This book contains rules that allow you to play out the
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Escher and Goliath gangs, focusing on ‘Zone Mortals’
style games using the contents of the Necromunda:
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battlefields of the manufactory zones above.
THE RULES
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Many of the rules that follow will be familiar to .
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of the same core mechanics. But beware, certain s
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tactical and narrative character of deadly battles
fought in the dark tunnels between rival gangs.GANGS AND FIGHTERS
In Necromunda, each player controls a ‘gang’, which is made up of a number of miniatures. Each of these
models is referred to as a ‘fighter’. Each might have their own rank — Leader, Ganger, Juve and so forth = but
‘fighter’ cavers them all
CHARACTERISTICS PROFILES
Each fighter has a characteristics profile, which describes their capabilities in battle. For example, here is the
profile for a Goliath Ganger:
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MOVE (M)
This is the distance, in inches, that the fighter can.
usually move
WEAPON SKILL (WS)
This shows the fighter’s proficiency with
melee weapons.
BALLISTIC SKILL (BS)
This shows the fighter’ proficiency with
ranged weapons
STRENGTH (S)
The higher a fighters Strength, the more likely they
are to inflict damage on an opponent when they are
in close combat,
TOUGHNESS (7)
The higher a fighter’s Toughness, the less likely they
are to be wounded by an attack
WOUNDS (W)
‘Afighter’s Wounds characteristic is a measure of
their ability to survive hits which injure ther, and
keep on fighting.
INITIATIVE (0)
Initiative measures a fighter’s dexterity and reflexes,
ATTACKS (A)
‘When a fighter is engaged in close combat, their
‘Attacks characteristic determines how many dice are
rolled when they attack in close combat.
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LEADERSHIP (LD)
This is a measure of the fighter ability to issue
commands and lead their gang mates,
cool (cL)
A fighter’s Coo! represents their capacity for keeping
calm under fire
WILLPOWER (WIL)
Willpower is a measure of a fighter’s mental fortitude
and resilience
INTELLIGENCE (INT)
Intelligence represents a fighters mental acuity and
ability to apply knowledge.
MODIFYING CHARACTERISTICS
Sometimes, the rules will modify a characteristic.
If the characteristic is Given as a numerical value,
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SKILLS
as their characteristi
ighters may have access to one or more Skill,
which will be listed on their Fighter card. Each
skill gives the fighter an advantage in certain
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MINIATURES AND FIGHTER CARDS
Each player's gang is made up of a number of fighters, each of which is
represented by @ plastic miniature and a Fighter card. Necromunda: Underhive
contains two sets of Fighter cards representing the Ironlords Goliath gang and
the Carrion Queens Escher gang, as well as a number of blank Fighter cards. We
recommend that new players use the Ironlords or the Cartion Queens to start with,
but experienced players might wish to generate their own gang (as detailed on
page 81), for which they will need to use the blank Fighter cards,
Before playing their frst game, each player will need to assemble their fighters (and
ideally paint them!), so that each one is carrying the appropriate equipment. The
assembly guide included in the box shows how to assemble each fighter so
they match up with one of the Ironlords or Carrion Queens Fighter cards,
Each Fighter card is split into several areas:
1. The fighters name. ff they are a Leader or Champion, it will also be shown
here.
2. The fighter’s value, in credits. This is only used in the advanced rules.
3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a
reminder that checks against those characteristics are made on 2D6 (see
page 43).
4. The weapons the fighter is carying
5. Any skills the fighter may have.
6, Any equipment (including armour) carried by the fighter.
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Weapon S™'L | SL |str Ap) D | Am| Traits
‘Combi-botter |
Boltgun. Zt 1224") +1 - | 4 | -1| 2 |6+ | Combi, Rapid Fire (t)
Needle rifle {9 18") 41 - | 4 | -1) = | + | Combi, Scarce, Toxin
Shock whip £3)- -|4)-| 1] - |Shocaversatle
SKILL: Rallying Shout = > ;
WARGEAR: Flak armour (6+), chem-synth (=) bf