef. disturbs swarms of creatures. Internally it appears to be much the same as any other rat but the hide is significantly 1 Thick Fog: Clouds of fog make the going tough. The of toxic fog. more ancient relics of great value than other areas of the underhive. On a roll of a 1. hive. Models can’t double their movement by fective than any synthetic material anyone in the Underhive running or charging in the snow as it is too tiring. Targets appear and disappear so quickly that ated rare items to the list of items for sale after a game in models may not use the shooting skills Fast Shot. Additionally all player add +1 randomly gener. Ratskin traders can gets appear and disappear so quickly that models be found at all times selling them in The Drop. the models is buried under a pile of rubble and goes out of action immediate- ly.CAMPAIGN SETTINGS GEOGRAPHY Ratskin scouts and renegades must roll on this chart like any The Chasms are quite different from most areas of the under. cold. Any move- Drop and the ratskins of The Chasms is in snowskin pelts. A forge of the Adeptus Mechanicus of their territory. Any model on a kin pelts are common items that costs 2D6 credits (worked cliff. Mul. You Are Not Welcome Here: The ratskin tribes that live in rised that the chasms once contained installations of impor. Bitterly Cold: The Chasms are far from both the surface and 6 Avalanche: A particularly effective ratskin trap has the heat of the Hive and are one of the coldest places a hiver caused tons of rocks. On a roll of a SPECIAL RULES 1. other gang but are assumed to all have snowskin pelts. walkways and gantries dangerous. What’s more. move them. per turn. of 8”. snow and other debris is every likely to visit. ignoring armour saves. Anybody who ventures into the Chasms perhaps. Reduce the models BS and Archeotech Rush: The Chasms are known for containing WS by -1 for the duration of the game. If the roll is failed the model is pinned and must be re-rolled for all future sessions. The pelts of these creatures are an unusu. The most signif- d6 Result icant example of this is the giant rat. Because of this. Roll on the following treacherous conditions ta- otech that may be found in the area. Elevated areas aren’t affected by these rules. Add +1 to the strength of the hit caused by the cold. walkway or the top level of a structure out for each player every trading session) and are only avail. Rapid Fire and Marksman. appear quite similar to that in other areas save that all are naturally resistant to the effects of the cold. 3 Blown Away: Winds are high today. the model gets attacked by a rat and suffers an automatic flesh wound. Tar- al white colour and are in great demand. the chasms as though they had an extra ganger searching for Rapid Fire and Marksman. the chasms will trade with outsiders but are very protective tance to the imperium. crease the debilitating effects of the cold. throws strength of the hit is determined as follows. make a Treacherous Conditions roll as found in the living T1 T2 T3 T4 T5 T6 T7+ rule book on the specialist games website once the Strength 1 1 2 2 3 3 4 Avalanche has been resolved. must roll equal to or under their strength on a D6 able in the trading session after a battle in The Chasms. thicker and heavier. els. may not use the shooting skills Fast Shot. To be exposed to these temperatures to come crashing down onto the battlefield. is able to afford. Vision range is reduced to a maximum of 16”. This represent the may fall if it is within 1” of the edge of a structure unrestricted trading that occurs and the fluctuations in prices or walkway. Vision range is reduced to a maximum usual D6x5. can expect a determined effort by the locals to forcibly re- This would account for the increase in the amount of arche. as a result. at the beginning of each of their turns to remain tiple pelts may be brought in one trading session but the price standing. 192 . Each player rolls a D6 for each of their models. To represent this any loot gained in a ‘Scavenger’ 5 Blizzard: High winds whip snow around in a flurry scenario in the chasms is worth D6x10 credits instead of the of icy death. The wind and snow in- items. 4 Big Rats: These are mean and nasty. The domes appear to be uniformly larger and there are many caves that appear to be naturally formed.

and if there was one thing “You’re fairly new in town. and the mutants are pretty . He spread himself out on the padded ness tonight of all nights. Of course. Old Ratskin legends told of a forbid- den cave. Refusing to meet would have looked like a sign of weakness. I tell and flowing green hair gave her a beautiful yet eerie qual. seem almost alien in appearance. none of it was here. and sat down across the table from Vargas. The city. the harbour. aren’t you?” The Delaque spoke Vargas couldn’t stand it was weakness. a floor-to-ceiling window overlooked the glit- was no way the Delaque could know that of course. “what brings you to my den of iniquity?” Even without the trademark “A Paradise City shuffle. The coat looked heavy. gas’ gang running errands in different parts of Chris Litting The Delaque arrived bang on time. There Behind him.” Vargas replied. streamlined facial features to his name and end up owning nigh-on half the city. “but that’s what I love about The dancer on the podium slid around a pole that reached this place . and from whose eye sockets came the purest gemstones. ing lilt of his voice. sofa as wide as he could to give the illusion of confidence. and the Van Saar had to like this meeting. from the straight nose and jutting chin to the condescend- ”There was a time when none of this existed. curiosity is a powerful if dangerous motivation and it wasn’t too long before a group of intrepid Sludge Town explorers decided to ignore the warning and proceed into the cave. but it tering lights of Paradise City. while the fluid and effortless way she moved made her nuthin’ at all.” His words hung in the air for a moment. Her prominent. one which would bring nothing but death and de- struction upon any who dared to enter the depths within. leaning forward so as to better hear the Delaque. It was typical that the Delaque would want to talk busi. Creating a makeshift settlement on the shores of this sea. CAMPAIGN SETTINGS PARADISE CITY Where the slime is green. She was one of the club’s most popular dancers. The explorers thought that by some miracle they had stum- 193 . from whose abdomens flowed the most deadly poisons. named Sludge Town. “I sure am. and he could tell Mendes the doorman was thinking the same thing. it show. past her without even a glance. but that was the last thing on Vargas’ mind right now. No-one had even dreamt of such a place as this. ity. “Rico. To their amazement what the explorers discovered was that after a treacherous series of crags and cave-ins. There was only a small settlement. expression on the Van Saar’s face. The Delaque strode purposefully “You ever hear of a Paradise City shuffle?” said Rico. with almost the whole of Var. ya we never had nuthin’ like this place where I come from. but he was damned if he was going to let strain his ears just to hear him over the noise. And what riches they found! The sea was teeming with white raft spiders. for such is the nature of the human mind. the passage opened out onto a perfectly still and undisturbed sea of ef- fluent which stretched as far as the eye could see.” announced Vargas with a wide grin. he began his story.a man can show up with nothing but a few creds to the ceiling.” Rico repeated. from whose flesh came an abundance of food. and Vargas watched as his two Van Saar doormen removed his coat and frisked him. they sailed out in search of riches. “A what?” asked Vargas. Vargas was a Van Saar through and through. He didn’t have to in barely more than a whisper. still made Vargas feel edgy. The Delaque probably had several concealed weapons that they would never find. Seeing the blank body suit. weighed down with countless hidden firearms.

together with the Death Dealers and the Metal- headz. in his own thoughts. He had heard many things about Paradise City on his turned with news of what the settlers had discovered. For a long time there while the Cawdor disposed of rivals silently. a which he had grown up. blending in with habitants. he had been cast out to seek his own Goliath gang called the Metalheadz. young punks trading insults out. The second. One of the first to hear of the discov. Of course. Li Hong took a cut of every single item passing through Paradise Harbour. nor could on stalks. “The ruling house of Necromunda. where abject poverty went hand-in. Returning to Sludge Town to sell in red robes stood outside what appeared to be a brothel. asking if he wanted a good time. stories of bright lights and immense wealth. paying them no attention. the principal buyers of Paradise City products. Lucas quickly through the Underhive and greed is another very walked past them all silently. regarding him with eyes that protruded from his face could say where the bullet had been fired from. Lucas had never really fit son in the village. He named it Paradise City. never built upwards. 194 . on re- shiny in the ethereal glow of the neon lights that seemed to turning the Cawdor’s body to his own gang. House Helmawr. who continued with his story. Reaper quickly infiltrated Paradise City. Paradise dom. The city became al- most as tall as it was wide! And Li Hong ruled everything with an iron fist. Everything appeared strangely a single round fired from a trawler. and settlers of every description check that his two loyal doormen were still there as the flocked to the city from every corner of the Underhive. prodigious wealth quite tremendously. just like its in. The first of these gangs was a Cawdor Lucas was an outcast. a quick subconscious It was a time of plenty. but arriving in Paradise City for the first time sea where they would never be seen or heard of again. When the gangs re. suspicion. But one day all of that changed. and drug dealers peddling ‘Slaught particularly overcrowded area of the city. their bodies dis. which com- bers as well as in influence. The Death Dealers and the Metalheadz grew in num. the towering structures you see today. Vargas looked over towards the door. their bodies to be dumped in the effluent in anywhere. This lawless environment became a breeding ground for mutants and freaks. of drugs and girls and good times. one the likes of which had not with the problem. It the general populace and being careful not to arouse any was a place of contrast. and very soon they came to be accept. ery. heaving population. stories Hong immediately ordered the execution of every last per. so they back at the Delaque. in his wis- ed as part of the overcrowded. was nothing House Helmawr could do but pay Li Hong’s ex- appearing below the effluent sea as if they had never existed. It was young and vibrant. these goods and in doing so was able to augment his already throwing them from the roofs of the tallest tower blocks. The city was like the Ratskins’ curse became a reality. sent one of his top assassins below the Wall to deal City was a new settlement. A young girl approached him in a shiny yellow they explain how it came to be of the same signature heavy costume. path. Lucas walked slowly down the street with his hands in his His first task was to eliminate one of the Death Dealers’ ne- pockets. This he did with to anyone who would buy. a ruthless Guilder named Li Hong recruited two local gangs to investigate. Li Hong charged a premium for to make an example of those who got too big for their boots.” cold-blooded killer. table he set about his mission with the ruthless precision of a erty but the wealth that caught the eye of House Helmawr. lost powerful motivation. created an empire for himself on the shores of that very sea. was born. Li Hong. The Metalheadz. hiding him. and everything in it belonged to him. He looked fore long there was no more room to build outwards. even though no-one him. their goods they were hailed as heroes.CAMPAIGN SETTINGS bled upon their fortune. tortionate rates. The Goliaths used their strength and brutality eyes of the white raft spiders. and a morbid tradition a warm blanket. A bunch of men calibre used solely by the Goliaths. All around him there were prostitutes in short gotiators as he met with the Metalheadz at Paradise Harbour skirts plying their trade. Be- Delaque paused for a moment to draw breath. such was the power of the two allied gangs he controlled. The been seen before. as no-one could even get close to him. Working to his own meticulously planned time- hand with incredible wealth. Thus had made him feel strangely comfortable. enveloping him. becoming one of the richest Guilders in his. No longer welcome in the village in outfit calling themselves the Death Dealers. knocking through the domes above to create once breaking eye contact. it was not the pov. consolidating their stranglehold prised mainly of the exquisite gemstones that were once the over the city. But word spreads chanting hate-filled litanies from tattered old books. It accepted those who did not fit in elsewhere. Li travels. to discuss which gang had the drug trafficking rights to a side sleazy sushi bars. insisted they illuminate the whole city. a man known only as ‘The Reaper’. but still there was much to go around. were tory. Lord Helmawr. A man in an overcoat walked past had had nothing to do with his death.

The alleyway was longer than expected. CAMPAIGN SETTINGS narrower and turning first to the right. skintight and shiny. Territories began to change hands from one day to the next.” He gestured towards the a thrashing beast without its head. brought the buildings above crashing down onto it. brightly. becoming “Well. took his two doormen where missing. an enigmatic grin on his face. Lucas stopped dead in his tracks and tried to discern who or what they were. but they didn’t disap- pear. The arbites’ enforcers are tough.” A meeting was set up at the Bleeding Spider sushi bar to consolidate the alliance between the two gangs. This they did swiftly. And through it all. Jurg Barak. he heard the noise again. when he realised he would have no choice as his path was blocked up ahead by a makeshift barricade of heavy metal crates. the gangs do. himself. With the loss of their leader. There head like deranged fountains. to Li Hong to poison his personal bodyguards and elimi- nate Li Hong himself with a single shot to the head. When the Death Dealers were suspicious- ly held up in transit. Among The Delaque had finished his story. There were shadows moving about in the gloom. and were able to restore Paradise City to a state of relative peace by ending the civil war.” A tall. but the measly funds provided by House Helmawr are only enough to ensure that there can never be another Li Hong in Paradise City. A bloody Without them he would be totally exposed! He turned his civil war broke out between the two formerly allied gangs. Lord Helmawr gave funding for a team of arbites to enter the city and establish a precinct. sinister predatory shapes clos- ing in for the kill. a brutal psychopath named Gor Lomaq. a lone assas. Toxic fumes swirled silently from grates in the long. Too late he realised and in every establishment. clearly im- obliterated when a bomb tore through the restaurant and pressed by the tale. “With the city in chaos. Lucas turned left and headed down an alleyway between durable material. the Metalheadz’ gang was like “that’s a Paradise City shuffle. it was only the Goliaths who were “So that’s a Paradise City shuffle?” said Vargas. door. a poisoned blade sin known only as The Reaper was able to get close enough in his hand. When the Van Saar looked across. The rest of the Escher gang was the faintest sound coming from a doorway somewhere emerged like ghosts behind her. then the left. he realised that command. heavily-built woman with dark red lips and a ring through her nose stepped out from the fog. The Reaper disappeared back up above the Wall and was never heard of again around these parts. but seemed to be made out of a heavy. every gang from here to the Abyss crawled out of the gutter to stake a claim in Paradise City. head back to where Rico had been sitting only moments For days the city burned. In a few days the power in Paradise City had shifted from a single dictator back to the people. Jurg Barak’s second-in. As Lucas turned around. The mutants began keeping a low profile. the arbites don’t own this city. Of course. well. but now the chair was empty. and her hair was closely-cropped but for two buildings.coloured pigtails that sprouted from her the floor. and in doing so it became property of House Helmawr. Where had they gone? charge and vowed revenge on the Death Dealers. and how many.” replied the Delaque. violence erupting on every street before. Trade became free. Her outfit was Eager to explore the city to its fullest on his first night. Lucas was considering going back the way he had come. “Oh no. but Lucas kept his head down and continued to walk. keen to smooth things over with the Death Dealers. up ahead. which in turn ensures that its exports will always be kept at competitive prices. surveying Lu- 195 . but continued to hold those scheduled to attend was the leader of the Metalheadz eye contact with his Van Saar counterpart. a soft scuffling of footsteps on the ground. that the Delaque was standing over him. like a form of currency. In the resulting power vacuum. what have we here?” she asked. shrouding the whole area in an eerie mist.

the “He’s got such nice eyes. edly with her own dagger. drawing itself for another attempt. again and again until finally she fell to the floor like a puppet whose strings had been cut. This represents the fighters advancing through the tunnels. a ganger can earn 30 credits. her increasingly valuable information somewhere far less still not sure whether or not to believe it. and towards the door. on your own kid?” She gave a dirty half-smile. Models are set up at the end of the player’s first turn and cannot be placed within 8” of enemy models.. 196 . She screamed. as Lucas quietly slipped past them and disap- the surgery. that it must be some kind of illusion. He would pay her for to the spot. 15-23 Tenement Block 30 Even in Paradise City people need a place to live. When the gang fights a battle it can use these service ducts to position up to three fighters anywhere on the board at ground level. The rest of her gang didn’t seem to be reacting to it at The Delaque walked calmly away from the broken window all. dagger still clutched tightly in her hand. Then in an instant public. She blinked. On the way past.” Mimicking her movements.CAMPAIGN SETTINGS cas with distain. the Escher was shocked to see the dagger leave her a shower of broken glass rained down sixty storeys to land hand and float in the air on its own for a moment in front of outside a drinking hole across the street. “Looks like we caught ourselves a tiddler. a ganger can earn D6x10 credits. 32-34 Drinking Hole d6x10 Your gang owns one of the many drinking holes in the area. clawing at ders he wasn’t what you would call a mutant. he paid the green- late this thought when suddenly the dagger turned in the haired woman for the dance as a gesture of goodwill. it just kept coming at her magnificent Amazonian woman before him. taking a step to. stiletto-bladed dagger silence as if at a funeral. thinking there must be something wrong the mangled body of a Van Saar. When the gang fights a battle it can use these vents to position up to three fighters anywhere on the battlefield above ground level.” continued the Lucas was still standing perfectly still. but he still the dagger and trying to fend it off but no matter what she wasn’t much to look at. This represents the fighters working their way over and around the enemy using their secret air shafts. As Lucas walked away he with her eyes. But there smiled to himself. Your gang rents out one of the densely-packed tenement blocks that house the overcrowded population. floating. momentarily shocked by what was happening. They stood there in wards him and producing a long. there is a chance of a young punk leaving the ghetto to join your gang. in order to trade with the sushi restaurants who will then sell them on at a much higher price. By collect- ing the rent. he was already starting to like it here. Roll a D6 after each game. trying to make sense of what had from its sheath. Models are set up at the end of the player’s first turn and cannot be placed within 8” of enemy models.” said the Escher. as if it were the most normal thing in the world. screaming like a banshee. “don’t you know it’s dangerous to be walking around could only look on in horror and confusion as their leader. it flew towards her. You can visit the drink- ing hole to collect your share of D6x10 credits. These trawlers go out on regular expeditions to hunt down and bring back the hides of the white raft spiders that dwell there. stabbing her in the abdomen and with- PARADISE CITY TERRITORY CHART d66 Territory Income Notes 11-12 Tunnels 10 You have uncovered/acquired an entrance into a network of tunnels that span be- neath all of the Scums. whether the territory is used or not. In addition. a warning. She stood rooted ping two crispy notes into her thong. By participating in one of these expeditions. proceeded to stab herself repeat- Still he said nothing. You will have to pay for his weapons though. like some insane nightmare. gang slowly started to move towards him like a pack of wild animals closing in on their prey. The Escher gang Escher. closely followed by her.. immediately blending in with the crowd. At that moment Suddenly. Was she going mad? She had barely had time to formu. staring up at the did she couldn’t seem to catch it. it was. the rest of the peared into the swirling mist. On a roll of 6 you may recruit a juve for free. He stood in silence. “they should be worth quite a bit down at just happened. slip- air such that it was pointing towards her. 23-31 Trawler d6x10 Your gang has contacts aboard one of the many trawlers out in Paradise Harbour. 13-14 Vents 10 The gang has found a concealed entrance into a network of ventilation shafts. With his scrawny frame and round shoul. Lucas stepped out of the alley and into the main street.

41-42 Friendly Doc d6x10 One of the local practitioners has offered to patch up your wounded fighters at fa- vourable rates in return for blood and tissue donations from your gangers. 53-54 Fight Club 2d6x10 Your gang owns an illegal underground fight club masquerading as a regular drink- ing hole. mutants. on the roll of any double. Although the income from running a game is good. your ganger hears a rumour from one of the girls (boys. 197 . One of your gangers can push drugs on this turf for 2D6x10 credits. The next time you roll on the Scenario Table you may re-roll the dice if you wish. 45-46 Strip Joint d6x10 Your gang is offering protection to a popular strip joint. The Doc will also give you D6x5 credits for the body of any of your fighters who dies in combat. it is a risky business because Underhivers are notorious cheats and bad losers too. if you roll a double you lose that number of credits from that turn’s income instead . Sushi made from the meat of the white raft spiders out in the depths of Paradise Harbour is a delicacy found nowhere else in the Underhive. By visiting the brothel. By visiting this restaurant. on a double 4 you lose 80 credits. 43-44 Arms Dealer d6x10 The gun-runners in Paradise City work for themselves and not the Guild... you always ignore the first Ammo test during a battle. 51-52 Inside Man d6x10 Your gang is leaning on an employee in a rival gang’s territory for information.. CAMPAIGN SETTINGS 35-36 Workshop d6x10 Your gang owns a workshop on the outskirts of the city. on the roll of any double. which gangs are going where and what they’re up to. 61-62 Sushi Bar 2d6x10 Your gang runs one of the popular sushi bars within the city. If this still isn’t enough to cover the gang’s debts then weapons or equipment must be sold off. If a gang is unable to pay gambling debts out of its income then the difference must be made up from its stash. and the brothels are always a hotbed of information.) working there about what’s going on in the city. and aside from that it’s a great way of making contacts in different parts of town. 55-56 Gambling Den 2d6x10 Your gang runs a gambling den somewhere in the heart of the city. on a roll of 6. In addition. and many nefarious deals are sealed with- in their noisy and smoky atmosphere. Strip joints are among the favourite gathering places in Paradise City. In addition. the modifier is applied after the dice have been rolled. If you decide to run a gambling session you re- ceive 2D6x10 credits. and by working this inside man a ganger can earn the gang D6x10 credits. but if you roll a double the place is raided by the authorities and no income can be collected this time. However. If you pay the man his credits the next time you play a game you may choose the scenario instead of rolling on the Scenario Table. In addition. a ganger can claim revenue of 2D6x10 credits.g. 65-66 Drug Trafficking 2d6x10 Drug dealing is a very lucrative business in Paradise City. Prostitution is a serious business in Paradise City. In addition. and even volunteers from the audience. not to subsequent ones. The next time you roll on the scenario table you may modify the outcome by +1 or -1. The revenue from running a fight is 2D6x10 credits. If a gang- er wants to part with a few pints of blood or some other renewable tissue you gain D6x10 credits. professional pit fighters. Here you can bet on a live match between gang members. Because of this they do not have their own regular bodyguards and mainly rely on protection from the local gangs. This apples only to weapons and not to other equipment. providing him with a useful supply of organs and limbs for transplant. 63-64 Brothel 2d6x10 Your gang owns one of the many sleazy brothels that line the streets of Paradise City. your gang can have the arms dealer help them sell any unwanted weapons they have for their full price rather than half. Note that this only applies to the first test.e. A ganger can accompany an arms dealer in exchange for D6x10 credits. Note that losses are deducted from your income before making reductions for basic running costs. a ganger can collect 2D6x10 credits. One of your gangers can visit the strip club to collect D6x10 credits. In addition. your informant offers to sell you some vital information for 10 credits. It is assumed you pass the test and no dice are rolled. thanks to your workshop’s metic- ulous care. Infor- mation is power in Paradise City. a contact gives you a tip-off which alerts you to an opportunity to make some creds. If you want to visit the workshop you can earn D6x10 credits.

Money talks in Paradise City. the attacking gang must first nominate a territory 44 Bio Booster from the defending gang’s list. Roll a D6. at the end of the game any stolen loot counters do 52 Bottle of Wildsnake not have a direct monetary value to the attacking gang. 3: Mono Sight. These enough to actually work the specified territory in the places still exist in the poorer areas of Paradise City. worth of income. the income generated from that particular 55 Infra Goggles territory before deductions. each. post-battle sequence then the territory automatically passes to the attackers as the defending gang’s resources are spread POWER & INFLUENCE too thinly to defend their empire.outlaw gang can buy extra territories for 100 credits 26-31 Grenades. it has its own territories as detailed below. 64 Spook fore being chased away by the defending gang. before the game 43 Archeotech begins. The six loot counters are placed as nor. As such. In- stead. you may sell a territory to another gang for a price that can be negotiated. They manage to make off with four loot counters be. 5: Carapace. however dismal. its gang rating will change accordingly. Roll a D6.CAMPAIGN SETTINGS TERRITORIES the post-battle sequence. or equal to. This means that a starting gang will have a gang rating 500 points greater d66 Result than normal. for example by inflicting three times as many casualties lar campaigns.outlaw gangs. Firstly. Roll a D6. territories change hands very to all outlaw as well as non. Roll a D6. Outlaw gangs can 34-35 Gunsight. then ownership of that territory 56 Kalma Fixer passes to the attacking gang. When playing a Paradise City campaign. will still afford them 12-13 Special: Robbed 100 points. 3: Power Maul. These must be rolled for randomly after they have been 1: Melta Bomb. high-income territories are harder to steal than Outlanders and Outlaws still roll on the regular Outlaw Ter. 21-23 Power Weapon. 6: Mesh The Paradise City Shuffle is a new scenario unique to Para. Remember to 16 Special: Gamble and Win apply any Underdog Bonuses when rolling for experience. Leg. and it can buy you power. Hand Pillage. half the buying price. in Paradise City. City. this table replaces the standard territory table in the Necromunda rulebook. Any 1-2: Choke. still occupy or pillage acquired territories in the normal way. 1: Power Axe. 51 Blindsnake Pouch However. 4: purchased. PARADISE CITY SHUFFLE 1-4: Flak. 5-6: Hallucinogen non. 46 Blade Venom mal. in 65 Spur Fixer 66 Stinger Mould Patch 198 . Telescopic Sight. the attacking gang attempts to steal a Strip 63 Slaught Fixer Joint. 4-6: Power Sword MONEY TALKS 24-25 Gas Grenades. Like in regu. It is also possible to sell territories for 50 credits Plasma Grenade. 32-33 Hotshot Laser power pack or in exchange for a captured ganger etc. Please note that rapidly in Paradise City. It is played exactly like the outlaw scenario Loot & Arm. 5-6: Infra Red Sight 36-41 Armour. 61 Silencer 62 Skull Chip For example. This rule also applies to outlaw gangs. However. 42 Bionics. If there are no gangers healthy ritories table or on their own unique territory tables. every territory that a PARADISE CITY TRADING POST gang owns adds 100 points onto their gang rating. at random. Roll a D6. This scenario is available Unlike in other settlements.e. the Strip Club generates 50 credits’ Paradise City is not like any other settlement in the Under. If you wish. If this amount is greater 54 Icrotic Slime than. but the hive. each gang begins with five territories chosen during a Gang Fight scenario. and Giant Killer Bonuses when rolling for income. and the attacking gang’s objective is still to steal them. 4: Non-outlaw gangs can’t pillage territories. This figure is reduced to 10 credits. Choose one: dise City. As a gang acquires new territories or loses old 14-15 Special: Cheated ones. low. Eye. but with certain exceptions. Obviously. whose 11 Special: Gamble and Lose one starting territory. 2: Power Fist. defending gang keeps their territory.income territories. i. 3-4: Scare. However. 2-3: Photon Flash Flare. each counter represents 10 credits of income lost from 53 Grav Chute that territory for the defending gang. 1-2: Red-Dot Laser Sight. This is the territory that will be 45 Bio Scanner hit during the attack. 5-6: Smoke Bomb each. and a gang’s reputation will depend territories can also be stolen by the normal means in Paradise very much on how many territories they own.

it is gang will become outlaws too. Anything and everything is freely available to anyone in Paradise City and to represent this. easily with whatever terrain you have to hand. paign. not the Guilders. there are lots of more ‘recognisable’ areas in Par- 3-4 The player whose gang has the highest gang rating adise City too. Paradise City is based upon my favourite city in the world: Hong Kong. table. However. Paradise City utilises its own scenario table. The Watchmen in Paradise to keep the levels of fear up and prices down. Scavvies lurk in the shadows. There are no City report to the arbites. adding a fifth of the cost of the PARADISE CITY TERRAIN mutation onto the Scum’s standard hire fee. just the Outlaw Territories chart. may choose which scenario is played. As Paradise City is a crowded normal. the special trading post is used by outlaw and non-outlaw gangs. with clearly discernable streets 2 The player whose gang has the highest gang rating between them and alleyways for the gangs to scuttle down. building sites etc. factory waste grounds. any models falling onto the tabletop will fall to their death many storeys below unless they have a grav chute or similar. replacing both the Trading Post and the Outlaw Trading Post tables in the Necromunda rule- book. they are the one in the Necromunda rulebook.outlaws) hiring an Underhive Scum may choose a mutation for them. Ratskins rarely 199 . Any gang the dangers typically facing the gangs of Paradise City. especially for the Paradise City Shuffle scenario. 12 The player whose gang has the lowest gang rating may choose which scenario is played. However. Hopeful- ly it should be possible to play a game in Paradise City quite 5-7 Play the Gang Fight scenario. The battle is fought high up at the top of a block of high-rise build- ings. The battle is Also. for example the low-rise buildings around the may choose which scenario is played. Roll for a new territory on not unusual for them to send their Spyre Hunters in. It represents some of mostly tolerated by the city’s other inhabitants. sinister Redemptionists stand on street corners preaching loudly and stirring up trouble. if a gang loses all its territories then that city which is more or less owned by House Helmawr. games fought actually inside buildings would be very fought on a jetty overlooking Paradise Harbour. Although they are outlaws by nature. The whole game must be fought on the higher levels. For example. a Scum fighter with spikes would cost 21 credits per game (15+6). (including non. As such the terrain should ideally feature close- 2d6 Result ly-packed high-rise buildings. and would add 105 to the gang’s rating (21x5). STAKING A CLAIM All of the major gangs inhabit Paradise City. although there are plenty of reasons why Outlaws and Watchmen are created in the same way as they might be found there. 8-11 The player whose gang has the lowest gang rating may choose which scenario is played. which replaces adise City. in which case they count as out of action but will not be harmed by the fall. CAMPAIGN SETTINGS YOU’RE ALL SCUM frequent the city. The appropriate. harbour. FREAKS OF NATURE A LONG WAY DOWN Mutants are a common sight on the neon-lit streets of Par. but other than restrictions on which gangs can play a Paradise City cam- that they remain the same. There are no extra costs should a gang wish to hire two Scum fight- ers with the same mutation. number 16 on the Treacherous Conditions the tops removed and doors and windows cut into the sides. game must be fought according to the rules for Pit of which could easily be represented by cardboard boxes with Despair. WHATEVER YOUR HEART DESIRES Paradise City has its own special trading post.

This proved very bad for Alevan Town. This fact alone may have attracted so many green hivers to this area. that the guil- Residents of the underhive moved in to salvage and the guil- ders weren’t too far behind them. there isn’t an obvi. and anything else a green hiver would need to start a new life bellow. Whether or not Alevan Town actually owned by house Van Saar at some time has become a very contentious point. that there was money to be made in Hive City and a steady One theory is that it is simply a case of increased momentum. Impe- rial Guard Units from Necromunda and other planets in the sub sector were called up in the defense of Cadia. Reputation of the area settlers were moving up from the underhive than were mov- grew and a settlement was born. Other theories pay heed to the fact that the settlement is close This grossly upset the economy of Alevan Town. It wasn’t long. all of House Van Saar’s factories and workshops were working at full capacity. No one is sure why Alevan Town attracted so many new set. Underhive “organizations” used the settle- ment as a entry point to smuggle illegal goods up from the underhive. The marketplaces here were always filled with climbing cables. would pay their prices. however. algae farming equipment. an Town. “THE TURN OVER” Whether it’s inhabitants considered Alevan town at the bot- tom of Hive City or the top of the Underhive. it was un- doubtedly an Underhive settlement. fewer settlers were moving down into the underhive in tlers. This all began to change with what residents call “The Turn Over. stream of underhivers began to move upward through Alev- Long ago. Unlike settlements like Dust Falls. Soon. Many guilders settled here and made their fortunes selling supplies to those hopeful masses heading down into the underhive in search of riches. It may have been a large soon had more equipment than they had green settlers who production site that fell into disrepair and was abandoned. It is a large settlement that served as a waypoint for settlers moving down to the underhive and the rare successful settler moving up into Hive City. a famous nobleman of house Van Saar. Since gainful employ- ment was so easy to find in the Van Saar workshops of Hive 200 . one guilder set up shop and did well form himself. For the first time in Alevan Town’s history. a guilder could buy their equipment for fraction of the cost they would re-sell it to the next downward settlers that came along. word soon spread to the underhive ous gateway or downward shaft that serves the lower levels. Gambling dens and fighting pits are common and profitable to their owners. Gangs were numerous and well-armed. Merchants to Van Saar territory in Hive City. more so more guilders settled into the area. No mater what. so did House Van Saar’s production facilities.CAMPAIGN SETTINGS HARD TIMES IN ALEVAN TOWN by Scott Kroll Alevan Town lies at a level on the ever-shifting and undefined boundary between hive city and the underhive.” When Abaddon started the Thirteenth Black Crusade. This proved very lucrative for House Van Saar and it’s many weapons con- tracts. Proponents of this theory point to the settlements name. In fact. ing down. Much of this equipment was purchased from successful settlers moving into Hive City who were eager to rid themselves of goods they would no longer need. search of fortune. Alevan Town may be named after Aleax Van Saar. City. As the war effort gained momentum. porta- ble generators. its proximity to that noble house’s territory al- ways made high quality equipment and weapons cheap and plentiful. While these successful settlers were rare.

CAMPAIGN SETTINGS ders figured a way to change this downturn into an oppor. come. gangs. of Hive City are increasingly part of the settlement. tapped their water stills. Also. Gangs living and fighting around Alevan Town use the Alev- ingly replacing gangs in their role as the strong arm of the an Town Territory Chart. only hold one territory. It’s also an outlet for these violent. So choke gas grenades would cost 10 + 2D6 credits filled in their algae ponds. and there is still money to be made random territory and can not collect income from it. Enforcers are increas. though house Van Saar is the power behind Alevan Town. an- facilities. rather. The work. Gangs are gangs. Note that some of the territories guilders. As the Turn-over has progressed. guilders tolerate gang presence because there ar. ders claimed that Van Saar originally owned this land and they were more than entitled to it. You may still all the power of the noble patriarchy and the rigid structure send gangers out and gain addition +1s as usual. Guilders simply move into a dome and remove by force any underhivers living there. (Note that even much as they can. If a gang security when members of house Van Saar would come to is outlawed. If any 1s are rolled. After Van Saar pays a fee to the guilders. but outlaw gangs can still however. subtract 5 credits from the non-variable cost of the and disassembled their homes. their lives. an autopistol would only cost 10 credits and a mation effort. inhabitable or even uninhabited. The territories are lost this way as it matters in rolling for outlaw new factories need a lot of power. Also. has become very common and lucrative. however. Guil. If house Van Saar would PLAYING A CAMPAIGN IN ALEVAN simply pay the guilders’ reclamation fee. Van Saar gangs do not gain an advantage. If you decide to use Alevan town as a settling for your cam- They then strip the area down to the original structure as paign use the following changes to the rules. gangs. and item. they move in and construct more munitions factories. a gang can quickly build it’s power in Alevan Town. it won’t use the outlaw trading table. Guilders needed the muscle in their “recla. non-outlaw gangs use this table. end up at the bottom. Guilders routinely claim ganger SPECIAL RULES territory but won’t persecute the gang unless they complain Guider Reclamation: After each game. it uses the standard prices from the Necromunda rulebook price chart. Many gangs. the area has created an economic boom. he’ll seek out a gang to replace his Sensing House Van Saar’s need to expand its production sense of community. the guild has seized one of the gangs territories Weapons and equipment are as still as cheap and plentiful as for the reclamation effort. Note from places other than just filling guild contracts. This means that if you had sent a ganger out looking for them. the guilders began to “reclaim” decrepit areas gry youth to hopefully enact revenge on those that ruined around Alevan and turn them over to House Van Saar. The guilders will continue to turn the underhive die to the roll to see how many rare items are for sale just as into Hive City for as long as it is profitable. the Turn-Over was a boon for gangs living around ons and equipment costs down to a minimum of 1 credit. however. have the same rules as those found in the Necromunda rule- book. inspect their new acquisitions. Often when a youth sees his home destroyed by the greed of the guilders. Alevan Town. have found themselves quickly betrayed by em. always add +1 an Town.” In other words. no matter how many 1s are rolled. Keep track of how many ble valuable contacts for fencing goods up to Hive City. The risks. are great. 201 . Guilders also employed gangs as and a red-dot laser sight would cost 35 + 3D6. but they’re values have changed as the renovation of For now. roll a D6 for each territory the gang controls. they could build TOWN more production facilities in these previous “uninhabitable” With cheap weapons and plenty of juves wanting to join areas. For example. so power cable tapping status described later. before rolling for in- too loudly. and gang can just as quickly There areas that the guilders reclaim aren’t necessarily un. after all!) GANG LIFE IN MODERN ALEVAN TOWN Weapons and equipment: Subtract 5 credits from all weap- At first. ployers who wanted to distance themselves from such unsa- vory Underhive associates. Both outlaw and en’t enough enforcers to do the dirty work. Already half of the settlement’s gambling dens have been shut down TERRITORY and pit fighting has been outlawed. there are plenty of disillusioned juves willing to join tunity. that gangs can only lose one territory per game in this way ers moving down to construct the new factories are possi. For variable costs of rare underhivers off their land before wrecking crews moved in items. the guilders have made it clear that gangs have no place in the future of Alev. The gang immediately loses one they always have been. guilders paid gangs to run second knife would cost 1 credit. because equipment is so plentiful here.

000 it had lost it in an Ambush or Gang Fight. Enforcers. but the contact must be removed from the gang’s roster 54-55 Guilder Contact d6x10 Same 56 Settlement 50 Same 61-65 Workshop 2d6x10 Same 66 Relocated Hivers Choose The gang has befriended a group of settlers that have recently had their holestead seized by guilders. The gang must still pay to equip the juve. the contact has been caught by his employer. You could simply use the weapons rules. were attacking -2 if the game you just played was a shootout and you A gang that is reduced to one territory in this way is consid. On a roll of 4 or more. but has yet to be re-con- structed into a Van Saar Workshop. the action of the guilders may have angered a Outlaw Gangs: When rolling on the Outlaw Table use the young hiver who will want to seek revenge. you will find running a campaign in Alevan Town fun and challenging. If any doubles are rolled. Arbites. If a ganger searches the ruins he may find enough scrap to sell for 10 credits 16 Slag 15 Same as on standard territory table 21-23 Chem-Pit 2d6 Same as on standard territory table 24-26 Mineral Outcrop d6x10 Same as on standard territory table 31-33 Tunnels 10 Same as on standard territory table 34-36 Venta 10 Same as on standard territory table 41-46 Power Cable Tap Special Roll a D6. On a roll of 1-5 it provides 10 credits worth of energy. tory this way. roll a Outlaw rules): D6. more of the drawbacks can be put in place. The campaign can start out like “old” Alevan Town where weapons were cheap and plentiful and gang life was easy. This could represent the historic period when the guilders began to seize control. On a roll of 6 it provides D6 x 10. drew first. ble the basic income value. 202 . -3 if you attacked any Guilders. +1 for every territory you have had sold to the guilders. that outlaw gangs loot territory in that the gangs gains dou. I imagine this could be played historical- ly. This is done in the same way ders. Not willing to move back to Hive City. 51 Holestead d6x5 Same 52-53 Crooked Van Saar 3d6x5 A member of one of the factory construction crews will allow some construction equipment to go “missing” for a cut of whatever the equipment is later sold for. as the campaign progresses. The gang collects the income. the hivers are looking for a new livelihood. however. -2 if the game you just played was an ambush and you however. it must roll for a new one in the same way as if +1 if your gang rating is under 1. Each time a gang following modifiers (These replace all modifiers given in the loses a territory to the reclamation effort in this way. Also keep -1 if your gang has either “Crooked Van Saar” or “Pow- track of how many territories are lost in this way.CAMPAIGN SETTINGS ALEVAN TOWN TERRITORY CHART d66 Territory Income Notes 11-15 New Ruins 10 This is an area that has recently been claimed by the guild. Then. drew second. or other “Officials” in the game you played. but the territory is lost. In addition. Selling Territory: A gang can also aid the guilders in their -1 for every territory you have had seized by the guil- project by selling their territory. OTHER OPTIONS AND FINAL THOUGHTS Hopefully. The rules are the same as “Green Hivers” on the Standard Territory Table. er Cable Tap” on your roster. the gang may recruit a disillu- sioned juve for free. ered outlawed and may not hold more than one territory if it -3 if the game you just played was a shootout and you pays of its outlaw status. If an outlaw gang loses its last terri.


unlike most of the Outlander gangs where simply a wrong scenario choice can end up with half your gang groaning with starvation... Devoted their whole lives to the Red Redemption they ‘ave. As their skill selection suggests.TACTICS HOUSE GANGS FOR HIRE by Anthony Case For an aspiring player new to the hive. So for your viewing pleasure.. somethin’ about us not bein’ worthy enough to see their ugly mugs.. Instead they have powerful ranged weapons at their disposal. purposes. lookin’ to hire a gang for protection yer some useful models that can be equipped with close combat say? Well now... “Stumps” Antonio. 40 creds? Hey! THE HOUSES Okay. Sounds like a right bargain to me that does. that’s me by the way. which later gives you a nice wa’ strung up for a couple of cycles before I realised me boys route into exploring the more unique Redemption Crusades. oddly they lack hand-to-hand weapons on their House Weapons list. See those weird face masks they got on with the flames an’ skull designs on ‘em? They ‘ave to wear ‘em when they’re ‘round the likes of us you see. See me smashed up legs? Scummin’ Spyrers did that. otherwise when your bloodthirsty mob gains experience you’ll be left with a batch of discarded basic weapons collecting dust in 204 .. ya don’t ‘ave enough scars ons making them impossible to convert for hand-to-hand to belong in this scavvin’ hellpit. Cawdor gangs are at their most effective dishing out redemption toe-to-toe.. such as bolt pistols. how- ever. Say. Say. I a Cawdor or Redemptionist gang. course. Bit crazy in the ‘ead if ya ask me.. Combat and Ferocity so can quickly reach enemy fighters and rip them apart in hand-to.. When combined in this way they can be used as either now.hand combat whilst shrugging off stinging ranged shots. I can help ya out there. who then to hire and how to equip them. me fightin’ days are past me range. an’ if you like it I’ll bung the rest in for 20 creds. I’ll give ya some info on the gangs roamin’ ‘round these parts for nought. And to help us on our merry way let me introduce you to my own campaign alter ego. I’ll tell yer what mister. It’s important to keep the gang’s hand-to-hand orientation in mind when initially equipping your Gangers. that gunk drain. Cawdor Gangers have access to Agility.. But it can be tricky finding the House that suits you best and your starting gang lineup greatly affects your effectiveness early in the campaign. I always recommend for their first campaign one of the six House gangs as they make a perfect introductory route into Necromunda. ya not from ‘round All the Cawdor Ganger miniatures are hugging basic weap- these domes are yer? Thought not. So what brings ya down. weren’t comin’ back to get me out. Got out by meself though didn’t I cause I’m an ‘arden that knows me stuff. House gangs involve the player in all of the interesting facets of the game and are charitable when mistakes are made. Used to be a gang weapons and are interchangeable with the Cawdor miniature leader meself yer see. okay. So we gotta deal? Great! House Cawdor Cawdor are the religious sort. even once in a life time I say. They don’t much like hivers that don’t follow their ways and ‘ave a firey temper so you just be careful what you say ‘round ‘em. Get any of that stinkin’ slime on yeh an’ you’ll ming like a rank sump rat. Thankfully the Redemptionist miniature range has hive? Prospector ay. here’s a helpful guide designed to help green players decide which House to choose. Advice I’m sellin’ yer ‘ere mister an’ ya won’t get a better deal than from Stumps Antonio.. hand flamers and boltguns. Hey there mister! You’ll be wantin’ to step out from under your stash.

though the female Bounty Hunter light globe? Three. if it wasn’t for the dual bolt pistol wielding Scummer then the Gunfighter skill would be a complete waste as you simply don’t have any other useable miniatures. gantly slicing them up in hand-to-hand combat. In particular. but I says they just like the dark ‘cause it makes it all the more easy for ‘em to stab yer in the back! Delaque Gangers have access to Agility. The 6 Gangers each hug a basic weapon. the specifically hand-to. most of which are effective on the table and offer easy weapon swaps. Sneaky lyin’ cheatin’ double dealin’ bald gits they is. If Goliaths. hence the dark visors. One or two groups should be your main fire houses camped on the best over viewing spots. It’s for these reasons Escher gangs advantages. Not Escher Gangers have access to Agility. They see size an’ strength as the true measure of anythin’ it makes ‘em more determined to get one over on a man ya see. If you’re desperate to win a campaign then don’t their Stealth skills can still make them a nasty thorn in the bother with these meatheads as you face a number of dis- side of your opponent. which thematically suits them perfectly. but stub guns colours. They’re the only House gang to have swords on their House Weap- ons list giving them an advantage over other hand-to-hand Goliath Gangers have access to Combat. autogun or shotgun.. powered of all the House gangs as the Muscle skills and to a hand House gangs. Always hangin’ about hidden in the shadows watchin’ ya with their beady eyes. See ‘emselves as spymasters you see. which regularly scores highest on the cyber. ‘Specially the Goliaths. They say their eyes are intolerant of the light. but does make it very diffi- cult to make weapon swaps.punk kewl lists. advice an’ witty hu- mour. while the rest of the groups quickly outmanoeuvre the opposing gang to attack their weak spots. Unfortunately that versatility is needed House Escher as there aren’t many appropriate woman models outside of How many Escher men do ya think it takes to change a the Necromunda range. what a bargain ya got ay? Apparently Escher ‘ave some sort of genetic defect so all boys are born runts and House Goliath not all there in the ‘ead if yer get what I mean. each working together to expose vulnerabilities in the opposing gang and catching them in a converging field of fire. Although their support. combat. each standin’ on each others ‘eads cause does make a great Escher Ganger. but that don’t matter ‘cause they could so can quickly and safely reach enemy fighters before ele- brawl a scumsuckin’ scaly and still come out on top.. which is appropriate for their tactics. Ferocity and Mus- House gangs early in the campaign. In particular. Up in Hive City most of their land is in the ‘arshest sumpstinkin’ regions so they ‘ad to grow up tough just to survive. they can’t reach otherwise! Ahhh.hand focus of their skill selection makes Goliath advances sluggish and inflex- The Escher miniatures offer a real freedom for painting ible. all women you see.. The Escher Yer might wanna pump some weights before talkin’ to the gangs do alright without ‘em though. cle allowing them to pulverise most fighters in hand-to-hand ing shooty Gangers can’t commonly choose Shooting skills. The Goliath skill selection is the most under- are typically seen as the most effective out of the hand-to. They also sport numerous different weapon com- suffer from dire inaccuracy and parries are almost a prereq- 205 . that’s why they don’t wear much up top an’ us men. lesser extent the Ferocity skills simply aren’t all that useful. Their miniature range sports numerous stub guns and lovers as they’re at their best with an eclectic mix of bright clubs. binations. Combat and Stealth the smartest bunch. TACTICS House Delaque Yer best be watchin’ ya back with the Delaques. Shooting and Stealth making them highly mobile and pernicious shooters. If a mobile group gets into a sticky situation then they can scurry back to the safety of the fire houses’ firing fields. They work best split into several groups. Any fan of The Matrix films will have an affinity with the Delaque miniatures range. either a lasgun.. ‘ave all those ‘eavy chains and metal plates on ‘em. they really ‘ate Goliaths.

I’ve got much more if yer ‘and over that 30 creds. The old miniature range also makes a nice ad. sage advice I’ve just dished out for can then more easily tailor their weapons to suit their advanc. sons Van Saar gangs are a great starter gang for truly green players new to tabletop games. which should to lasguns on their House Weapons list so you’ll need to find get a lot of use. Ferocity and Shoot- ing so are a tactically flexible gang as well a tough one to keep pinned down in a fire fight. but above all we’re all well ‘ard as nails. Necromunda is about creat- ing a gang full of unique characters. even when skunked up on Wild Snake. array of differ- dise so they’re proper rich flash gits. Take ‘emselves so serious. try and pur- The Noble Houses pay a premium for Van Saar merchan- posefully have a good variety. They also have a small booster pack range alternative weapon sprues. differing situations. His superior weaponry combined due to the Techno skills aiding the more problematic aspects with his higher starting characteristics and wider skill selec- of the game. I’ve never ‘eard one of ‘em Gang Leader laugh.. but are more suited to shooting due to them also having common access to Techno. House Orlock. but still useable. The Goliath miniature range incorporates the splendid new it’s apt that their miniatures are sporting beards as Van Saar hands-free feature which makes converting weapons quick gangs are potentially the most sickeningly cheesy beardy of and very easy. Can’t go wrong with the Orlocks. lookin’ for a good time then yer best off hangin’ out with a scummin’ Enforcer than a Van Saar! No humour you see. They don’t come cheap. Hiring an ill-conceived gang may leave sets when mixed together also make a great alternate plastic you outgunned and scrabbling to subsist. income... The liberty in their gameplay makes Orlock gangs I said 20 creds? You sure? I must’ve been high on sump fumes great for green players to experiment with and discover the when I offered ya that deal. Van Saar Gang Leaders are the focal point of the gang and as such gangs allow for a great deal of experimentation within the should be armed with the prestigious and powerful weapon- campaign and are the most forgiving House gang for players ry befitting of that status. What a bargain you got yerself role they enjoy most. If you’re planning mix of basic weapons and includes the only ganger in the on doing this then remember that Goliaths don’t have access whole Necromunda range to sport a boltgun. Orlock Gangers have access to Combat. For these rea. Although it’s tempting just to stick with the most cost effective weapons.TACTICS uisite for an effective hand-to-hand gang. Armaments play a key role as some Imperial Guard range as there are many suitable models that weapons are simply more effective than others in each of the need little or no converting. Wha’? es later on. if yer ing armament combinations. If you’re ist plasma gun wielders with 2+ Ammo Roll struts into town. with hands-free Gangers with a variety of pistols. give up on a campaign when your gang packed full of Special- iatures and weapon combinations to choose from. Van Saar Gangers have access to both Combat and Shooting skill tables. 206 . The Catachan and Empire Militia boxed ness in the campaign. close com- bat and basic weapons. but they can out-shoot and out-fight most hivers. House Orlock Ahhh. For even more variety you can also peruse the shoot up in the ratings. A word of caution though. plugging tactical holes that your Gangers can’t adequately fill by themselves. there mister! So now that ya know which House to plump for. Orlocks benefit from the new hands- free miniature range and have their old miniature range to Your founding gang lineup is crucial to your overall effective- add more variety. In fact. Here’s a tip for ya. experienced top dog to carve a reputation for yerself. yer. Since their equipment House Van Saar plays a big role in the character of your fighters. Just like the Goliaths. Like the Orlocks. They offer a good deal of freedom FOUNDING FIGHTERS in their style of play and to begin with are better suited to a 50/50 split between close combat and shooty Gangers as you Well there ya go mister. That’s my House that is and may I say mister what a glorious House it is too. We got both shooty gangers an’ others who like to get a bit more up close and personal if ya get me drift. Be prepared for other players to simply dition and when combined you have a large selection of min. serious injuries and tion makes him very versatile in any role and is of most use even offers the chance to invent free rare items. which they Not just any scav ‘ead can lead a gang.. such as ammo tests. I’ll tell yer about the fighters you’ll wanna be hirin’ in. while other gangs Orlock gang. all the House gangs. a fan of plastic then you also have the option of mixing the Catachan and Chaos Maruarders boxed sets together as they The Van Saar ganger miniatures are all equipped with a nice make great unique Goliath conversions. You’ll be needin’ an ‘ardly ever drink.

useful Techno skills. Heavies Heavies are the only tech ‘eads that can ‘andle a heavy weapon. a shotgun with manstopper shells. such as distracting your enemies’ heavy stubber. A pistol is also always required for close combat and injuries as well as giving you extra access to the ever Gangers in case they wander into a shooting gallery. 2 Juves are plenty Shooty Gangers should be equipped with either a lasgun in a starting lineup. or if he’s going to provide close support fire. They shouldn’t be overlooked lightly ‘cause if yer get a heavy weapon in a nice ambush spot they can wipe out half a scavvin’ gang an’ send the rest fleein’ for their lives! The role of Heavies depends greatly on their tactical use. buying close combat Gangers a club or sword to make them more effective in hand-to-hand combat. With a heavy weapon they can supply the hefty firepower required to flatten anybody in there sights making them great at pinning down countless enemy fighters or forcing your opponent into moves they don’t want to do. boltgun. they’re best served for meatshield and versatile gang on the table and allows you to work your duties. and ya won’t be gettin’ many of yer territories worked. heavy bolter and the more extravagant autocannon are particularly useful in this role. in your due to their lower base cost. but they learn fast an’ they’re cheap so yer can spend the scavvin’ slave work so too few of these ‘round yer gang those saved creds on bigger guns. excluding the grenade launcher Although all fighters come with a free knife. plasma gun or grenade launcher will suit your needs. extra 1 if you could only afford 4 Gangers. meltagun or plasma gun are most useful. no fancy techno gubbins and no hired gun will possible they could roll up some awful advances early on. no weapon Juves should be seen as a long term investment as it’s quite upgrades. If he’s going to sit back and provide medium-long range support fire then a lasgun. Juves Gangers Juves are right yellabellies and can’t hit a gunk door at 50 Gangers are the main rat meat of the gang. The type of basic or special weapon to buy depends on his role within the gang. You can then switch the armaments of the 2 campaign when they receive extra Attack dice from other Heavies between each other to best suit their advancements means. preferably 5. A anybody but the Gang Leader with one. The ranged weapon allows him to make best use of his high Bal- listic Skill and despite having to hold it in hand-to-hand com- bat his superior Weapon Skill and the chainsword’s parry still makes him a dangerous adversary toe-to-toe. This provides you with an effective most illustrious Gangers. though you should try and squeeze in an or autogun. Although special weap- ons are less slaughterous. Don’t bother with A popular tactic is to hire 2 Heavies each equipped for dif. fight for nothin’. No creds comin’ in means no new fighters. They do all paces. Until they do evolve into your gang to start off with. TACTICS At the start of a campaign Gang Leaders work best equipped with either a basic or special weapon and a chainsword. stub gun filled with dum-dums makes for a useful and cheap 207 . but its high cost and necessity for All a Juve needs is a pistol that rewards him with the es- a backup weapon makes it difficult to justify initially arming sential extra Attack dice bonus in hand-to-hand combat. Given time they advance quickly and have the potential to be your finest fighters as well as deflating your gang rating You’ll need to have at least 4 Gangers. their main benefit over heavy weapons is their mobility. fering multiple combat bonuses or sprinting to pick up omi- nous looking loot on open high walkways. The heavy stubber. flamer. flails or massive weapons as they’re only of use later in a fering roles. of- best territories even if a couple go out of action. it’s well worth which behaves much like a heavy weapon. Boltguns are the most destructive basic weapon. If he’s moving for- ward to dish out punishment at close range then a shotgun.

They also have the unique ability of being allowed bounty hunters are after yer hide. but even so for Bounty Hunters a mere 10 credits they’re surprisingly effective hand-to-hand Yer know ya in trouble with a bounty on yer ‘ead ‘cause the fighters. ping 35 credits per game. All a bit spooky if ya ask me.. The Outlaw Table. Slaves are so cheap that it’s tempting to hire a couple at a time. Pit that ratty bank of yours ‘cause they’ll cost ya big. They’re ‘arder than most over the normal Toughness 4 limit. derdog and Giant Killer bonuses. They’ll cost ya a fee every weekly cycle.. but you’re guaranteed to hire a skilled fighter accomplished in any role. Although all fighters benefit in terms of versatility and reliability with a backup weapon. but you may well find your- lieve in all sorts of hive spirits. If you can make it truth in it ‘cause they seem to know everythin’ about the difficult for your opponent to rescue fighters. At the start of a campaign hired guns are an easy way of add- ing extra clout to your gang for a minimal cost. 208 . but you’ll have to smash open unlikely and marks them as great disposable meatshields. the col- lective cost of the gang’s backups can quickly mount and will often be the difference between you being able to afford 4 or the much more preferred 5 Gangers. Bolt and plasma pistols are far too prestigious for a lowly Juve. Pit Slaves are the cheapest of the hired guns. For example. Un- a ‘ooge nasty lookin’ industrial weapon. GUNS FOR HIRE Don’t be forgettin’ about hired guns. such as through domes stretchin’ from the Underhive right down to the buying bio-scanners. but beware of their negative modifier when rolling on Bounty Hunters are the most expensive hired guns. but for a lasgun armed Ganger the need is far less pressing. The autopistol and to a lesser extent the laspistol are the preferred weapon as they at least offer a respectable chance of hitting something at short range. but they’re skilled fighters with unique abilities an’ can cover up any tactical holes in yer gang. though guilders. Backup Weapons There’s no definitive answer to whether you should equip fighters with a backup weapon as it greatly depends on a number of factors. a flamer totting Heavy cer- tainly requires a backup pistol as there’s a high chance of the flamer running out of ammo and the pistol provides added short range versatility. but just be careful they don’t swallow up all the wounding hit experience Pit Slaves awards. which isn’t completely hivers wanderin’ these domes. Creepy lookin’ as well ‘cause they’re covered in all are still a great way of deflating your gang rating which is sorts of bionic implants and they ‘ave their arm replaced with very useful for getting the most out of the scenario weapon. just don’t shoot with it at range as there’s a greater chance of the weapon blowing up in the poor Juve’s face over him hitting anything with it. had to be to escape from the less effective as your regular gang members advance. then Bounty Hunters can comfortably stinkin’ sump.TACTICS Strength 4 hand. a whop. I guess there could be some self tiring of the constant Rescue attempts. Later on in a campaign you’ll find that they become The Pit Slaves are ‘ard nuts. Their special Cap- Ratskin Scouts ture rules is a potent ability that most players will frantically They say Ratskins are the native inhabitants of the hive. make you a tidy profit through ransoms or selling prisoners off to the guilders. be- try and avoid being the victim of.

both of which can prove extremely useful over the course of a campaign.. If you do happen to roll a particular- ly fiendish set of advances then their Resilience ability also means that they’ll remain effective for longer. but if you roll a few dud powers then they can prove to be simply not worth their expensive 25 credits. Say. make sure it’s this. With a whopping 6 advances you stand a good chance of rolling up at least 1 Ballistic skill advance and the Gunfighter skill. Instead. At least with the beastmaster you have some idea of what exactly you’re hiring. So there ya ‘ave it mister. Head me wise words an’ you’ll ‘ave a solid chance of survivin’ in this scavvin’ hellhole. TACTICS Ratskin Scouts aren’t especially noted for their fighting prowess. honest! Wyrds are a real gamble. though their prevalence for Agility and Stealth skills as well as their Blindsnake Pouch can still make them a nuisance for opposing shooters. Good luck to yer and I’ll leave ya with words from a far smarter hiver than me ringin’ in yer ‘ead.. don’t ever trust a Wyrd! They got weird powers yer see.. With a few lucky power rolls they have the potential to be a truly devastating and game win- ning fighter. you’re not a wyrd are ya? Just so ya know. A bit wild they are. if yer readin’ me mind right now. but they’re a risk that more often than not pays off. Wyrds If ya take any of me advice. Underhive Scum Scummers don’t care much for gang life so just wander between the settlements lookin’ for wha’ever easy work comes their way. what you’re really paying for with a Ratskin Scout is their Guide and Explore abilities. Underhiver Scum are experienced and dangerous close com- bat fighters.. but again. but skilled shooters are always in demand. you’re a bit freaky lookin’. even rumours they can read what ya thinkin’. “Don’t forget... but don’t be surprised if you roll up several less than useful Initiative and Leadership advances as well. you’re still relying on the whim of the dice gods to see how many pets turn up each game.. me thoughts about stealin’ those nice shiny boots of yours are just thoughts. Scummers are a risk as their effectiveness is completely reli- ant on their random advances. I’d never do ought like that to yer mister. hit ‘em hard and keep hitting ‘em when they’re down!” 209 ..

With to write about pistols to hide my complete lack of tactical an autopistol. making real- any gang set up. their cost can often be more that that of your Heavy ning out of ammo is slim. There are eight pistols on the Necromun. a far off gang member has better chance of knowledge in the “important” areas of the game. so Cawdor gangs may wish to invest is these for combat specialists. especially if are planning ly positioned far away from the immediate action.why lighting the important and varied role they play in your Nec. more than for any other type of weapon.. Giving your Close Combat Spe- cialists Hand.TACTICS PISTOLS Tactics for holstered weapons by Matthew Campbell Heavy Weapons are cool. almost sitting around weapon-less. experienced gangers and Van-Saars. unless you know you’re going to end up in unavoidable combat. Pistols aren’t often discussed by players. Clinch Weap- ons rarely see any use in other conditions.. given to those members of your gang who are equipped and skilled to charge right up to the enemy and introduce them- selves in the traditional underhive manner (so pay attention to this Cawdor and Escher players) These pistols only fire a couple of shots (hopefully) so ammo is less of a problem. Bolt Pistols can be bought for Leaders.Flamers can also save the need for giving a Flamer to a heavy. The simple ones aren’t too great and the fancy ones are rare and hard to find. pistols form a vital part of Laspistols are the most reliable pistol available. good for those da weapons table. Bolt Pistols add a bit more kick to the couple of shots a Close Combat specialist will fire and it’s not a total disaster if you run out of ammo. Clinch Weapons Clinch weapons are the gun that your Ganger uses when he runs out of ammo for his original weapon. I’ve also chosen the laspistol’s -1 to hit at long range a real annoyance. 210 . The three ob- vious choices for Clinch Weapons are the Las. making on getting close. players (myself included) who just can’t stand to see a ganger While a large gang might contain two heavy weapons. While Bolt Pistol might seem like an expensive choice for Gangers. Pistols are. I favour this weapon for my heav- Stubber. Hand Flamers make good weapons close in. Close Combat Weapons The most direct use of pistols is as Close Combat Weapons. Skills are what define a gang.. Autopistols look like a poorer choice. The like- every gang will contain half a dozen pistols. looking like a lemon. small cheap and generally uninteresting as they seem. This article is designed to go into detail about Pistols. Guys with hand flamers often need a second pistol and defiantly need support from other troops. At the same price. When totalled lihood of both your primary weapon and the Laspistol run- together. ly then tempting and dependable back ups.. influencing the battle with his back up. You could give a gang member a bolt pistol as a back up if you really want to. or when just starting out. romunda gang.. Auto and Stub. having strength 4 really helps if you get two gangs shooting each other at close range for several turns. ammo-roll on 4+ when you can roll on 2+? Having said that. seeing as how your CC Spe- cialists tend to be a bit nasty in combat with or without their pistol. given their higher risk of running out of ammo. high. But when you get down to it.necessary. but it seems foolish to give him an expensive weapon that you don’t actually want him to need. ies. Pistols often have a bigger effect on the game sometimes you will have a heavy or sniper-ganger deliberate- than special and heavy weapons.

the idea of seeing your gang member’s weapon explode in his face might appeal to you if you are a Scavvy King. before switch to the more reliable las at close area. as adding even ten credits to the cost of a gang- er can be expensive when applied to everyone. With this in mind. If you end up with a web-pis- a stub gun and prod him into battle. It’s for this reason that auto pistols make the best Juve weapons.. you might want to experiment with Dual Pistols yourself. Choos- The idea went that I could blaze away to my hearts content ing the right pistol can make a small difference in one tiny with the auto. Very often.. They are only found at the trading post. It’s even reason.. Juves are the least likely mem- bers of the Gang to be given back up weapons. it’s best to keep it in the gang stash for special scenarios those members of the gang which you bothered to think up where it might come in handy. need the pistol at all. but with Autoguns and (gasp) Boltguns. I’d pack a pistol more often The fancy pistols are those which don’t fit into the basic uses than not. I think there is room for a lot of precision when it comes to pistols. It can be tempting to just hand a Juve useful if the right situation. targets. as these pistols have high ammo Juve Weapons rolls. but hopefully you’re a little kinder than this. Still. so I’d use the stub-gun at long range and the las when gangers most effectively. starting gangs can’t afford frippery. Both where -1 at long romunda are won.there’s not much close up. I’d be tempted not to fire it every turn. due to the but I find that it’s best when Juves keep their distance. A Gang- Fancy Pistols er armed with a Lasgun might not need the pistol. the only members of your gang who really NEED the back up weapon are heavies and people whose ammo roll is “auto”. described above. High -1 at long range. with the exception of the plasma pistol. Juves very rarely end up with anything more than pistols. In Conclusion There are only two things more beautiful than a gun: a Hand Flamers sometimes make good Juve Pistols.. To sum up. To be fair to the ponents. While this Dual Pistol idea made the Juve slightly else to say about them. but there are some scenarios where you’ll need to get close to Juves only have a BS of 2. but I’d Auto. lending them a hand +2 at short Needle pistols are good for taking on high toughness op- and (more importantly) no penalty at long. They have no other redeeming features and suffer a got a better ammo roll than the bolt pistol! Of course. Some Gangs might not use Clinch Weapons because of economy. why wouldn’t you? 211 . often means they are more than 8” away from the enemy. meaning that even the slightest a particular model and the Web-Pistol is just the ticket. but you’ve bought your gang lead- brings the cost up to that of the Las and Auto.and that is the margin by which some games of Nec- range. At the other end of the scale. I found to save yourself those 5 credits. TACTICS Stubguns are cheap back-ups. its better ammo roll may come in handy. you can give them dum-dums. but they only cost ten credits for a for those occasions when it’s a must make shot. the event of a hit. there isn’t an important distinction. seeing as how you might not the payoff wasn’t good enough to justify the extra cost. Plasma Pistols are my favourite pistol. you’ve effectively got is a Blot pistol that can be cranked up Stubguns might be cheap. which high ammo roll. but this Power means a recharge.John Ireland that they automatically hit. but are very best tools for the job. I also tried a Stub/Las combo. It’s negative modifier will leave them making an ammo roll in also a nice fluffy choice if you have a gang of Enforcers. While it’s equally effective against all trusty Laspistol. because they tend to be armed with just pistols in the first place. like Scalies. it’s only a matter of time be- your gang leader if it’s on your house weapon list. Remember to give your juve an- other weapon as well though. one Las. fore the dum-dums come back to haunt you. given Swiss watch or a woman from anywhere. saving your credits for tol. you might want more effective (and looked cool when converted). Given Juves’ er a Clinch Weapon right? Always take a Plasma Pistol for fetish for making ammo rolls. when a club or sword made the Juve more versatile. What give Stubguns to your Juves if it’s their only ranged weapon. It’s always worth buying a back-up weapon. The minor points cost difference between Occasionally (during some of my more affluent campaigns) the most common choices may mislead you into thinking I’ve toyed with giving a Juve two pistols . If you have the knowledge to equip your range. so let’s give these guys a chance and make sure they get the Web-pistols have a short range and a high cost.. Actually. . Ok. That’s it . They excel because I’m going to go out on a limb here and say that you shouldn’t of their versatility and aren’t that expensive for it. Of course you’re never quite names for. sure what you’ll come up against each and every time. Although inferior.

concentrate your sustained fire. Bargain! • Backup. but you can get plenty of shots off before running out of ammo. instead of the must. or spread your fire to take down several smaller ones. as adding a sec- less you’re in the habit of playing epic battles. The Heavy Bolter Perfect for picking off fighters using juves as cannon The heavy bolter shows that you mean business. heavy bolter. value for money of all the heavy weapons. it is around twice the range of most of the normal weapons out there. some cash and tough gangs to fight. but sustained fire lets you bend this rule a bit. when you start your gang. and it’s still good when you’re • Cost in credits: At 180 credits you could afford a sec- ready to pick a second heavy weapon. the heavy bolter is best used when you have the fire dice. This is useful for two main reasons: weapons. A lasgun is ideal. heavy weapons. the only advantage it has over the stubber is the damage it in- flicts. The heavy stubber is a good all round weapon. but you can still use sustained fire to take But what do you pay for such a prestigious weapon? down a hard target though. It’s good bolter useful. should your heavy weapon run out of ammo. you might not get a good set of targets to spread your fire over. This article aims to help you pick the right heavy weapons for your gang and playing style. Un. then as you can. • The rules state that you have to hit the nearest target. The Heavy Stubber weaponsmith skill is a necessity to make the heavy The Heavy stubber is the best heavy weapon going.TACTICS HEAVY WEAPONS Tactics for the big guns by James Spalding Your heavy equipment is probably the single largest investment in your gang. sus- tained fire lets you choose to concentrate your fire to take down one hard target. strength 5 and D3 wounds won’t What’s bad about sustained fire? make that much difference against your average ganger. First we look at some general tactics for your heavy. Ok so it’s the lowest strength of the heavy GENERAL STRATEGIES weapons. Although impressive. weaponsmith skill. it’s pretty ond heavy also adds to the running cost of your gang. • Ammo roll: Ok. for pretty much any gang. where pared to the stubber. it’s not a straight cost comparison. • Range: with a range of 40”. should you wish to move and fire. Make sure that your heavy has a second weapon with a good • Cost: 120 credits make it the cheapest of all the heavy range. Buy a weapon reload as soon 212 . • Strength: strength 4 has the edge on most other basic weapons. Provided you allocate one hit to the original target you can use the rest on any other target within 4” of the original. This could be far more devastating than the extra damage added by the bolter. In the meantime hope that your heavy gets we look at the advantages and disadvantages of each of the the weaponsmith skill. Of course. However fodder. • Ammo roll: The ammo roll of 6+ makes a heavy THE WEAPONS bolter impractical for gangs that are starting out. com- • Most commonly you’ll be using overwatch. and the best • Tactical flexibility. but if you want to be sure about taking a Backup weapon target down. Making the right choice can mean the difference between victory and defeat. rare to need much more range anyway. The heavy stubber is a ond heavy with another heavy stubber. Sustained fire Why is sustained fire such a bonus? • Better than a high strength single hit weapon. so 4+ is not the best ammo roll in the game. • Sustained fire: no other weapon has more sustained In summary.

sions. the long range could give more opportu- 213 . • Backup weapon: Make sure you take a backup weap- on to go with the grenade launcher. The save modifier of -3 is one better than the heavy bolter. In summary. most things that you hit with the autocannon • Cost: with Frag 150. with krak 170. like the cost and damage will mean that you will rarely want to com- the move or fire restriction. prohibitive for all but the richest gangs. But you will want to make sure that whoever uses it has the weaponsmith skill. Ok. • Ammo roll: The automatic ammo roll fail is the • Cost in credits: The big deal with the autocannon is worst in the game. are going to stay down. The gang leader is a possibility. But the high cost makes the autocannon later. to make sure that it doesn’t pack up just when you need it. closing down your opponents tactical options. While less than the heavy bolter and big stubber. as you will be running out of ammo in the later stages of the game. Unless your gang is really flush with cash you will is not too bad. At 300 credits. buying the grenades first. You may want to improve on this with only be able to afford one or the other. • Range: The grenade launcher has a lovely long range of 60”. then the launcher your opponent. is the likely chance of explo. at least to start with. The great thing about smoke and gas grenades is that the rules for drifting clouds of gas mean you can get at your opponents gangers even if they stay out of sight. most tables are small enough that the range of the stubber or heavy bolter will cover most of the table anyway. Coupled with the fact that it will its cost. weapon smith or a reload at some stage. but its ammo roll and initial cost makes it impractical for general use. These factors can be used to limit the options for the cost. Because the gre. two heavy stubbers could be easily run out of ammo. But it has • Strength and damage: The high strength (8) and D6 much in common with the heavy weapons. TACTICS Grenade Launcher nities. so the grenade launcher is a special weapon. but the range is more useful for the special grenades like smoke and gas rather than the standard frag and krak. The Autocannon The Autocannon is the heaviest and most ‘military’ of the Sustained Fire options. • Special weapon: The grenade launcher’s special weapon status means that you don’t have to give it to a heavy. This makes it possible to cover large sections of the table. you can spread way off. The two standard types of ammo available are frag and krak • Ammo Roll: at 4+ the ammo roll of the autocannon grenades. • Sustained fire: The autocannon has one dice of sustained fire. In summary the grenade launcher is a nice weapon. • Range: With the massive range of the autocannon you can pretty much hit anything on the table. then the tactical options available rapidly increase. • Special ammo: Should you be lucky enough to pur- chase or invent the special grenades. Save it for those gas grenades to really disrupt your op- ponents at long range. more effective. Con- versely. These factors make the weaponsmith skill a must for the grenade launcher. and you can hit them from a long nades are usable without the launcher. bine your sustained fire shots on the same target.

cun- ning. sile Launcher. but only one sustained fire dice launcher. cost. To survive in the underhive you need “stealth. only grenade launcher. Other gangs can spend their 400 credits on something more useful. the Grenade Launcher is far superior to the Mis- the missile launcher a miss.TACTICS Heavy Plasma Gun The heavy plasma gun and lascannon are similar in many ways . with the lowest tocannon. if you have the cash. underhive bounty hunter. • Strength: The strength 10 (when fired on high power) makes the heavy plasma gun the highest strength weapon in the game. • Ammo roll: auto. resourcefulness and plain dumb luck”! 214 . The missile launcher is an enhancement to the grenade launcher in some ways. The main problem with the missile launcher is you can’t use Missile Launcher: While the missile launcher’s frag and krak those smoke and gas grenades. but your heavy needs the have the most expensive. Autocannon: Much more damage. The super krak missile is overkill. but this is unlikely to make much difference and much more cost. • At 285 credits you get quite a lot of power for your money. Good for busting open tanks. Heavy Plasma Gun: High damage. Super krak strength 8. nearly highest strength and frag is quite handy. Lascannon Heavy Bolter: A bit more damage. Its real usefulness comes with gas and Missile Launcher smoke grenades. ing? Every gang should have one! • Blast template: Use of the blast template makes the heavy plasma a bit more dangerous. with super krak able range and the blast template might hit more than one missiles 300 credits. highest strength. Make sure you have a backup weapon. Heavy Stubber: Good all round weapon. You won’t go far wrong with two heavy stubbers. high strength and high range (on full power). much more strength and • Range: the 72” range is 12” longer than the grenade more range than the stubber. turn of recharge time when fired on full power. Grenade Launcher: Much more range. but it has the highest cost and. • Ammo roll: Again. but experienced When you are at the point of deciding on the second heavy gang leaders won’t pack there gangers close enough for weapon to add to your gang you could consider the follow- the blast template to hit more than one ganger anyway. game. Of course. but not worth the money over the a big range. 4+ is not too bad. worst of all. high power means that you will have to wait a turn for SUMMARY a recharge. with D6 damage.high damage. ing: The heavy plasma gun is an interesting alternative to the au. but you could use that time to move your Did I mention that the stubber is the best heavy weapon go- heavy. of which the cost is prohibitive for most gangs: launcher in many others. but it has a high price and needs one launcher makes it an extravagant choice. but it’s still too much for most. the weaponsmith skill is a must. The extra strength on the Lascannon: The highest damage. a bit more strength and The lascannon is for the brash gang that needs to know they a bit more cost then the stubber. but the weaponsmith skill is a necessity. highest damage weapon in the weaponsmith skill and a weapon reload to make it useful. • High or low power: The Heavy Plasma gun has the in game tactical choice of high or low power. The main drawbacks are the cost and the fact you can’t use the gas grenades with it. one hit per turn. Stick with the grenade launcher and give equivalent. reason- • Cost: with frag missiles 220 credits. A final thought in the words of Kal Jerico. • Strength and Damage: Frag strength 4. but not as good as the grenade And the rest. in a game. The high cost of the missile target on a good day. which is where the main tac- ammo is slightly more effective than the grenade launcher tical use comes in.


wounding hit he inflicts during the battle. Smoke or Flash Flares) can the bar and touching the bar. The attackers deploy up to 4” in be used in this game. As well as a Bar Owner: The owner of the bar knows what is coming small reward of D6*10 credits he will also provide you with and decides to get things over as quickly as possible. TERRAIN The bar is best represented by an 18” square playing table. Both the furniture and any models behind the bar will be in start flying and neither is really prepared after the initial shot.Bar fight works well either as a pre-cursor to a Rescue scenario (gangs ‘nego- tiating’) or for a campaign Arbitrator introducing a new gang (they want to make their mark).. The remainder of the board is other wise empty except for a few chairs and tables. Though you can score multiple SCENARIO SPECIAL RULES wounds from one shot using some weapons only 5 This scenario has the following special rules: points are earned when this happens. money from the owner.TACTICS BAR FIGHT by Dave Parsons Most settlements focus around their local drinking hole. For this game all members of the defending gang on the board have +1 Ld but INCOME they are not so quick as they were and have –2 I Defender: If the defender wins the game the bar owner will be indebted to them for saving their bar. Make a note on the gang roster every time a fighter scores a hit and wounds his target. The player who rolls the highest goes first. and you have resolved as noted below: the Bar Owners shot (see below) each player rolls a D6. partial cover at best.. only start taking bottle tests after 4 gang members have been +5 Per Wounding Hit: A fighter earns 5 points for each lost. Spyrers do not utilize drinking holes so will always be the attackers. One edge must hold the bar itself which is a 1” wide table set 3” into the room (see layout). Both gangs count as having moved. and are lees affected by their surroundings. SCENARIO SELECTION Any gang that is allowed to select the scenario may select this scenario and will be the attackers. confined spaces and rivals gangs you know you’re gonna need to buy some more furniture. long-range scatter shotgun shot from the owner. +D6 Survives: If a fighter survives the battle then D6 experience points are earned. The attacker gains 2D6x10 Credits that are paid from the Defenders income (the Bar owner puts Tension: You could cut the tension with a knife as the bullets this onto the Defenders tab). 216 . and when you mix alcohol. EXPERIENCE STARTING THE GAME Fighters who take part in the scenario earn experience points Once all the fighters have been set-up. GANGS Cramped: The bar is cramped and so no one is going to be Both gangs may only use their Leader and D3+2 other gang fool enough to risk bringing the roof down. The other three edges are con- sidered to have walls/windows in and anyone moving off the board will be removed from the game. from the opposite edge. The defending gang places their models in front of ons or grenades (other then Gas... not 5 per wound. Even fighters who are ENDING THE GAME wounded and taken out-of-action receive experience for The normal rules for bottling out apply except that they will taking part in the scenario. After some booze to take away and so you gain D3+1 bottles of both sides have deployed the defender resolves a single BS2 Wildsnake (see Outlaw Trading Post). Once he has made his shot he ducks out back to hide from the fight and Attacker: If the attacker wins then he is in a position to extort takes no further part. No heavy weap- members. +10 Winning Gang Leader: The winning Gang Leader Drunk: The defending gang have been drinking all morning earns an extra 10 experience points.

As a result. then news will quickly spread of his retribu- 217 . It only 5 points are earned when this happens. Tunnels. disputes that are invariably settled through bloodshed. The player that rolls highest must action. the Gang Leader of each gang Fighters who take part in the scenario earn experience will hate the Gang Leader of his opponent’s gang (if they points as noted below: did not already). ditional rules to represent the enmities that have developed The winning gang will therefore gain an extra D6x5 credits between the two gangs involved. not just the feuding Gang Leaders. Though you can score Each player takes it in turns to place a piece of terrain. it is far from uncommon for fierce rivalries to develop between Gangers. in the same way as a Players may select this scenario during the pre-battle se. combat prowess or legitimacy of birth. TACTICS VENDETTA by Michael Duxbury Underhivers are notoriously touchy and aggressive individuals. then this shall represent the beginning of an ongoing feud between the leaders of the op. that their hatred for one another shall last for as long as one +5 Per Wounding Hit: A fighter earns 5 points for or both of them live. Make a note on the gang roster every time a fighter scores TERRAIN a hit and wounds his target. not 5 per is suggested that the terrain is set up within an area of 4’ x wound. If they do. ENDING THE GAME If a gang fails a Bottle Roll. each player rolls a D6. This will apply to all models that hate a rival choose his side and set-up all of his fighters within 8” of fighter. ei. during the income section of the post-battle sequence. From now on. Vents. multiple wounds from one shot using some weapons ther a ruined building structure or a connecting walkway. exactly as if they had suffered the Bitter Enmity “injury” and subsequently rolled a 3-4 on the chart. he could potentially gain this 8” of the opposite table edge. If a model that table edge. not used to being treated with disrespect. and for taking part in the scenario. or one player voluntarily Bottles Out. +D6 Survives: If a fighter survives the battle then D6 It is presumed that one leader has said something typical experience points are earned. This is essentially a modified Gang Fight scenario. quence as normal. His opponent then sets up his gang within hates multiple enemies. wounded and taken out-of-action receive experience cal appearance. with ad. EXPERIENCE posing gangs. and any other bonus several times! special rules that would allow a fighter to set-up outside of 8” or in a special way can be used in this scenario as normal. and their opponents will win. Even fighters who are offensive or inappropriate regarding his counterpart’s physi. then the game ends – the bottled out gang loses. each wounding hit he inflicts during the battle. er earns an extra 10 experience points. Giant Killer Bonus. 4’ or slightly smaller so that the gangs start off a reasonable +10 Winning Gang Leader: The winning Gang Lead- distance apart. +10 Vengeance: A fighter receives a bonus 10 points GANGS (cumulative with normal wounding hits) if he is di- rectly responsible for taking an enemy he hates out of Each player rolls a d6. The player who rolls the highest goes first. STARTING THE GAME Once all the fighters have been set-up. tion against those that do not show him appropriate respect. SCENARIO SPECIAL RULES This scenario has the following special rules: Territory: If a winning gang successfully manages to have at least one surviving fighter claim the Vengeance experi- ence bonus. as associates pay fealty to the ruthless warrior! This is added to SCENARIO SELECTION the gang’s income rather than profit.

drugs and infor- mation). and if you manage to take down some of the local authorities. the enforcer driver and it’s escort should be placed on the road directly in front of the precinct. If what they say is true.. deemed as the exit (2) if Otto is escorted by foot to any exit and (3) if both gangs bottle out the enforcers win the game Vents or infiltration may be used in this scenario. errr enterprising organizations. Mr. 2D6 Experience is awarded ENDING THE GAME to the Ganger who manages to stop the convoy perma- If a gang fails a bottle roll. The player with the higher number may +D6 Survives. The gang that captures Otto and delivers him to any table edge wins the match and also a 300 cred reward from Otto STARTING THE GAME Harkon’s criminal empire.SCENARIOS GET RICH OR DIE TRYIN by Scott Kroll “Pssst. The vehicle containing “Otto Harkon” (one of the Underhive’s most notorious supplier of illegal weapons. The first gang to set up should place all of its gang mem- bers on the opposing side of the board at either corner or the center edge of the board out of sight from any enforcer and within 12” of that point. preferably in the middle.. but models can only be placed within any of the ganger starting points.. Word on the street is that you had some run-in’s with the law. So are you interested in making some money??? Well I got a job for you! Granted you’ll probably lose some of your gangers. The Arbities precinct should be on placed on the 6’ table edge... The enforcers win the match if (1) the vehicle carrying Otto hits the table edge SPECIAL RULES In this scenario all gangs have a +2 leadership (to a maximum 218 . not only managing to stay in business. in order to give the player room to maneuver. out. one of the most infamous players in the Underhive’s criminal. Not bad.. Harkon is quite wealthy and has a lot of influence with the locals. turn and the remaining player has the last turn. come here.. GANGS The enforcers start off with 8 patrol members which can be placed anywhere within a 12” radius from the precinct. you got my respect for sure. Ter- rain should be placed through out the board. I even heard that your boys took out an enforcer or two. The player who chose who sets up first gets the second +5 Per Wounding Hit. A road with three possible routes to the opposite table edge should be placed from the precinct to the opposing edge. Hey you. +10 Winning Gang Leader.well of course you have. that player’s game ends you and your boys got a pair?” TERRAIN The scenario should take place on 4’x6’ area. After all enforcer models are placed the opposing gangs roll a D6 and add their highest EXPERIENCE leadership value.. The second gang may set up at either of the two remaining points out of sight from any enforcer and within 12” of that point. Enforcers must set up first.. Mr... So. or a player voluntarily bottles nently. If any fighter survives the battle then D6 choose who sets up first. Let me get to the point. I need gang with a big pair of you know what to bring him back to us.. +2D6 Stopping the Escort.not bad at all.all the better.but hell no one lives forever. The enforcer patrol gets the first experience points are earned turn. Your gang is gaining quite a reputation down here in the Rampart. Have you ever heard of ‘Otto Harkon’. Harkon has been taken down by the local authorities and is being transported ‘upstairs’ for some questioning by some of those rich boys and their ‘noble’ houses..

It also has an armor save of 5+. The bikes are armed with a mounted boltgun and its rider carries a power maul for the purposes of close combat. Should the bike take a “down” or “out of action” result the bike is destroyed. The Bikes: The bikes move at a rate of 16” while on the road and at a rate of 8” off the main roads. given to the gang by Otto’s loyal employee for this mission only. An enforcer model (driver) and Otto should be placed in base to base contact within 2” of the vehicle. Otto may never be in the custody of bike. nor engage in hand- to-hand combat. When the escort loses both its wounds the vehicle is considered dis- abled. and if the result is flesh wound the bike continue to move at half its movement rate. The bikes have a toughness of 4 and an armor save of 3+. Both gangs roll a D6 the gang with higher roll can designate one model to carry a missle launcher (with D2 krak missles). If the result is downed the enforcer should be placed face down. The Escort: The escort (controlled by the enforcer player) moves at a rate 10” on the road and a rate of 8” off-road. may not shoot. he will wander D6” in a random direction until an- other models comes in base-to-base contact and assumes controls. 219 . SCENARIOS of 9) for the purposes of taking bottle tests. Otto Harkon: The player who is in sole base to base contact is considered to have Otto in its custody. Otto moves at the same rate of movement of the player in base to base. If the result is “out of action” the bike and its rider are to be removed from the game. Should the model having custody of Otto be attacked in hand-to- hand. The bikes may never be pinned. The vehicle carrying “” is considered to have a toughness of 5 and 2 wounds. Otto cannot be killed.

One of the player’s gangs has been hired to deliver a pack- age for a local Guilder.e. The choice is entirely up to the defender but ways may be placed stretching across the road if you wish. too. Until the attacker triggers the trap all his fighters are consid- ing gang or to a decoy. You should number the SEQUENCE OF PLAY counters and allocate each number to a fighter in the attack. no road but you should limit the items to about a dozen pieces further than 6” onto the table edge. but they must be behind cov- they will. such as small barricades and barrels along the in the deployment zone as indicated on the layout below.. only in the buildings on either side. The ambusher may not place any counters on the road. Walk. should not know which fighter has the package. while the other gang has been hired to ‘retrieve’ the item. on a 4’ x 4’ table with a clear The ‘courier’ player should then choose a fighter to carry ‘street’ or ‘road’ separating the buildings on either side.. maximum.. Our agent will be waiting for your ar- rival. the package. i. one gang is moving through a sector while delivering a package for a client. It is designed for two players. while the other player’s gang has been The ambusher should place these counters where they wish hired to stop them. The ‘package’ is to be delivered to Devlin’s Bar in Sector Gamma by midnight. anyway they can.. er and are considered hidden. The attacker may move deployment of the attacking player’s fighters.SCENARIOS THE PACKAGE by Tony Slade An ambush with a little twist. that there are at least four more counters then there are fight- ers in the attacking/ambushing gang. that represents some creature or noise that may cause a de- fender to suspect something is in that location. the defender places his entire gang es of terrain. The ambushing/attacking player should set up the terrain as shown in the layout below. +++End Transmission+++ INTRODUCTION ‘The Package’ is a scenario based on the ‘Ambush’ scenario given in the Necromunda Campaign section of the rulebook. The attacker but no major terrain pieces should be placed on the road. The ‘Cou. but it has a slight twist on it that makes it slightly different. We have a package that we wish delivered. the ‘Couriers’ get the first turn. just that across the road and on any level. The ‘Couriers’ or defending players can then place small piec. he should note what fighter it is on their roster. or to a decoy 220 . SET UP or behind any cover on walkways going over the road. When this has been done. anywhere in the terrain on either side of the ‘road’ where riers’ are aware that someone may try to separate them from the defending gang will travel along. on walkways stretching the ‘package’ but they are not sure where and when.. +++Begin Transmission+++ To whom it may concern. Be aware that a rival organisation has contracted a rival House to stop this delivery and to attempt to take the ‘pack- age’ from you: this must not be allowed to happen under any circumstances. STARTING THE GAME Make some counters (pieces of paper will do) but make sure The defenders. These counters represent the secret ered to be hidden and behind cover. and to ‘retrieve’ the package.

or splitting up and moving in smaller groups. utilizing all sus. the defender wounded or taken out of action. The failing gang however. then that what they believe is an ambusher. 221 . as well as shooting if any fighter is able to. If the Defending player successfully If the counter is a decoy. and normal game sequence initiates. Roll to hit as normal. +5 Courier. The courier can be any defending fighter carrying the item. RETREIVING THE ‘PACKAGE’ If the fighter carrying the package is taken down or out of action by any means. it is totally up to the player. SCENARIOS are available to him. then the item that they are carrying is dropped and can be picked up by any other fighter from either side. ments: SPRINGING THE TRAP +D6 Surviving. This is the only time that the attacker has any firm idea about where the package is. This money still needs to go through the normal move and fight as normal. The attacker then gets their turn. which the attacker can do at the start of any of his The gangs are awarded experience for the following achieve- turns. though no fighter may run. +10 Leader. or run. If an attacking fight- and jumpy that they will fire a burst of weapon fire towards er manages to get the item off the defender. A fighter earns 5 experience they are under attack. The defender’s objective is to get the ‘courier’ off the table •An attacking fighter manages to pick up the ‘pack- edge marked ‘Exit’ with the item. hears or sees something that will make them believe that +5 Per Wounding Hit. gang may not Bottle out. the sequence continues as before. wishes across the table. If the attacker is successful in retrieving counters in position to keep the defender guessing. either voluntarily or involuntarily. The defender keeps moving either until he spots a fighter or until the attacker decides to spring EXPERIENCE the trap. will suffer the wrath of the income collection. The winning leader receives 10 experi- tained fire die if the weapon has sustained fire capability. Until then. ENDING THE GAME these counters as if they were fighters (even decoys) but if The game ends in the following ways: they leave cover and cross open ground then the defender will spot the movement on a 2+ and will know they are in a •The ‘courier’ gets off the table edge marked ‘Exit’ trap. Because of the importance of the ‘package’ the defending but they may not enter the terrain on either side. determine if the counter represents a fighter or a decoy and resolve any SPECIAL wounds and injuries as normal. the position of the counter. or delivering it safely. The successful gang will receive payment for their services. Place a loot counter on the tabletop to represent the package. If any shots hit. then they will receive 75 credits added to their can replace the counters with their appropriate fighters and income. and the nor- mal sequence of play resumes. moving straight across the table in one group. The defender may now move anywhere that they wish on the table. The defender will fire his fighter will get the experience instead. counting either retrieving the ‘package’. until the trap is sprung. but the defender now knows that they are caught in a trap. The ‘courier’ receives 5 experience points When the defender ‘spots’ the counter they are so on edge for carrying the ‘package’ safely. or they the package. whether or not they were counter (initiative of the fighter in inches). The fighters are still classed as procedure for post. any ideas of the courier are simply guesses. the counter as being in full cover. most powerful weapon (highest strength). either •The attacker bottles out. they can keep the rest of the ed to the income. He may move however he age’ after it is dropped and exits from any table edge. points for each wounding hit that they cause. The Guild spread the word around about the gang’s inept- The defender may continue with any remaining moves that itude and therefore they will only collect half their normal income in the post-game sequence. with the package. delivers the ‘package’ then they will receive 100 credits add- The attacker now has a choice. A model surviving the encounter If a defending player moves within spotting distance of a earns D6 experience points. at ence points for successfully completing the mission. whichever gang wins. being hidden (except the fighter that was spotted).

Each player rolls a dice. The low scorer Interception: If an opposing fighter is under the path of the chooses which table edge he wishes to set up on and places pass he may make an initiative test to intercept the ball suffer- his fighters within 8” of that table edge. each player. Each player may only have 7 equal to their attacks.SCENARIOS UNDERHIVE SLAUGHTERBALL A Blood Bowl flavoured Necromunda scenario. I recommend the table be a bit smaller than your normal table. Passing: You may make one pass action per turn. His opponent then ing a modifier of +2 to the dice roll. If a fighter goes down he drops the ball and it scatters. It hits with the Strength of the passer with club (Str as user +1). add or subtract the appropriate modifier: manently marked out). maybe 3’ by 2’. fighter is treated as being knocked out. If a misfire is rolled then it hit something and scat- end-zone’s table edge at the start of the next turn. rumble without taking a hit. Down If you miss then the pass has deviated. One ball per 2 players (or tokens representing balls) are placed If the fighter fails the test the ball scatters. from his spot. Leader Re-roll: While your leader is on the board and still STARTING GAME standing once per half you may use up your Leader re-roll to Both players roll a D6 and the highest scoring player takes the re. Scatter: The ball bounces D6” in a random direction (use the The game is divided into two halves consisting of 8 turns for direction scatter dice). If you do so you have scored a touch- down. This re-roll may PLAYING SLAUGHTERBALL only be used if your leader is on the board and isn’t down or broken. no running and passing. and ‘to hit’ of your fighters and within 4” of your opponent’s table edge. The objective is to get a ball into one of your oppo- nents’ set up zone (which should be permanently marked). Use all the The aim of the game is to get the ball into the hands of one normal shooting rules. second half ifier for trying to catch an accurate pass. and after every touch down. Outlanders are Foul: Any fighter may attempt to foul a fighter that’s down not trusted (besides they play their own games like “STOMP and in base contact with them. Place the template over the passer and also called the end zone for this game (these should be per. ter dice (it can only deviate a maximum of half the distance en off the field and a new fighter may make enter from their travelled). If you fail to dodge any opponents get a free hit. rules. Quick Pass 0-4” +1 Short Pass: 4-8” +0 At the end of the half and after any touchdown you take all Long Pass: 8-12” -1 your fighters off the board. fighters on the table at a time. Fighters are not allowed to take weapons or armour. The down ters from a random point in the flight path. by Ben Isaacs TERRAIN that bounces within 1” of him or is accurately thrown to him. GANGS This scenario is restricted to house gangs only. otherwise set them aside as ‘knocked-out’ and roll again after the next touch down (or if the first half If you roll a 1 the passer has fumbled the ball and it scatters ends). The game will last as long as it takes for each player to have 16 turns. You may not leave a rumble oth- erwise. the following modifiers: Catching: A fighter may make an initiative test to catch a ball Quick Pass: +1 222 . In a rumble it is basically treated as a cessfully thrown. sets up within 8” of the opposite table edge. There is a +1 mod- in the center of the table at the start of the game. on a 4+ players that were down Long Bomb: 12-15” -2 are available to use. roll may only be re-rolled once so no re-rolling a dodge roll that has already been re-rolled using a skill). but at Str +1. They get a number of hits IT! EAT IT!” by the scavvies). you must roll the scat- fighters that manage to crawl to their own end-zone are tak. You may throw the ball as a weapon it uses the same rules as The ball may be used as a weapon (this is the only time a passing except your target may not try to catch it if it is suc- weapon can be used). including cover.roll any one roll one of your fighters has just made (a dice first turn. and keep in Dodging: You may make an initiative test to escape from a mind fire traps aren’t really an issue.

Tackle If you successfully charge an opponent you may make a Str test to tackle them. If he has the ball on a 4+ on a player has won for the purposes of determining experience D6 he drops it and it scatters. Rumbling is treat. Sneak Up: The fighter may set up 4” outside of your set-up zone. SCENARIOS Short Pass: +0 Rapid Fire: The fighter is able to make a quick pass in re- Long Pass: -1 sponse to being charged. If you are in base to base contact with a down oppo. +1 per successful pass +2 per successful interception Crackshot: The fighter has an additional +1 modifier to any +3 per touchdown scored passing attempt. Dodge: The fighter may re-roll one failed dodge attempt per turn. ed like hand-to-hand with the following exception: Fighters are not automatically taken out of action when they go Evade: Anyone attempting to tackle this fighter suffers a +1 down (remember. This does not affect your combat score in the rumble but it does stop you dodging away. Body Slam: The fighter may re-roll one failed tackle roll per turn. The win- ner is the player that has scored the most touchdowns. Overwatch may be used in con. The following skills provide special bonuses during this sce- nario (in addition to what they usually do): Long Shot: The fighter has an additional +1 modifier to any passing attempt. Either way no combat is ing the distance scatter dice. Ambush: Anyone tackled by this fighter may not use Step Rumble: Replaces hand-to-hand combat. EXPERIENCE +2 per wound Strong Man: The fighter may not be strip balled. Monkey Grip: The fighter may not be strip balled. if you succeed they are Accuracy: Any inaccurate passes deviate D6” instead of us- pinned. Step Aside: If he is tackled on a 4+ turn a successful tackle ENDING THE GAME into a failed tackle. +10 for the winning leader Marksman: The fighter may re-roll one failed pass attempt SPECIAL per turn. After he throws the ball the charge is then hit) and the ball scatters. successful tackle. no experience is awarded for wounding modifier to the attempt. Aside to nullify it. The winner gains D6x10 creds for income. down opponents). worked out. If you fail you are pinned. (both players are considered to have won for giant killer bo- nuses). The game ends once 16 turns have been played. stead of one.up zone. Fighters that are down cannot be rum- bled. +5 most valuable player award (awarded to one random fighter on each team that participated and Hip Shooting: The fighter may run and pass with an addi. junction with passing either as a weapon or to a friend. survived) +D6 for playing tional -1 modifier to the passing attempt. Bulging Biceps: Reduce the range on any pass by one ‘band’ SKILLS (but never lower than quick pass). If an Disarm: At the start of a rumble you may attempt to strip equal amount of touchdowns have been scored then neither the ball from the opponent. Leap: If the fighter is leaping while tackling he gains -1 to Inspirational: You start with two Leader re-roll tokens in- the attempt. You may be during this scenario instead the fighter may set up 4” outside pinned in a rumble by either being hit by a thrown ball or a of your set. Additionally the modifiers for overwatch will apply. 223 . all the normal rules for passing Long Bomb: -2 otherwise apply. This does allow him to throw the ball as a weap- If it hits an enemy they are pinned (in addition to taking a on at the charger. The loser gains D6x5 creds for income. Infiltration: You are not allowed to infiltrate normally nent you get a free hit in the rumble phase. fought this turn if you choose to tackle.

I know fighters. GANGS er if they are within the leader’s leadership distance. ing the game. The Arbitrator keeps dealing until that a game breaker is re-rolled. The Arbitrator takes the deck of cards. This means one movement phase. and weird things going on at the same time. in a pile. here are terrain as possible. This can get ugly quick. not discourage play. again in a pile. just make sure from a short board edge. place in a cramped section of the Underhive. The game is always played in the wastes or Badzones or sim. Then the gangs’ set-up any- Friendly Fighter: For this scenario all gangs are assumed to where on the short table edges. you can. I hate him?’ The answer rate to win the scenario. STARTING THE GAME TERRAIN The game starts with the gangs going first and then the Ar- It is suggested that a 4’ x 6’ board be used. and places them anywhere on used. vermin. so all fighters in all gangs act as one. The Players and the Arbitrator should some special rules for this multiplayer game: place terrain as they see fit. Vents. Purge!!! is an Arbitrator Scenario. Leadership: Any gang may use the leadership of a gang lead. and then deals the top three cards. The Arbitrator may also want to take some time before the game is played to create some vermin (using the Bestiary Rules. and Infiltration may not be used be- losing your nerve if a fighter is taken ‘down’ or ‘out-of-action’ cause the area is just too dangerous to go off on your own. Any gang rating can be used and as you will see. so it is advised that you ENCOUNTER CARDS do not take out friendly fighters in this manner. MULTIPLAYER This scenario works best when two or more players and an Arbitrator participate. It is up to the Guilders and lower houses to cleanse the Underhive. Keep in mind that since all the gangs are set-up at the same time it is advisable and encouraged for the gangs to split up Closest Target: Although this is a cooperative effort. and generally collabo- that you will ask ‘Can I shoot Jed. the higher the better. is yes. but there is great reward in a ‘Purge!!!’ scenario.SCENARIOS PURGE! by Rob J. No one is to look at the piles. to cleanse a local area of the Un- derhive. The fight is taking bitrator. which represents Guilders hiring gangs. To compound things the Noble Houses are keeping the Necromunda Defense Force close to protect themselves. The object is to play in a Badzone. within 2” of you. Next. One player can control more then one gang or the Arbitrator can also field a gang. assign gangs to certain areas. fighters of other gangs are not the closest targets because standard deck of playing cards (52 cards plus jokers). like Pit of Despair or Sea of there are no more cards to deal. The more experienced the gangs the more fun this scenario can get. one 224 . by Nick Ja- kos) and familiarizing himself with the Daemon rules in this Mini-Campaign as well. TREACHEROUS CONDITIONS gives them a jolly shuffle. Treacherous Conditions may be out three cards. to the center of the board. Tunnels. and testing for board. These they are temporarily ‘friendly’ fighters. The gangs get one massive turn. Once all the players are decided the Arbitrator notes all the gang ratings and adds them up. At the discretion of the players and the Arbitrator more the board at least 16” away from another stack of cards or 8” then one treacherous condition can be used. There are just too many creatures. not even the Arbitrator. Other scenarios can be played to. Since this is a mul. so use as much tiplayer game and a lot of things are gang specific. To illustrate In order to fully play this scenario the Arbitrator will need a this. lawful or not. During the ‘Purge’ Event it is recommended that each gang try to play as many of these scenarios as they want. original article from Outlanders The Authorities have discovered that multiple areas of the Underhive cannot be contained by the Enforcers alone. will be used to represent the various creatures that will be purged in this scenario. Reiner & Tony Slade. but only as long as Jed is not a member of your gang. the arbitrator deal ilarly nasty environment. no more then 4” onto the be friendly gangs for testing to escape pinning. Goo. until the stack is revealed.

In ly and will only have what they are armed with. or Gigantic Spiders. In the event that a fighter low the Daemon rules later in these Mini-Campaign rules. outlaws. Each one that does will reduce the amount of the bounties paid to the gangs. This means that a ESCAPING DEVIANTS fighter could gain +3D6 experience or the leader The goal of the deviants and creatures that are brought into could get 20+2D6. Simple vermin that Fighters who take part in the Purge!!! are awarded experi- you may already have are Giant Spiders. Carrion ence points as indicated below: Bats. and The game lasts until all the cards are revealed and the last then continue with his turn as normal. Make a note on the gang roster Daemon rules later in these Mini-Campaign rules. etc. They follow the during the battle. Deviant the event that the percentage is over 100% then no bounties Scum that are taken ‘down’ are also taken ‘out-of-action’ are given because the Guilders would not be able to take and removed from play. or any other on those cards (jokers are ignored) are assumed to have es- fighter you want to use. After the gang turn the Arbitrator rolls See the Bounty Rules below. ENCOUNTER CHART NOTES Reduce all of the gang’s bounties by 5% for each creature The following applies to the gang rating charts: that escapes (i. +5 Per Wounding Hit: A fighter earns 5 points for Major Daemon: The Major Daemons are Fleshounds. even though they would if they ed are pinned. as per the Bounty Chart. every time the fighter scores a hit and wounds his target. took that creature out-of-action notes what type it was. They must be represented accurate. caped. money from the gangs. This is a fight for your life. 225 . See +20/+D6 Master Hunters: The gang that collects the the Bounty Rules below. and Daemonettes. if two creatures escape everyone loses 10%).e. The following tables can be used straight up or the creature that they cleansed (took out-of-action) in the game Arbitrator can modify them as needed. friendly fighter and wound him you do not gain a Fiends. +2D6 Survives: If a fighter survives the battle then Jokers: If a joker is revealed then the revealing fighter is the 2D6 points are earned. they should attempt to get through the gangs and off either of the two short board edges. but do not have their WS/BS reduced at all. the cards are revealed and the appropriate creatures are placed in the area of the cards. could. creature is taken out-of-action or leaves a short board edge or all of the gang’s bottle out. Remember that Bounties are income and not profits. but in general. wounding hit for that shot. Beast each wounding hit he inflicts on an arbitrator’s model of Nurgle. the game by the Encounter Cards is to get off the short board edge. turn over all remaining encounter cards and any creatures Ratskins. Giant Rats. is possessed then continue to track his experience since he will get the experience for the out of body Reward: Each time a creature that is brought forth from an feeling and if you take him out he was an arbitrator encounter card is taken out-of. SCENARIOS shooting phase. What the card represents BOUNTY RULES are creatures and deviants lurking in the area that must be Once the game ends the Guilders will pay the gangs for each cleansed. a d6. On a result of ‘1-5’ nothing special happens and he takes his turn.action the gang leader who model at the time you shot him. At that 50% down or out-of. Ripper Jacks. assuming he has any creatures revealed. so REVEALING ENCOUNTER CARDS bottle checks start at 50% instead of 25% and you cannot Encounter cards are only revealed when the Arbitrator rolls voluntarily bottle out until you are required to take a test at ‘6’ or when a fighter comes within 12” of the pile. The Arbitrator controls how they move. This also means that if you take a shot at a Minor Daemon: The Minor Daemons are Bloodletters. On a ENDING THE GAME result of ‘6’. Milliasaurs. most bounty credits will each receive an additional +D6 on top of other experience. Pink & Blue Horrors. Flamers. time. corrupted Redemptionist. Roll a D6 on the Surprise Attack ed and taken out of action receive experience for Chart. Hive Vermin: Hive Vermin are anything that you want to EXPERIENCE create with the Bestiary by Nick Jakos. reveal it. he can choose any one card stack. Deviant Scum that are flesh wound. and Plaguebearers. This can usually mean that no bounties are paid. If all the gangs bottled out then the Arbitrator must Deviant Scum: Deviant Scum are basic gangers. Scavvies. but the leader will collect +20 instead of this +D6.actions. Even fighters who are wound- victim of a surprise attack. They fol. taking part.

ENCOUNTER CHART (combined Gang Rating > 12001) SURPRISE ATTACK CHART Joker Surprise Attack! See Below. If the test is failed. If the test is failed. Queen 4 Minor Daemons or 6 Vermin or 4 Devi- 3 Zombies: The victim is automatically attacked by ant Scum. his major powers. an Ash Clam as described in the Bestiary. If the fighter rolls equal to or under his initiative (unmodified for ar- BOUNTY CHART mour) then he is simply ‘pinned’ and flesh wound- ed. 4 Brain Leaf: The victim must immediately roll un- Jack 3 Minor Daemons or 5 Vermin or 3 Devi- der his leadership characteristic. Black King 1 Major Daemon or 1 Wyrd with all his ant Scum. have a special or heavy weapon. have a special or heavy weapon. D3 Minor Daemons are to be placed within 4” of his location. D6 Minor Daemons are to be placed within Wyrd 75 credits 4” of his location. Up to one Deviant Scum may have a special or heavy weapon. he is killed outright. Joker Surprise Attack! See Below. Black Ace 1 Major Daemon or 1 Wyrd with all 6 of Ace 1 Major Daemon or 1 Wyrd with all 6 of his major powers. If this fighter has ‘Foothold Pos. he returns to normal at the end of the game. Assuming the fighter sur- vives.SCENARIOS ENCOUNTER CHART ENCOUNTER CHART (combined Gang Rating < 8000) (combined Gang Rating 8001-12000) Joker Surprise Attack! See Below. 6 Unwilling Sacrifice (Major): The fighter must im- mediately take an initiative test. He and Hive Vermin 10 credits all his equipment are removed from the gang’s Deviant Scum 20 credits roster. Minor Daemon 100 credits sessed’ noted on his roster slot then D3+1 Major Daemons are brought forth instead. have a special weapon Queen 3 Minor Daemons or 5 Vermin or 3 Devi- Black Jack 2 Minor Daemons or 4 Vermin or 2 Devi. Jack 2 Minor Daemons or 4 Vermin or 2 Devi- ant Scum ant Scum Any Red Discard with no effect. Up to one Deviant Scum may major powers. ant Scum. a Face Eater as described in the Bestiary. Up to one Deviant Scum may ant Scum. He and all his equipment are removed from the gang’s ros- ter. 10 2 Minor Daemons or 4 Vermin or 2 Devi- ant Scum 5 Unwilling Sacrifice (Minor): The fighter must im- mediately take an initiative test. Major Daemon 200 credits 226 . Black King 4 Minor Daemons or 6 Vermin or 4 Devi. Part 2. Up to one Deviant Scum may then the victim is treated as an arbitrator fighter have a special weapon for the rest of the game. ant Scum mour) then he is simply ‘pinned’ and flesh wound- ed. d6 Result Ace 1 Major Daemon or 1 Wyrd with all 6 of 1 Face Eater: