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INTRODUCTION
Necromunda is a game of fierce combat wastes and the atmosphere is so
between rival gang fighters in the polluted that it corrodes the hive's
dangerous underworld of the armoured walls.
Necromundan hives.
Above is a harsh sky and the sun's deadly
Your gang will also improve with time. light. Beyond the planet itself is the
Every time a gang fights, its members wider galaxy and the great realm of the
gain in skill and experience. Young Imperium of Man, an empire of a
Juves quickly progress to become full million worlds held in thrall by the
gang fighters, and fighters learn new Adeptus of Earth. But such things are
abilities which make them superior nothing but legends in the Underhive
combatants. where sky and space, planets and even
the ground itself are concepts so wild
A hive is an ancient and and abstract that many refuse to believe
incomprehensibly vast city, built up they exist.
layer upon layer, stretching ten miles
into the planet's atmosphere. To those Out amongst the badzones the only laws
who live in the depths the dark and are those enforced at the point of a gun.
ruinous Underhive offers every The worst scum from the settlements
opportunity for wealth and power. Its wind up here, driven out for real or
collapsed caverns conceal the riches of imagined crimes by other gangs, irate
the distant past: rare and precious settlers or vengeful guilders. They fight
metals, unfathomable Archeotech constantly with the rats, mutants, plague
devices, wondrous mutated fungi and zombies and scavvies that populate the
much more. It is also a place of danger, reeking acidic marshes and waste pits of
where mutant creatures, renegades and the hive bottom. Every day is a
killers hide from the laws of House and nightmare struggle for survival which
Hive. And, of course, there are others makes settlement life look an Off-World
who want the riches of the Underhive holiday.
for themselves.
Renegade ratskins, escaped pit slaves
s leader becomes richer and and mad wyrds wander the wastes and
his followers ever more deadly, his fame may help or hinder other outlaws as the
will spread throughout the Underhive. mood takes them. Crazed bands of
Famous gunfighters and other Redemptionists mount crusades against
renegades will come and seek him out, the forces of darkness who are in
perhaps to join him, maybe to collect plentiful supply downhive, though
the inevitable bounty that piles upon his fanatic zeal of the red brethren normally
head! makes them outlaws too. But though the
Redemption are far from kindly in their
By recording the details of your gang ministrations the outlaw scum of the
you can watch it grow from a bunch of badzones dread the spyrers more than
young hopefuls to hardened fighters anything else.
feared and respected throughout the
domes. Every outlaw's greatest fear is to be
hunted down and slain like an animal,
Outside the hives the planet's surface is to be mutilated for trophies and
covered by endless miles of toxic ash dismembered for sport by the Spyrers.
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Illegal trade posts and bandit detailed rules and to resolve more
strongholds are scattered throughout complex situations, you can always refer
the Badzones amongst the sumps and to the rulebook itself.
mounds of refuse and slag. Here the
dregs of the Underhive rub shoulders, Combined within this compendium are
fight and kill one another while they the rules for The Outlanders
trade their hard-won spoils for women, Community Edition which is based on
drink, guns, drugs and information. The the Necromunda: Outlanders
night trains travel areas too polluted to supplement published in 1996. It also
be settled and these heavily armed includes The Heist scenario and Pit
caravans will trade with mutants or Slave Gang rules from White Dwarf. The
Ratskins as readily as anyone. Everyone OCE is not an attempt to overhaul or
in the Badzones is fighting to keep what hugely expand the original rules, instead
they have and claw as much as they can it's intended to be a fan update to an
from those about them. Enslavement, already solid set of rules.
disease, misery, madness and death lurk
in the shadows to seize anyone too The main aims are to balance the variety
weak, stupid or alone to survive. of Outlander gangs using minimal
rewrites where possible and to fully
The further you travel downhive, the incorporate the NCE ruleset. Also to
harsher it gets. This maxim is well clarify ambiguities, patch up rule holes
known through the hab-zones and is a and make minor tweaks and additions
rule that many people live by - it gives a to improve general gameplay.
real meaning to the idea of "moving up
in the world". TABLETOP CONFLICT
The Necromunda game allows you to
Needless to say, moving down the hive fight conflicts between rival Underhive
isn't usually a good thing, though for gangs on the tabletop. The opposing
some it's that or the wrong end of a gangs are represented by models,
rope, so the choice is easy. Eventually, assembled and painted by yourself, each
you move so far down the hive that you representing an individual gang fighter.
go beyond the reach of the law. Of You'll find more information about the
course, this may be the whole point of different cultures and peoples of
your exodus in the first place. Necromunda in the later sections of this
book. Your tabletop becomes a part of
Out in these desperate deadzones life is the Underhive, the scene of the action,
cheap, and generally short, but if you with ruined buildings, gantries and
can carve yourself a reputation there is a multi-level walkways.
living to be made.
The aim of the game is to outfight your
THE RULEBOOK opponent, which requires a mixture of
This book, the Necromunda rulebook, skill and luck. You'll soon learn how to
contains the rules of the game. You arm and equip your gang efficiently, and
don t need to learn all the rules to play, how to exploit the ruins and other
but we suggest you read through the terrain to your best advantage. You'll
rulebook before attempting your first also want to expand your gangs beyond
game. The most important rules are the models provided in the game. Many
summarised on the separate playsheets, models are available for the different
and you ll quickly find these are all you gangs and new models are coming out
need in most situations. For more all the time. With these you can expand
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DICE
A variety of different dice are used in the
Necromunda game, as follows.
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From left to right: Two D6 s, a scatter dice, instead a D3 means roll a D6 and
dice, and an artillery dice halve the result rounding up.
Pens and pencils, and plenty of paper So, for a D3, a roll of a 1 or 2 = 1, a roll
will also be required. When you play a of 3 or 4 = 2 and a roll of 5 or 6 = 3.
game you will need to keep track of
wounds suffered by your fighters, the RE-ROLLS
weapons they are carrying, and other Sometimes you may be offered the
details. This is most easily done using a chance to re-roll a dice throw. This is
roster sheet, an example of which is exactly what it sounds like, pick up the
included in this book. We recommend dice and roll them again. You must
that you copy or photocopy additional accept the result of the second roll even
roster sheets and use them to record if it's worse than the first roll and re-
details during the game. We l explain rolled dice cannot ever be re-rolled a
more about roster sheets and how to second time. Note if you re-roll a single
use them later in this book. 2D6 or D66 roll then both dice must re-
rolled.
s) are
marked 1 to 6 in the usual way. These For example, when taking a Leadership
dice are used a lot during play and to test you cannot re-roll just one of the
save space on charts they are always dice, both dice must be re-rolled.
referred to as D6 (where D stands for
dice). So, when the rules call upon you
to roll a D6 we are simply asking you to HALVING VALUES
roll a dice. D6+1 means roll a dice and Sometimes you may need to halve a
add 1 to the score. 2D6 means roll two value, in which case fractions are always
dice and add the scores together to rounded up e.g. a fighter with a Weapon
obtain a score of 2-12. Skill of 5 that finds himself inside a
smoke cloud must halve his Weapon
The Scatter dice is marked with four Skill to 3.
arrows and two HIT symbols. This dice
is used to determine where grenades
and shells land if they miss their target,
scatter . The dice can be used to
establish any random direction from a
point. Note that the HIT symbol also has
a small arrow on it to facilitate this.
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CHARACTERISTIC
TESTs
During a game fighters will often be
required to take characteristic tests. For
example, a model hit by a scare grenade
must take a Toughness test to see if he
succumbs to the effects of the gas.
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Flamer. is complete
draw another token from the pool, it is
It may be appropriate to allocate more shoot
than one token to a single model to and fight.
represent their heightened abilities or to
speed up game play e.g. All Face cards
der.
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2. COMPULSORY MOVES
Sometimes a model is obliged to move
in a certain way and this is called a
ompulsory . For example, a
fighter whose nerve breaks must run
away from his enemies and take cover.
3. THE REST
Once you have moved chargers and
compulsory movers you can move the
rest of your models as you wish.
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You should declare that models are A charge is like a run, at double move
running as they move, as this will help rate, but ends with the attacker touching
to remind both players that the model is his enemy base-to-base. Once opposing
unable to shoot that turn. models are touching bases in this way
they are engaged in hand-to-hand
If a fighter starts the turn with any combat. Models are also engaged in
enemy models within 12" then he hand-to-hand combat if separated by a
cannot run that turn. The fighter is low wall or obstacle, where it is literally
unwilling to holster his weapons with impossible for the bases to touch
enemy gang members so close and must because the wall is in the way.
stay alert to them. Note this applies even
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If you can move your fighter into base- himself. The player declares that his
to-base contact with more than one fighter is hiding at any point during the
enemy model with his charge move, he move and can indicate this by placing a
can charge them both. This might be Hidden counter beside the model.
inadvisable as he will then be fighting
two enemies at once! While hidden a fighter cannot be seen or
shot at, even if a portion of the model is
Note that you cannot move models into actually sticking up or out from its
hand-to-hand combat except by cover. While hidden a model cannot
charging. shoot without giving away its position or
coming out of hiding. If a hiding model
Any move intended to bring a fighter shoots or moves so that it can be seen
into hand-to-hand combat is a charge by then it is no longer hidden and can be
definition. shot at as normal.
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undetected. After the shot has been of course, solid walls, collapsed tunnels
made, roll a D6. On a roll of 4+ the and the like.
enemy gang is unable to detect the
shooter's position and so will remain in DIFFICULT GROUND
hiding. On any other roll the shooter is Difficult ground includes steep or
spotted and must come out of hiding as treacherous slopes, dense stands of hive
normal. foliage such as giant fungi, pools of
pollutant liquid or effluvia, and thick or
TERRAIN sodden hive dust.
Battles mostly take part in open areas
Models may move 4
where movement is easiest. Obviously
very difficult ground.
high walls and other constructions will
block your progress, but the ground
A fighter who is running is slowed down
level and raised surfaces are reasonably
by difficult ground. He will run at 6"
solid. However, should you find yourself
rather than 12" over steep slopes for
struggling over shifting ash wastes or up
example.
to your elbows in marshes of bubbling
pollutant, your progress will be
impeded as indicated below. WALLS AND BARRIERS
Walls, pipelines, small heaps of debris,
VERY DIFFICULT and other low obstacles form barriers
that you can either go around or leap
GROUND over. A model can leap over a barrier
This is the really nasty stuff you less than 1" high and no more than 1"
t want to go near. It includes tar deep without impeding its movement at
pits, deep or noxious pools of liquid all. A barrier between 1" and 2" high,
wastes, and narrow crawl holes through and no more than 1" deep, can still be
the rubble. crossed by climbing over but you must
give up half of your total move that turn
Models over to do so. For example, if you would
very difficult ground. otherwise move 4" then you must give
up 2". A barrier higher than 2" is too tall
A fighter is not permitted to run through to climb over and is effectively
very difficult ground. impassable.
OPEN GROUND
The tabletop surface, building floors, Ignoring Terrain
connecting walkways and ladders are all Note that Warp Creatures are unaffected
considered to be open ground which by Difficult and Very Difficult terrain.
does not affect your movement. You can Warp Creatures must still follow the
also move through doors or hatches rules for Impassable terrain and moving
without slowing your speed. up/down, as normal. Some beasts and
species have special rules for terrain.
These are explained under their
IMPASSABLE GROUND particular entry.
Much of the Underhive is simply
impossible to move over or through,
such as deep or corrosive pools,
enveloping layers of soft hive dust, and,
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If the shooter can see some of the may no longer be visible behind the
s body but less than half of it barricade.
(nominally the Extremities of the Lower
Legs and Arms), then the target is said to This requires fair judgement from both
be in cover. players as the model itself won't always
make this obvious.
The shooter suffers a -2 to hit penalty.
Pinned
If a target model is in cover or partially As soon as a fighter is hit the model is
in cover and hiding, then it cannot be counted as pinned and layed down face
seen or fired at even if the shooter can up to indicate this. We say the model
s body. The has been pinned by enemy fire.
fighter is assumed to be keeping still, The force of the shot has knocked the
concealing himself in the shadows and fighter off his feet. The shot may have
hugging his cover as closely as he can hurt or even killed him, or he may be
(see Hiding in the Movement section). lucky and escape without significant
harm. Even if he survives he is
A certain amount of judgement is called momentarily confused, or, at best, his
for by the players when deciding instincts force him to hit the dirt and
whether a model can be seen, if it is in keep his head down.
cover, or whether it can reasonably
continue to hide behind cover. In ll deal with what happens to
practice, players quickly reach an the pinned fighter if he survives
agreeable method of determining this ll find out whether
for themselves, but if you really cannot the shot has wounded him.
decide in a particular case then each
player rolls a dice to settle the matter,
the highest scorer deciding in that WOUND Damage
instance. Once you have hit a target you must test
to see whether a wound is inflicted. A
In Cover: shot may fail to cause a wound because
body is in view. s equipment or
weaponry, or perhaps it just scratches
In Partial Cover: more than half of the the skin or causes some very minor
body is in view. injury which the fighter bravely ignores.
In The Open: a shooter would incur no If you fail to cause a wound then the
penalties to hit. target is unharmed but is still knocked
down by enemy fire as described later.
PRONE TARGETS
When a fighter is pinned or down the If a shot successfully inflicts a wound on
model is placed on its back or its front a target then he will usually suffer a
to reflect that he has hit the dirt and is single wound. However, some wounds
keeping his head down. It's important to are more severe than others and
take this into account when working out especially powerful weapons can inflict
if the prone target can be seen and truly horrific wounds. This is
when working out cover modifiers. For represented by the weapon's Damage
example, if a fighter becomes pinned value, some examples of which are given
behind a barricade then it might not be below.
possible to target the model again as he
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To determine whether your shot has is random, in which case you simply roll
caused a wound you must compare the the dice shown to determine how many
Strength value of the weapon with the wounds are inflicted. For example, a
Toughness (T) characteristic of the meltagun has D6 Damage, so can inflict
target. between 1 and 6 wounds.
You will find a complete description of The chart below shows the D6 score
the various weapons together with their required to turn a hit into a wound.
Strength and Damage values in the Remember, an average Toughness
Armoury section. characteristic value is 3 for gangers and
other humans. However, the Underhive
Each hit that passes its To Wound roll, depths contain many foul denizens and
and isn't saved by an armour or special monstrous beasts whose toughness can
saving throw, will inflict a number of range from average to unbelievable high
wounds equal to the weapon's Damage proportions.
value. Sometimes the amount of damage
Defender’s Toughness
1 2 3 4 5 6 7 8 9 10
1 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
2 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+
Attacker’s Strength
3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+
5 1+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+
6 1+ 1+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+
7 1+ 1+ 1+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
8 1+ 1+ 1+ 1+ 2+ 2+ 3+ 4+ 5+ 6+
9 1+ 1+ 1+ 1+ 1+ 2+ 2+ 3+ 4+ 5+
10 1+ 1+ 1+ 1+ 1+ 1+ 2+ 2+ 3+ 4+
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Flesh Wound
If a model only sustains a flesh wound
then he suffers a mild injury and is able
to fight on. His Wounds value is
reinstated to 1 and he can move and act
as normal.
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harmlessly in mid-air unless the centre A thrown grenade halves the distance
reaches another ledge of the same level. scattered. Fired grenades will still scatter
If a Misfire is rolled then the shot at the full distance.
dissipates in the air or is a dud and has
no effect. If the dice show both a Hit Cover
and Misfire then the shell explodes in Grenades are especially good at blasting
the breach or the grenade goes off in the fighters out from behind cover as they
fighter's hand. The weapon explodes as can be simply lobbed over barricades or
described in the Exploding Weapons bounced around bulkheads. A fighter
section. Note however it's only possible throwing a grenade reduces the To Hit
for a weapon to explode a single time. penalty when targeting a model in cover
by 1. So, partial cover is ignored and
If the Artillery dice shows a number this cover counts as -1 to hit rather than -2.
indicates how far you have missed the
target by 2", 4", 6", 8" or 10". SUSTAINED
The direction in which the shot lands is
indicated by the scatter dice arrow. Note
SHOOTING
the Hit symbol also has an arrow Some especially large and dangerous
marked on it to indicate a direction. weapons can fire a sustained burst of
Place the template in the position shells which may hit several targets at a
indicated by the dice. time. This is called sustained shooting
or sustained fire. Weapons which are
Once the template has been capable of making sustained shots are
repositioned, work out which models indicated in the Armoury section.
are hit by the template and the effect of Basically, these are machine gun type
those hits as normal. weapons such as the heavy stubber and
autocannon which can rake targets with
a hail of shells.
GRENADES
There are many different sorts of When you shoot with a weapon of this
grenades available to gang fighters. The kind declare whether you are firing a
most common are explosive normal single shot or a sustained shot. A
fragmentation grenades and implosive single shot is worked out as normal
grenades called krak. If a model carries following the usual shooting rules, while
grenades then it is assumed that he has a sustained shot is worked out as
enough to last the entire battle, follows.
regardless of how many he might
actually throw. First roll to determine how many
separate shots the weapon makes by
A model can throw a grenade rather rolling a number of D3s equal to the
than shoot a weapon. A grenade throw weapon's sustained fire value. If the
is treated exactly like any other shot, so weapon has a sustained fire value of
roll to hit using the thrower Ballistic greater than 1 then you can choose to
Skill (BS) characteristic. either roll the number of dice indicated,
or you can roll less if you prefer. You
Scattering may choose to roll fewer dice as this can
Grenades that use a template scatter if reduce the chances of running out of
they miss just like other weapons with ammo.
blast markers.
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The number of shots rolled is how many As the name suggests, smoke bombs are
ranged attacks the fighter can make that designed to produce clouds of smoke
turn which follow the usual shooting which are used to provide cover. When
rules. Each shot is treated as a separate you t
shot and must all be worked through want to actually throw it at an enemy
before moving on to another fighter. fighter but at a specific point on the
Each of the shots follow the usual ground. You can do this by simply
targeting restrictions and all shots must nominating the point you wish to aim
target either the same model or another the grenade at, as such the normal
model within • of the first original targeting restrictions do not apply. Note
target. that since the smoke bomb is being
thrown towards an area of the ground, it
All of the shots indicated by the doesn't count as a small target.
sustained fire dice must be fired. If the
fighter can no longer see any targets but OVERWATCH
he still has shots remaining then they Overwatch allows a model to shoot
are wasted. Wasted shots must still roll a during the enemy s turn,
To Hit dice in case it causes an Ammo representing fighters taking up position
roll. to shoot at the enemy immediately as
they appear.
FLAMER TEMPLATE
All flamer type weapons use a special A model can go onto overwatch at the
teardrop-shaped template to represent start of his turn. A model must give up
the jet of flame. his whole turn to go on overwatch. The
model cannot therefore move or shoot.
To shoot a flamer weapon take the The model cannot hide, but can remain
flamer template and place it with the hidden if he started his turn in hiding.
narrow end touching the base of the
shooter and the broad end over your s movement phase,
target. Take special care when the model may shoot at any target at any
positioning the template as it must be time following the usual targeting rules.
centrally directed at the targeted model. For example, the model could shoot
You cannot for example adjust the before the target moves, after it has
direction of the template in order to hit moved, or actually while the target is
more enemy models. Any models wholly moving. Overwatch is obviously very
or partially covered by the template are useful for shooting at enemy models as
hit automatically. they dash from cover.
Any hits are resolved as normal, roll for Once a model has finished shooting, it
wounds and then determine injuries for ceases to be on overwatch and is free to
any wounded models. move and shoot normally in its own
turn, or go onto overwatch again if you
Note that the hit modifiers for cover, prefer. If the model doesn't shoot in the
and such like do not apply to flamer s turn then it also ceases to be on
weapons. Flamers are especially good at overwatch and can act as normal during
winkling enemy fighters from behind his own turn as above.
cover!
If a model is hit whilst on overwatch
Smoke Bombs then it loses its overwatch status
immediately. The same applies if the
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model is forced to move for any reason another enemy fighter that turn. If the
e.g. If a s nerve breaks he will test is passed then the model can be
lose overwatch status. targeted as normal.
When you wish to shoot with a model
on overwatch begin by declaring that AMMO ROLLS
you are doing so and then determine Ammo rolls represent faults in guns or
the position of the enemy model at the ammunition as well as the possibility of
moment of fire. Work out the shot as simply running out of ammo.
normal, however, there is a special -1 to Power packs can fade or suddenly
hit modifier for shooting whilst on release a burst of energy, shells jam in
overwatch. the loading mechanism, explode or
prove dud. No gun is
When determining rapid moving targets absolutely reliable or has an infinite
the fighter's move that turn is used ammo supply, some are notoriously
rather than his previous turn. fickle.
The whole of the move is also taken into
account, not just the move up until he When rolling to hit a target a dice score
was shot. For example, if a model is shot of 1 indicates that your weapon may
after moving 6" but was going to move a have malfunctioned after firing and an
further 6", then he counts as a rapid Ammo roll is required.
moving target.
Essentially an Ammo Roll is a Critical
Multiple Targets
Miss.
fire at multiple targets in overwatch.
Some weapons are more reliable than
This confers an additional -1 to hit
others. This is s
modifier for each subsequent target.
Ammo Roll rating as shown in the
Armoury section. Roll a D6. If you roll
BEING CHARGED IN OVERWATCH
less than the number indicated the
If the target is charging the model on
overwatch, then to represent the weapon has malfunctioned.
unnerving effect of the enemy rapid
The weapon and any ammo allocated to
approach, a further -1 to hit modifier is
it is useless for the rest of the game. If
also applied and the charger counts as a
you roll the score indicated or more
fleeting target. Note this only applies to
the shooter and only if the charger is then the weapon is alright and you can
continue to use it normally.
able to reach base contact.
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PROCEDURE
Combats are worked out as described
below. Work through each combat one
at a time until every fighter has fought
all enemy models that they are involved
in hand-to-hand combat with. The
player whose turn it is may decide the
order of the combats.
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Attack dice and +3 Combat Score, and However, you can only parry if your
so on. opponent's highest scoring Attack dice is
greater than your own highest scoring
FOLLOW-UP Attack dice. For example, if you rolled a
If all of a model s hand-to-hand 5 and your opponent rolled a 3 then he
opponents go out of action, or break cannot be parried, but he can parry you.
from the combat, the model may make a Remember, if your opponent has 2 or
special follow-up move. This is an more Attack dice he can always choose
exception to the normal turn sequence his next highest score rather than the
and it makes no difference whose turn it score of the re-rolled dice.
is. The model can be immediately
moved up to 4". You can use this 4 If both combatants are fighting with
move to get behind cover, to engage swords then the ability to parry cancels
another model in hand-to-hand combat, out and neither may do so. In the
or in any way you wish. You can cross unlikely event that a model carries two
an obstacle without penalty during a swords it may parry twice that is, it may
follow-up, but other terrain penalties force two re-rolls or one re-roll against a
apply as normal. model with a single sword.
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Nerve Tests
A fighter may be called upon to take a
test to see if his nerve holds. A nerve test
works in the same way as a Leadership
test. If the test is passed then the fighter
keeps his nerve and there is no further
effect.
Breaking Fighters
If a gang fighter gets knocked down or
goes out of action, then each friendly
model within 2" must take an immediate
nerve test.
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turns away from his enemy and runs table edge when they have completed
away 2D6" just like any other broken their mission. Fighters that leave a fight
fighter. Because a broken fighter is do not count as down or out of action
turning his back upon the enemy he is for purposes of the Bottle roll.
very likely to be struck as he turns to
flee. To represent this the model takes To take a Bottle test roll 2D6. If the
one automatic hit from his enemy. Work score is more s
this out as soon as the fighter breaks Leadership characteristic then the test is
and before he is moved. failed and the gang bottles out of
combat.
Recovering Your Nerve
A broken fighter may attempt to recover The game ends immediately and
his nerve during his recovery phase so surviving fighters retreat from the area.
long as he is in cover and he cannot be A failed Bottle roll is the most common
seen by an enemy model. To attempt to way for a game to end. If the score is
s nerve, the model equal to or less than the Leadership
must take a nerve test. If the test is characteristic the player has passed the
passed then he can fight normally from test and may continue to fight.
then on. If the test is failed then he
remains broken. s leader is down, broken or
out of action, then the player may not
Downed Fighters use his Leadership to take the test.
Fighters that are down can be broken as Instead, use a model's Leadership
normal, however their injuries mean characteristic of your choosing amongst
that they must crawl 2" towards cover the remaining fighters who are neither
instead of the usual 2D6" dash. down, broken, nor out of action.
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catching fire then the combat is For example, the water still in the Hit
immediately broken and the two models and Run scenario has a Toughness of 6
are separated from base contact. and 1 Wound.
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passed the model may act normally. If influence of dangerous hive fungi, or
the test is failed the following rules affected by localised gases or radiation.
apply until the start of the next turn.
A frenzied model must always charge the
closest enemy within his charge move
model with equivalent rule may use the (usually 12") if able to do so.
Leadership value of the Leader
The frenzied model doubles his Attacks
WILDSNAKE characteristic. For example, A1 becomes
The favoured drink of Underhivers is A2, A2 becomes A4 and so on.
the potent spirit known as Wildsnake. It
is brewed from the skins and flesh of Frenzied models cannot parry (see Parry
snakes caught in the wilds of the in the Hand-to-Hand Combat section).
badzones. Some hunters and farmers
can spend their whole lives catching Frenzied models are never affected by
and breeding snakes for the Wildsnake fear or terror, nor are they affected by
industry, such is the popularity of the stupidity or hatred.
drink. The provenance of each bottle is
guaranteed by the dead snake If a frenzied model loses his nerve and is
preserved within. Wildsnake is a clear broken as described in the Leadership
sharp tasting liquid the bitterness of section, then the Frenzy rules no longer
which is derived from the venom in the apply. The fighter has taken a beating
snakes themselves. and his sense of self-preservation asserts
itself.
For those who cannot afford the price of
Wildsnake the next best is quite literally A player may try to gain full control over
Second Best. Second Best is brewed from a frenzied model at the start of his turn.
rat pelts too mouldy to use for anything This is purely up to you - you may not
else, slugs too rancid to sell as slave wish your splendidly berserk fighter to
food, and household waste so calm down and behave sensibly! To gain
s better not to think control over the model take a
about it. Leadership test as you would for testing
your nerve. If the test is passed then the
Conveniently, it is almost impossible to fighter is under control and can act
think about anything after drinking a normally - however, none of the special
bottle of Second Best... Frenzy rules described above will apply.
This control lasts until the start of your
following turn.
FRENZY
If an individual is frenzied the following
Frenzied models must use their 2"
rules apply.
follow-up move to engage in hand-to-
hand combat if possible. Otherwise they
Some fighters are more than a bit crazed
must use the extra move to move closer
and can be driven into a frenzy of
to their enemy. They may not use a
slaughter during combat. Such wild and
follow-up move to get behind cover or
dangerous individuals are described as
retreat (see Hand-to-Hand Combat).
frenzied. How or exactly why a fighter
may go over the edge in this way is not
particularly important he could be HATRED
psychotically deranged, under the Hate is a powerful emotion and in the
Underhive there is plenty of opportunity
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- Grab the Objectives: One (1) fighter, of declare that will perform a Subversion
the war band, not carrying a loot Action. This must be announced before
counter, is granted the the movement phase.
Skill.
- Knowledge is power: The war band is First, perform a Subversion Test and roll
granted a single reroll for any action 2D6. If the result is below or equal to
during the turn. If you choose to use it, your Subversion Rating, it is a success. If
then you must accept the reroll result the result is higher, you have failed. The
even if it is worse than the original dice war band was not cunning or aggressive
result. enough. The war band has the right to
declare a Subversion Action one more
3. The GM may request from a war band time during the same game with a -1
to perform an Investigation Test to penalty on
provide the war band players with some rating. If it fails again, the war band was
information, specific scenarios, or not focused enough during this mission.
specific missions. Between scenarios, If the roll was a success, then you may
the GM may provide more detailed select one (1) of the below bonus for
information about the upcoming that round:
scenarios or grant bonuses based on this - Take his head off! : One (1) fighter, of
rating. the war band, not carrying a loot
counter,
Subversion Rating
- Steal the objectives: One (1) loot
representation of how cunning, counter carried by an enemy fighter of
subversive, or just plain destructive the the war band can be stolen by another
war band is to its enemies. It represents
how well the war band can undermine, you want during the movement phase.
overturn, or render ineffective the This action is performed without
opposing war bands. This rating is affecting movement or the ability to
represented on a scale of 1 through 10 shoot or fight.
1 being the lowest and 10 the highest. - Rampage: One (1) fighter, of the war
An average group of Imperial citizens band, not carrying a loot counter, is
has a Subversion Rating of about 4,
whilst some well-organized cults can - Rip them off! : The war band is granted
have a Subversion Rating of 8 or more! a single reroll for any action during the
This rating is used in different ways: turn. If you choose to use it, then you
must accept the reroll result even if it is
1. At the beginning of every scenario worse than the original dice result.
where selecting a starting player is
randomly chosen, roll 2D6 and add your 3. The GM may request from a war band
war ersion rating. Then sort to perform a Subversion Test to provide
players from the highest score to the the war band players with some
lowest one. The highest score then information, or specific scenarios, or
selects if he starts or not, followed by specific missions. Between scenarios,
the second highest result and so on. If the GM may provide more detailed
no one else chooses to the lowest score information about the upcoming
must start. scenarios or grant bonuses based on this
rating.
2. During every scenario, once per game
and only during your own turn, you may
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Summoning
Summoning is the process used to
summon Daemonic Creatures before
each scenario. Any war band whose
listing says that they may perform a
summoning may do so before the battle
starts. The summoning player selects
one Daemonic Creature to summon.
Each war band has a list of Daemonic
Creatures it can summon; their stats are
within the bestiary.
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AP Rating
The Armour Penetration Rating is the
ability of a weapon to pierce through a
RANGED WEAPONS
Ranged weapons include pistols, basic
weapons, special weapons and heavy
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Note that the AP rating for Power Axes is reliable. The quality and appearance of
variable and is calculated based upon individual weapons varies a great deal.
the Strength of the weapon.
Dum-dum Bullets: A stub gun can be
Dual-handed: A power axe can be loaded with dum-dum bullets. A supply
wielded in one hand using the profile of these powerful handmade bullets
above. Alternatively you can choose to costs extra, but they are more effective
wield a power axe with both hands, in than standard ammunition adding +1 to
which case it receives a further +1 the Strength of any hits (Strength 4
Strength bonus. rather than 3). However, a stub gun
firing dum-dums must test to see if it
PISTOLS explodes on an Ammo roll of 1, 2 or 3
Pistols are small hand-held weapons that instead of just a roll of 1.
are especially useful for close ranged Dum-dum bullets follow the usual
fighting and hand-to-hand combat. At ammo rules as explained in the
short ranges their lightness means they Ammuntion & Gunsights section.
are easy to aim and fire, though at
BOLTPISTOL
longer ranges their lack of stability and
Bolt weapons are sophisticated weapons
power means they are inaccurate.
that fire self-propelled explosive
AUTOPISTOL ammunition in the form of small
The autopistol is a rapid firing automatic missiles called bolts. Bolt pistols and
pistol, effectively a smaller and handier boltguns are manufactured in the
version of the larger autogun. Auto factories of the Hive City, but the fine
weapons are easy to manufacture and engineering tolerances and quality
simple to use, and are amongst the most materials required means few if any are
commonly employed weapons in the made in the Underhive.
Underhive. For the same reason bolt weapons are
hard to maintain, spares are rare, and
Most weapons are made in the factories ammunition is expensive. Furthermore,
of the Hive City and traded down ammunition made in the Underhive is
through the hive. Crude but effective often unreliable. On the whole this is a
versions are made in the Underhive weapon best suited to the technically
workshops themselves. Ammunition, sophisticated armies of Space Marines
spares and repair facilities are relatively for which it was designed.
easy to find throughout the Underhive,
and traders always have guns and Despite its drawbacks the bolt pistol is
ammunition for sale. Because of its high still a highly favoured weapon. It may
rate of fire, the autopistol is not always work, but when it does the
astonishingly accurate at the short results are usually impressive. For one
ranges favoured by some gang fighters. thing, it makes a lot of noise and creates
a great deal of obvious damage. More
STUB GUN deadly and far more obvious than an
The stubber or slugger is a primitive autopistol or laspistol, it makes the ideal
hand gun which fires solid bullets. It is side-arm for a gang leader keen to
recognisable as a revolver or small impress rivals.
automatic of the kind used since the
Twentieth century. Stub guns are made LASPISTOL
locally in the Underhive and are readily Laser weapons are manufactured in vast
available, simple to maintain, and fairly quantities in the factories of the Hive
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City and are exported to the armed be made using the Strength shown in
forces of the Imperium throughout the the profile.
galaxy.
Injuries: A target suffering his final
Laspistols find their way into the wound from a toxic dart does not roll
Underhive via the Guilder traders. on the standard Injury chart.
Power packs come from the same source Instead, roll on the chart below both
and some are made in local settlements. when the injury is inflicted and in
Supplies of parts are plentiful and subsequent recovery phases.
repairs are cheap.
1 No Effect: The toxin has no effect or
Laser technology is reliable and easy to wears off.
replicate, and although the weapons are
not the most powerful they are certainly 2-4 Comatose: The target is knocked
the most trustworthy. A laser power comatose and falls to the ground. The
pack will last for many shots and can be model counts as Knocked Down.
recharged from a standard power source
or by exposing its thermal cells to heat 5-6 Out of Action: The target slumps
or light. In an emergency a pack can be lifelessly to the ground. He may be dead
recharged by placing it in a fire, or barely living, but is overcome by the
although such treatment tends to toxin for the rest of the game.
shorten the life of the pack and increase
the probability of it failing. Many Remove the model as you would any
experienced fighters prefer the laspistol other that was out of action.
over more powerful weapons for these
very reasons. If a needle pistol hits a model that is
already Knocked Down and inflicts a
NEEDLE PISTOL Comatose result, then the model must
The needle pistol or needler is a continue to roll on the chart above in
complex laserpowered weapon. Its tight subsequent recovery phases instead of
laser beam carries a tiny toxic needle or the standard injury chart.
dart which pierces the target s flesh to
send its deadly poisons into their body. Silent: This weapon emits no noise so
The laser carrier beam will dissolve or when fired doesn't test to sound the
blow away armour or clothing and alarm during scenarios such as The Raid.
burrow into exposed flesh enabling the
darts to penetrate more deeply. The PLASMA PISTOL
needler is a rare and expensive weapon Plasma weapons fire energy shells of
in the Underhive. Its chief advantage is bright glowing plasma matter in a super-
that it is virtually silent, and heated energised state.
consequently the favoured weapon for When a plasma shell strikes its target
assassins and other unwelcome there is a tremendous release of energy
Toxic Dart: No wound roll is required and the target blows apart in an
when shooting a needler: if the target is almighty explosion. Plasma weapons are
hit then the toxins will automatically extremely effective and very dangerous,
inflict 1 wound. Armour may still save a however, they are also highly unstable,
target as normal. Note this only applies difficult to maintain and frequently
against living targets. If a needle pistol malfunction. The user can mitigate this
hits an unliving target, such as a water by firing as short a blast as possible with
still, then a normal to wound roll must slightly reduced effectiveness.
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Energy Levels: You can choose to shoot is used as described in the Shooting
the plasma pistol on a low energy section. However, due to the web
setting or maximum power. pistol's limited ammo, any models
The profiles for each setting are partially covered by the template are not
different. If you shoot the plasma pistol hit at all.
on maximum power then after all shots
with the gun have been resolved you Webbed Targets: Once a web pistol has
must roll a D6 on the Gets Hot table hit its target the victim is automatically
below to see if the weapon enmeshed - there is no roll for wounds
malfunctions. Note a plasma pistol and no armour saving throw is allowed.
cannot be fired on maximum power This also applies in hand-to-hand
during hand-to-hand combat. combat, any extra hits that must be
allocated to the pistol are wasted.
Gets Hot
1-2 Critical: The weapon vents super- A webbed target cannot move or do
heated gases that inflict a D3 Strength anything else other than attempt to
hit against the user. The weapon also struggle free at the start of his turn. If
cannot be fired again for a full turn. the fighter wishes to make an attempt to
3-4 Overheat: The weapon cannot be struggle free roll a D6 and add the
fired again for a full turn as it needs to s Strength.
cool down.
5-6 Stable: The weapon remains stable If the total is 9 or more the victim frees
and can be fired again as normal next himself but may not do anything for the
turn. rest of the turn. If the total is less than 9
then he automatically suffers 1 wound,
WEB PISTOL though an armour save can be
The web pistol, or glue gun as it is attempted. If a webbed model is
cheerfully called, is a common sight in involved in hand-to-hand combat then
the Hive City. It's used by enforcers or treat him as if he was Knocked Down.
the Houses Friendly fighters in base contact with a
crowds and take captives without webbed model at the start of their turn
harming them. can help cut away the steely webbing.
The model cannot do anything else that
The weapon fires a tangle of gluey turn. If the fighter helps out in this way
threads which envelop and ensnare then his Strength characteristic is added
their target, trapping and rendering to the D6 roll.
them immobile. The sticky mass quickly
shrinks and hardens holding the target Web Solvent: All web pistols incorporate
fast and preventing them from making a solvent spray for removing the web
the slightest move. A victim who material. Any model that has a web
struggles too hard may be strangled or pistol can automatically free a webbed
crushed by the constricting mesh. Web fighter at the start of the turn if he is in
pistols are bulky with a coned nozzle base contact and doesn't do anything
and a distinctive canister containing the else that turn. However, a model can
web chemical. Although easily available never free itself from a web using a web
uphive, both the weapon and its pistol, as the strands are far too tight to
chemical ammo are hard to get hold of allow the fighter to reach his solvent
by Underhive traders. spray.
Template: The s shot is
represented by the flamer template. This
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HAND FLAMER
BASIC WEAPONS
This section covers weapons designed to
Amongst the Underhive gangs this
be carried and used with two hands like
weapon is also known as the flame
an automatic rifle or submachine gun.
pistol or burner. It fires a short burst of
These comprise some of the most
flaming chemical, an unstable sticky
common and effective weapons
material that ignites upon contact with
available to the Underhive fighters. They
air. This volatile fuel is held within a
typically are typically more powerful or
small pressurised container that fits into
cause more damage than their smaller
the weapon. A single container contains
pistol equivalents. This is offset by often
very little fuel so hand flamers often run
being more difficult to maintain and
out of ammo. The unstable and
therefore have a lower (worse) ammo
temperamental nature of the fuel also
roll.
means that some containers prove
useless whilst others explode AUTOGUN
unexpectedly as they are loaded. The autogun is a rapid firing automatic
Nevertheless, the hand flamer is a very weapon. Auto weapons are easy to
dangerous weapon that spreads a sheet manufacture and simple to use, and are
of flame over a short distance which amongst the most commonly employed
allows it to claim several victims with a weapons in the Underhive.
single shot.
The majority of autoguns are made in
Flamer: The hand flamer s shot is the factories of Hive City and traded
represented by the flamer template. This down through the hive. But some crude
is used as described in the Shooting but effective versions are also made in
section. However, due to the hand the ramshackle Underhive workshops.
flamer's limited ammo, any models Ammo, spares and repair facilities are
partially covered by the template are not relatively easy to find throughout the
hit at all. Underhive, and traders always have
plenty of guns and ammunition for sale.
Ammo Roll: The hand flamer must take
an Ammo roll each time it fires, except LASGUN
during hand-to-hand combat. Laser weapons are manufactured in vast
quantities in the Hive City and are
Catch Fire: Any models hit by a hand exported to the armed forces of the
flamer catch fire on a roll of 5+. Note Imperium throughout the galaxy.
the hand flamer cannot set hand-to- Lasguns are traded in Underhive
hand combat opponents on fire. settlements and the Guilders bring
shipments from the factories above.
Flame weapons disregard any cover Power packs come from the same source
modifiers for hitting the target - the and some are made locally. Supplies of
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or barely living, but is overcome by the hit against the user. The weapon also
toxin for the rest of the game. Remove cannot be fired again for a full turn.
the model as you would any other that 3-4 Overheat: The weapon cannot be
was out of action. fired again for a full turn as it needs to
cool down.
If a needle rifle hits a model that is 5-6 Stable: The weapon remains stable
already down and inflicts a Comatose and can be fired again as normal next
result, then the model must continue to turn.
roll on the chart above in subsequent
recovery phases instead of the standard HEAVY WEAPONS
injury chart. This category covers particularly large
and powerful weapons. They are too
Silent: This weapon emits no noise so heavy and clumsy to be used by all
when fired doesn't test to sound the fighters, and are also difficult to
alarm during scenarios such as The Raid. maintain and repair. Only fighters with
appropriate technical skills can hope to
PLASMA GUN
own heavy weaponry of this kind,
Plasma weapons fire energy shells of
though most gangs have one or two
bright glowing plasma matter in a super-
fighters who carry heavy weapons.
heated energised state. When a plasma
These individuals are known as
shell strikes a target energy is released
heavies on account of the weapons
and the target blows apart in an
they carry and also because they tend to
almighty explosion.
be big, muscular fighters able to bear
the weight of their weapon, ammunition
Plasma weapons are extremely effective
and spares.
and very dangerous weapons, however,
they are also highly unstable, difficult to
Special Rules: All of the heavy weapons
maintain and frequently malfunction.
described below are weighty,
The user can mitigate this by firing as
cumbersome affairs which take quite a
short a blast as possible which has
bit of physical strength and energy to
slightly reduced effectiveness.
carry and use. Spare parts, ammunition
and a basic tool kit all add to the weight
Sustained Fire: 1 dice. Note that
a heavy must bear. Because of this, a
sustained fire can only be used when
fighter cannot fire a heavy weapon if he
shooting on maximum power.
moved during his movement phase. As
this rule applies to all heavy weapons it
Energy Levels: You can choose to shoot
is not included in the special rules for
the plasma gun on a low energy setting
individual weapons.
or maximum power. The profiles for
each setting are different. If you shoot AUTOCANNON
the plasma gun on maximum power The autocannon is a heavy automatic
then after all shots with the gun have weapon a larger and more powerful
been resolved that turn you must roll a version of the Autogun. It is a rapid
D6 on the Gets Hot table below to see if firing, high-velocity weapon capable of
the weapon malfunctions. spitting out a hail of deadly shells. The
blaze of shells, scream of the loading
Gets Hot mechanism and brutal recoil mean that
1-2 Critical: The weapon vents super- it is a difficult and energy sapping
heated gases that inflict a D3 Strength weapon to use. It is also extremely
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effective, and one of the most popular heavy version is the most effective and
heavy weapons. most complex weapon of its type. They
are extremely bulky and are often
HEAVY PLASMA GUN back by those
The heavy plasma gun, or sun gun, fires who carry them. Like all bolters it is
energy shells of bright glowing plasma noisy and the shells explode when they
matter in a super-heated energised state. hit their target causing great devastation.
When a plasma shell strikes a target
energy is released and the target blows Only very experienced and relatively
apart in an almighty explosion. Plasma wealthy fighters can afford to own and
weapons are extremely effective and use a heavy bolter. The constant and
very dangerous and the heavy version is demanding maintenance routine also
the most deadly of all, however, they are makes it an unwise choice for a novice.
also highly unstable, difficult to maintain For those who re doing
and frequently malfunction. The user it is a prestigious weapon carried by the
can mitigate this by firing the weapon most dangerous of fighters.
on a low energy discharge.
LASCANNON
Energy Levels: You can choose to shoot The Lascannon is the most powerful of
the heavy plasma gun on a low energy the laser technology weapons available
setting or maximum power. If shot on in the Underhive. It is a military weapon,
maximum power then after the shot has made in the factories of the Hive City for
been resolved you must roll a D6 on the the armed forces of the Imperium.
Gets Hot table below to see if the Examples find their way into the hands
weapon malfunctions. of gang fighters, though the Guilders are
reluctant to trade such powerful
Gets Hot weaponry into the anarchic Underhive.
1-2 Critical: The weapon vents super-
heated gases that inflict a D3 Strength The Lascannon fires a powerful energy
hit against the user. The weapon also burst, a single mighty blast of energy
cannot be fired again for a full turn. that can burn up a target or vaporise
3-4 Overheat: The weapon cannot be plasteel. It is designed for destroying
fired again for a full turn as it needs to large armoured vehicles and other
cool down. fighting machines, its massive energy
5-6 Stable: The weapon remains stable discharge is reckoned unnecessarily
and can be fired again as normal next potent in the cramped Underhive where
turn. targets are generally living men. As a
result it is not highly favoured, most
Sustained Fire: 2 dice. fighters preferring something which
spreads its shots over a wide area or
Firing on Maximum Power: Blast/Gas fires rapidly.
Cloud: A heavy plasma gunshot
envelops an entire area in a searing Terrifying Force: The effects of a
discharge so uses the blast template. If it Lascannon blast on a living target are
is fired on maximum power then it uses horrifying to behold. Usually if a ganger
the gas cloud template instead. goes down or out of action then friendly
fighters within 2" must take a nerve test,
HEAVY BOLTER however, this range is extended to 6"
All bolt weapons are highly advanced when struck by a Lascannon.
and technically sophisticated, and the
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The model is automatically broken, just Any models that fail the Initiative test are
as if he had failed a nerve test. blinded. Blinded fighters are unable to
see so cannot do anything except
5: Traitors! The victim becomes stagger around in a haphazard manner.
convinced his fellow fighters are out to If they do decide to move then they do
get him and that the whole thing is a set- so at half speed and in a random
up. The victim doesn't move this turn direction. If engaged in hand-to-hand
but pivots to shoot at the nearest friend combat they can fight but their WS is
that he can draw a line of sight to. He reduced to 1.
shoots with the highest Strength
weapon that is within range and if he A model who is blinded remains
can shoot multiple times then he will try blinded, but can test at the end of each
to hit as many different friendly fighters of his turns to recover his sight.
as many times as possible starting with
the nearest. Roll a D6.
On the score of a 5 or 6 the model
6: Errrr... The victim lapses into a recovers but remains dazzled until the
mindless slackjawed state for the end of his next turn.
remainder of the game.
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ARMOUR
help), suffering a Strength 4 hit with no The armed forces of the far future make
armor save allowed. Leave the tox use of advanced powered armoured
marker in place for the rest of the game. suits and energy fields which are
Anyone who subsequently moves within necessary to protect them against the
range may be hit as above. awesome weaponry used on the
battlefields of the 41st millennium.
Once Per Fight: A fighter can only carry Armour is much less useful in the
a single tox bomb each game so once depths of the Underhive. Its bulk
thrown cannot throw another. hinders movement amongst the tangled
ruins and its cost is beyond the reach of
Tox bombs are still replenished after most gangs. Although advanced armour
each fight just like normal grenades. is sometimes traded, by far the most
common forms of protection are the
simpler types of armour.
CAMELEOLINE
Cameleoline is a special type of fabric or
coating used to blend the wearer more
naturally into their environment.
CARAPACE ARMOUR
Carapace armor is made of rigid plates
of armaplas moulded to fit parts of the
body. A typical suit of carapace covers
the vital chest region, with separate
plates for the arms and legs. The
armaplas plates offer quite good
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protection from low-powered weaponry the direction indicated. If this causes the
but are rather heavy. model to not be placed on a horizontal
surface, it suffers from Falling. If this
Armor Save: A fighter wearing carapace places the model in impassable terrain
armor receives a 4+ armor saving throw. or another model, it immediately suffers
an automatic wound with no save
Initiative: Because of its cumbersome possible. If the model is lucky enough to
weight a fighter wearing carapace armor survive,
suffers a -1 Initiative characteristic destination.
penalty.
FLAK ARMOUR
CONVERSION FIELD Flak armor is made from high-tensile
A conversion field works by taking padded fabric usually in the form of a
incoming kinetic energy, converting it sleeveless jacket which covers the upper
into potential energy (hence the name), torso. Flak is rather uncomfortable and
and then releasing that energy in the not especially popular despite its low
form of light. The Rosarius used by cost. It offers minimal protection against
many members of the Ecclesiarchy low powered weapons and is most
incorporates a conversion field. A useful against blasts and explosive
conversion field grants lowers the impact from near-misses.
strength of all incoming Shooting
attacks by 2. If the wearer is successfully Armor Save: A fighter wearing flak armor
hit by a weapon of Strength 5 or higher, has a basic D6 saving throw of 6 against
treat the field as a photon flash grenade a wound. This is increased to 5 or 6
attack, centered on the equipped model. against weapons which use a template
This has no effect on the wearer. Note a as these are generally the low velocity
force field offers no protection against weapons that flak is most effective
hits struck in hand-to-hand combat. against flamers, blast weapons and
Frag grenades, for example. The save
DISPLACER FIELD modifiers for these weapons may reduce
A rare and little understood device, a or cancel out this save in many cases.
displacer field is similar to a refractor
field however, if the field senses any FORCE FIELD
failure, it will attempt to teleport the Force fields are the simplest and most
wearer several feet out of danger. common form of protective energy
Although, such sudden random shield used throughout the Imperium.
displacement may have unintended Nevertheless, personal force fields are
expensive and rare in the Underhive,
only gangs with the right connections
A displacer field lowers the strength of can ever hope to own one.
all incoming Shooting attacks by 3 and is
considered Exotic. All ranged attacks made against a fighter
protected by a force field suffer a -1
Any weapon which scores 2 or more penalty to their Strength and Save
successive hits (usually via Sustained Modifier. Note a force field offers no
Fire) and/or with the High Impact protection against hits struck in hand-to-
attribute which is hits the wearer, may hand combat.
cause the displacer to activate. Roll a D3
and Scatter Dice. The model is GHOSTHELM
immediately moved that many inches in
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A Ghosthelm is a psychically attuned attacks against the user, and all Orkoid
helmet worn by Eldar psykers to boost -2. A KFF is only
their powers and protect them from the usable by Ork models and only 1 may be
predations of the Warp. A Ghosthelm included in a warband.
allows the wearer to reroll one Perils of
The Warp result or Psychic power per MESH ARMOUR
scenario. A Ghosthelm is an Eldar Mesh armor is a fabric-like material
weapon and is considered Exotic to all made from tiny cells of bonded
non Eldar races. thermoplas. The resultant mesh is light
but very strong and can be fashioned
A Ghosthelm grants the wearer the into garments or used as a protective
Focus power attribute. lining. Mesh absorbs physical blows or
heat energy by becoming momentarily
HEXAGRAMMIC WARDS solid, effectively absorbing the energy of
Hexagrammic Wards are the catchall an attack to switch from one morphic
term applied to etchings, incantations, state to another. Repeated hits to the
or physical systems which protect the same area will tend to erode this effect
user from psychic powers, sorcery, and and reduce the protective value of the
other Warpcraft. The ability to apply a mesh.
ward is a largely forbidden lore within
the Imperium as is considered Exotic to Armor Save: A fighter wearing mesh
Humans. Hexagrammic Wards confer no armor receives a 5+ armor saving throw.
saves against normal attacks. However,
all direct attacks from Psychic/Wyrd POWER ARMOR
powers, Force weapons, and Warp Power armor is a set of full-body
protective armors, which are servo-
est is passed, the power or assisted and grant the wearer greater
attack is negated. power. In many cases, a neural interface
is included so the wearer does not suffer
HOLO-FIELD any lag-time between the controls and
A field of Eldar manufacture, this field
places several holograms of the wearer actions.
around it, whenever the user moves
rapidly. Armor Save: A fighter wearing power
armor receives a 3+ armor saving throw.
A holo-field wearer is always considered However, if the wearer is below Strength
to be in Partial Cover (1 to hit), if the 5, it suffers -1 Initiative (Astartes and
wearer is in partial cover already it models equipped with an MIU ignore
counts as being in Full Cover (2 to hit). this penalty).
Models shooting at the wearer from
Overwatch suffer 2 to hit, rather than REFRACTOR FIELD
the normal 1 modifier. A Holo-Field is A refractor field works by dispersing the
considered an Eldar weapon. energy of incoming attacks throughout
the field. A refractor lowers the strength
KUSTOM FORCE FIELD of all incoming Shooting attacks by -1
It is a strange array of energy-based and, as it glows slightly, the wearer
shields utilized by the technologically- cannot hide.
minded Orks known as Mekboyz.
A Kustom Force Field lowers the
strength of all incoming Shooting
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INFERNO Bolts are loaded with a small Psycannon bolts are psychically charged
promethium charge. Models hit by an Bolts which negate the powers of Warp
inferno bolt may Catch Fire, as if hit by a creatures and other followers of Chaos.
Hand Flamer (5+) They add +1 Strength. Warp Creatures
do not receive their 4+ save against
KRAK MISSILES / Missile Psycannon Bolts.
Launcher
This missile contains a powerful
implosive charge designed to crack open
heavy armored targets.
MANSTOPPER SHELLS /
Shotgun
This is a particularly heavy solid
cartridge with a massive propellant
charge. It is more powerful than a
normal solid shot and more accurate
over longer ranges. However, it is more
expensive than an ordinary solid shot.
PSYCANNON BOLTS
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MONO-SIGHT
A mono-sight is an optical sensor worn
over one eye, attached to the fighter s
weapon by a power link. The fighter
sees an enhanced image and
superimposed targeting reticule with its
crosshairs clearly showing where his
shot will land. The high resolution of
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BIONIC CHEST
protection against photon flash flares
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A bionic chest is a toughened membrane Injury roll, the model may take one
that sheathes the sternum and frontal reroll. This may only be used on the first
rib cage. The material absorbs impact Injury roll a model takes. If the model
trauma and spreads the energy chooses not to reroll the result, the rig
throughout the membrane thus cannot be used on any subsequent rolls.
reducing the chance of penetration. A
fighter suffering from a Chest Wound LOBO CHIP
can be implanted with a bionic chest, in A lobotomy chip is implanted directly
which case all Chest Wounds are struck into an organic brain and effectively
from the gang roster. A fighter
implanted with a bionic chest counts as behavior. A lobo chip will cure a fighter
wearing a respirator and also receives a of psychology tests associated with any
6+ armor saving throw. serious head injury. Once implanted,
the model does not have to test for
ELECTOOS Stupidity or Frenzy and its Initiative is
Electoos are a series of sub-dermal reduced to 1.
capacitors and wiring which turn the
bearer into a living spark plug. Rare MIU
outside the Adeptus Mechanicus, A Mind Impulse Unit is rarely seen
Electoos are common amongst the sect outside the Adeptus Mechanicus. It is a
known as Electro-Priests who use these neural uplink which allows the user to
implants to provide power to control Constructs and equipment via
machinery. They can also be used in thought. A model with an MIU does not
close combat as a form of shock incur any penalties for wearing Power
weapon, deadly to most foes, armored Armor and doubles the distance at
or not. Models with Electoos are which any selected Constructs may be
considered armed with a Medi-pack controlled.
when attempting to repair Constructs
hit by EMP or haywire grenades. MECHADENDRITES/SERVO-ARM
Additionally, the bearer may use the Technically not a bionic replacement,
Electoos in HtH combat. If doing so, the Mechadendrites are long metal
player must declare the model is using
Electoos before charging or before being repair equipment, perform sensory
charged. The model may then not use operations, or any number of myriad
any other HtH or Pistol weapons. uses. A servo-arm is a crude version of
However, the model counts as being the mechadendrite but is often seen
armed with 2 HtH weapons, adds +1 mounted on the backpacks of many
Strength to its attacks, and its Attacks Astartes Techmarines.
have the Shock attribute.
A mechadendrite/servo-arm does not
INJECTOR RIG replace a limb. Only non-Construct
This can be a crude system of syringes models may select mechadendrite/ servo
arms and only then if it has a MIU. No
elegant augmetic installed sub dermally. model may have more than their
Injector Rigs are used to infuse Toughness characteristic. Every
stimulants and other drugs directly into mechadendrite/servo arm grants the
Injector Rig following: the user is +1 Strength in
allows the model to use any drug it is HtH combat, does not suffer the
equipped with at any time during its encumbered modifier, and gains +1
turn. Additionally, Attack in HtH combat (ex: so a normal
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leaving his or her hands free. Shoulder Note that the auto-repairer is kept in the
Rigs may only be used by models with gang territory and is not associated
an MIU. A shoulder rig may be fitted with any specific Heavy.
with any basic weapon, at normal cost. As it does not belong to a specific model
During the shooting phase, a model its value is not included in the gang
with a shoulder rig may fire the rating. If the gang is raided in the Raid
shoulder rig at any enemy model, even if scenario then the auto-repairer is
firing another weapon at the same or automatically destroyed if the encounter
another model, at 1 BS (in addition to is lost.
any other To Hit modifiers).
BIO-SCANNER
MISCELLANEOUS A bio-scanner detects life signs within
the proximity of the user. The device is
EQUIPMENT small, about the size of a pistol, and can
The Underhive merchants sell all kinds be worn upon a belt or around the
of equipment ranging from advanced
gear smuggled down from Hive a device improves his chances of
City, ancient archeotech devices, spotting enemy intruders. A model
mystical items fashioned from the flora carrying a bio-scanner will automatically
and fauna unique to Hive Bottom as spot any hidden
well as simple accessories made to make
Underhive life a little more bearable. BIO-BOOSTER
A bio-booster is a small chemical charge
AUTO-REPAIRER that fits into a wrist band or similar. The
An auto-repairer is a large device kept in -sensor is activated when
s hideout or one of its the wearer is injured, administering a
workshops. The machine is used by a shot of booster chemical into the
gang s heavy to check and repair bloodstream by means of a pressure
equipment, scan for hidden structural diffuser. The bio-booster is self-
weaknesses and test batteries, power administering and completely
packs and internal generators. automatic.
If a gang has an auto-repairer then it can If a fighter wearing a bio-booster is
be used in between fights to check out required to roll on the injury chart then
gang must a roll of 1-3 counts as a flesh wound.
include a Heavy to do this and you must
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Note this only applies to injury rolls commands a price to match. Acunning
made in the recovery phase ie, not to leader can use the Wildsnake to instill a
rolls made when initially suffering a
wounding hit. by giving it to them to drink before a
game. The bottle of Wildsnake is used
BLADE VENOM up and the whole gang can reroll any
Blade venom is brewed from a variety of failed nerve tests and Bottle rolls. Sadly
natural poisons to produce a viscous their inebriation also reduces their
purple substance which will kill a man Initiative characteristic by -2 as well.
in seconds. The only problem is that a Once the
clumsy fighter with a poisoned weapon characteristics are returned to normal
is as great a danger to himself as anyone with accompanying blistering
else. Doses of blade venom are kept in headaches.
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models once per game and any Frenzon allows the user to immediately
subsequent drugs used have no effect. Frenzy. Roll a 2D6 after each battle the
equipped model uses the drug; on a roll
following chart and apply the effects of 2 or 12 the user becomes addicted.
immediately: Addicted models derive no further
benefit from that drug and suffer -2 to
their Initiative and Weapon Skill
power of the Warp. The model must roll
on the Perils of the Warp chart. GRAV CHUTE
2- The grav chute is a passive gravitic
improved. The model may add D3 to repeller which reduces the downward
any characteristic. This lasts until the pull of gravity to a fraction of its normal
end of the scenario. strength. It enables the wearer to float
from great heights and land softly.
The user permanently gains either D3 to
one characteristic or one skill of their A fighter wearing a grav chute takes no
choice. damage from falling. He can also use it
to jump down from ledges of any height
mind but its body revolts. The user gains as long as he has enough movement to
one minor Wyrd power until the end of cover the fall.
the battle and one random minor
mutation for ever. GRAPNEL
The grapnel consists of a magnetic
The model immediately suffers 1 grapnel attached to a long wire which is
wound, with no armor or field saves fired from a small launcher.
allowed. If the user survives, it suffers A fighter can fire the grapnel in the
from Stupidity until the end of the shooting phase instead of shooting with
battle. a weapon. Choose the spot you wish to
aim for, counting it as a small target, and
Roll a 2D6 after each battle the roll to hit as for weapons fire. If you
equipped model uses a Flects, on a roll miss the target then it fails to grapple
of 2 or 12 the user is driven utterly and is recoiled ready for the next shot. If
insane and is either mercifully killed by you hit then the magnetic grapnel sticks
its comrades or runs screaming into the to the point indicated and this can be
night. The model, and all its weapons marked with a suitable counter. In his
and equipment, is permanently lost. following movement phase the model
may winch itself to the position of the
FRENZON marker. If the fighter elects to do this
A combat drug typical to Penal legion then he cannot do anything else that
units and Arco-Flagellants, Frenzon turn. If the fighter is forced to move
glands before managing to winch himself, such
and hypothalamus, speeding up as because he becomes broken, then the
reaction time and slowing down outside grapnel is automatically recoiled. Note
actions. Frenzon is a drug and can be the grapnel can be aimed at the edge of
consumed at any time during the a level from below, thus allowing the
model to scale up on to a ledge above.
last until the end of the game. Models
without Injector Rigs may only use one ICROTIC SLIME
type of drug per scenario. Icrotic slime is a rare and dangerous
Underhive organism - a living
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slowly absorbed through the flesh into Amongst the wealthy decadent elite who
ery indulge in this practice the risks are less
fast or agile they rely on catching their because they can afford good quality
victims asleep. Whilst they invade their antidotes, but even so success is not
host they protect themselves by certain. There are even strains of Icrotic
releasing psycho-chemical stimulants slime that have become immune to the
anti-parasite drugs.
and body. So euphoric is the effect, and
so great the sense of power, that the Effect: Icrotic slime has a potent effect
victim makes no attempt to remove the on the user: the chemicals it releases
slime. make him stronger, more agile, improve
his reflexes and nullify the effects of
shock and trauma so that he can fight on
encysts and reproduces in the manner and survive terrible wounds. It is
of common amoebic parasites. As the thought these effects are produced in
amoeba divides it becomes millions of the host to ensure it survives long
tiny babies, which break out from their enough for the icrotic slime to
shells and begin to reproduce successfully.
brain from which they derive vital
psychic as well as physical nutrition. If a fighter uses the icrotic slime, then at
Soon the host turns into a gibbering the start of the game roll a D6 on the
wreck as his brain is consumed from table below for each of the
within. Within hours the pressure of the characteristics except Wounds and
feeding, growing baby slimes is so great Leadership.
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Side-effects: Roll 2D6 at the end of the Settlement at the start of the post-game
game. If the roll is a 2 the Icrotic slime sequence. The fuel rod can be used only
comrades once and is kept in the gang's stash so
could remove it, he dies screaming in its value is not included in the gang
agony. On the plus side you get to keep rating.
his equipment and all these valuable
baby icrotic slimes are scooped up and Note outlawed gangs that use a fuel rod
sold on for 4D6 credits. On a 3-11 the set up an Outlaw Settlement instead.
slime is successfully removed. On a 12 This behaves like a regular Settlement
the slime is removed plus the fighter except outlaws generate the full 30
gained some benefit from his slime time credits.
and has all of his serious injuries
removed (including the good ones like KALMA
scars). If he had no injuries the fighter Kalma is the hive name for a general
gets a free roll on the Advance Table group of euphoric sedatives which lower
instead. the state of consciousness and induce a
state of well-being. Such drugs are often
INFRA-RED GOGGLES ground up and used in small quantities
These take the form of a pair of goggles in food. A tablet of kalma renders the
or visor which allows a fighter to see the individual docile and compliant. A
thermal images of enemy fighters. This
enables the wearer to see foes who are will remain passive while unattended.
hiding or partially concealed behind Models without Injector Rigs may only
cover. use one type of drug per scenario.
A fighter wearing infra-red goggles can Effect: Kalma can be used in one of two
spot hidden enemy at triple his normal ways. Kalma can be ingested by a
distance i.e. his Initiative x3. However, downed fighter to alleviate pain, or it
the enemy model must be within the can be fed to a captured fighter if a
fighter's arc of sight. Sentries wearing rescue attempt is made.
goggles will also spot fighters in cover
just as if they were in the open. If a down fighter consumes kalma then
In addition, any fighters wearing goggles chart the Flesh Wound bracket is
are immune to the effects of smoke increased to 1-3. However, once the
clouds. effects of the kalma have worn off the
sudden overload of pain
ISOTROPIC FUEL ROD automatically taken out of action.
Isotropic fuel rods are used to provide
power for almost everything in the If the kalma is fed to a captive then he is
Underhive. Rods are made uphive in the treated in the same way as a down
Hive City factories, and sometimes turn model throughout the scenario (i.e. they
up as archeotech. Underhive settlers are placed face down and can only move
often use them to set up small out-holes
in the wastes using the fuel rod to recovery rolls.
power its air-pumps, water still and
generators. In either case, the sedative effects of the
kalma means that a fighter which
If a gang has a fuel rod it can convert consumes it has his Initiative reduced to
any one piece of territory into a
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1 and follows the rules for stupidity comrade. He cannot shoot, fight hand-
until its effects wear off. to-hand or do anything else. At the end
of the turn in the recovery phase an
Duration: Roll 2D6 in each recovery Injury roll is made for the down model
as normal except that a score of 1-4
characteristic to the result. If the total is recovers the injured fighter to flesh
greater than 12 then the effects of the wound, a 5 is down, and a 6 is out of
kalma wears off; if the total is 12 or less action.
the fighter is still affected and grinning
beatifically. Note if the kalma is fed to a Note that a fighter cannot use a medi-
captive then this test is only rolled once pack on himself, nor may another
the captive is freed or the alarm is individual use the medi-pack once its
sounded. owner is injured or otherwise
incapacitated.
Side-effects: There are no long-term
side-effects to using kalma. MUNG VASE
The Mung vase is a much sought after
One Use: Once a dose of kalma has been and extremely rare kind of archeotech.
used it must be struck from the gang Genuine vases are prized by collectors
roster. amongst the noble houses throughout
Necromunda and first class examples
LOBO-CHIP are said to change hands for millions of
The lobotomy chip is similar in general credits.
function to a standard skull chip. The
effect is to anaesthetise part of the brain, But for every genuine newly discovered
vase found in the deadzone wastes a
curbing excessive and violent behaviour. thousand replicas are made in the
shanty towns of the Underhive.
A fighter fitted with a lobo-chip is
immune from the effects of stupidity, If you are offered a Mung vase then the
frenzy and hatred, as well as nerve tests. chances are it is a worthless copy or a
However, the model's Initiative is damaged example of only token value.
reduced to 1 and it cannot be modified Canny investors will no more touch a
in any way. Mung vase than a festering sore on a
rabid plague rat, but not everyone is so
Bionic: A lobo-chip is a bionic so cannot circumspect. You can buy the vase if
be removed once implanted into a re feeling lucky (some would say
fighter. gullible).
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1: The trader convinces you the vase is A Master crafted weapon will never
an obvious fake, but quite a nice one, explode.
and offers D6 credits for it. You accept
and thank the trader for his generosity. Military Grade WEAPON
The following day you learn that he has A master-crafted weapon is the pinnacle
left town in a hurry. He is never seen
again. from the finest materials and is
engineered with exacting engineering. A
2: You are offered 2D6 credits. Military Grade weapon automatically
passes any Ammo Roll it is required to
3-4: You are offered 30+6D6 credits. take. Weapons with
Roll will pass on a roll of 4+.
5: You are offered 2D6x10 credits.
A Military Grade weapon is still subject
6: You are offered 3D6x10 credits. to the rules of exploding.
PHOTO-CONTACTS
Note unless a 1 is rolled you don't have
Photo-contacts are multi-layered plastic
to accept the offer. Indeed it may be
lenses worn on the eyes to enhance
worthwhile to hold out until you find a
vision in poor light conditions. They
trader willing to part with more credits.
also incorporate a photochromatic layer
s sight against
A vase can only be valued once per
sudden bright flashes.
game.
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trying to sell you an ancient Ratskin relic. When you fight a battle you may
treasure map is inevitably on the make. add or subtract up to 2 from the
On the other hand, the map looks real, Scenario chart to decide which scenario
s certainly very old, and the trader is played.
sounds genuine. Dare you take the risk?
In addition, the map reveals the location
If you decide to buy the map roll to see of ancient service ducts. You can choose
how accurate it is before you play your to add either a Vents or Tunnels
next game. If the map is accurate it will territory to your gang roster - you must
enable you to manoeuvre round your do this immediately or never.
enemy, and gives you an advantage
when deciding which scenario to fight. If s leader
s a good one you can use the map and is lost if he is killed. Its cost is
from then on. Roll a D6: therefore included in the s value
and gang rating in the normal way. The
1 Fake: Your opponent can choose the cost paid for the map is its value.
next scenario automatically, there is no
need to roll. PHOTO-VISOR
A photo-visor is a special visor that
2 Treasure map: The map shows the enhances vision in poor light
whereabouts of an ancient archeotech conditions. It also incorporates a
hoard. Roll a further D6 to determine Photo-chromatic layer that protects the
whether it is real or a fake. On a 1-5 it is wearer against sudden bright flashes.
a fake. On a 6 the map is genuine and
you can add an Archeotech Hoard to A fighter wearing a photo-visor is
your territory for free. The map has no immune to the effects of a photon flash
further use. flare.
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fungi spores that made up an important One Use: Once a dose of spook has
component of it, turning the stuff into a been used it must be struck from the
potent and dangerous powdery green gang roster.
scum. This is drunk in a frothing liquid
form by those foolish enough to use it. A SPUR
tiny glass phial contains a standard dose. The name spur is given to a number of
similar stimulants. Spur has some
Spook enhances any latent psychic unusual side-effects which discourage
awareness in the human mind. Most most individuals from using it. Taking
spook-induced wyrds will be devoid of spur involves extra risks because not all
any inherent mental strength (otherwise spur is the same, and so the potency of
latent wyrd powers would have any side-effect cannot be judged
developed and manifested themselves accurately. All types stimulate the
naturally). They are psychically nervous system, improving the senses,
vulnerable and consequently prone to muscle reaction and speed of thought.
daemonic attack in all. Its forms, as However an old, adulterated or badly
indeed are many wyrds. made batch may be ineffective. Models
without Injector Rigs may only use one
Models without Injector Rigs may only type of drug per scenario.
use one type of drug per scenario Effect:
A dose of spook will temporarily give a Effect: A model may take a dose of spur
model a minor Wyrd power. Generate before the start of a game. Roll a D6 on
the power by rolling D66 on the Wyrd the table below to determine its effects.
Minor Powers table at the start of the
game. This may result in a power which Results:
is useless on its own, or indeed no 1-The batch is old or bad and has no
power at all. If an Extra Primary Power effect.
result is rolled then you may choose 2-3 Increases Movement and Initiative
which Primary Power table to roll on, or by +D3.
to control D3 pets following the usual 4-5 Increases Movement and Initiative
Beastmaster rules. Taking spook is not by +3 points,but sensitizes the
same model takes spook twice in a row sudden physical shock may render him
it will not get the samepower. unconscious. To represent this the
by -1
Duration: A single dose of spook lasts point as long as the spur lasts.
for the duration of the game. 6-
Weapon Skill by +D6 points each,
Side-effects: Just like Wyrds, daemonic Ballistic Skill and Movement by +D3
attacks can occur whenever the spooker
uses their power following the Perils of hyperactive nervous condition, he goes
the Warp rules found in the Wyrd down for one whole turn as soon as the
section. However, to reflect that the drug wears off, after which he recovers
spooker has no inherent mental automatically.
defences, when attempting to use the
power he must roll for Perils of the Duration: Roll 2D6 in each recovery
Warp if any double is rolled.
characteristic to the result. If the total is
12 or less the model is still affected by
the dose. If the total is greater than 12
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BIONIC IMPLANT
Bionic implants cover a variety of small
cybernetic devices tailored to an
individual hiver to remove the negative
effects of a lasting injury.
BERSERKER CHIP
Berserker chips are small bio-plates that
attach to the skull by means of a fine
needle-like pin which plunges straight
into the brain. The chip's circuitry melds
with the wearer's mind and on
command can flood the body with
adrenaline and other chemicals.
Once per game, a fighter implanted with
a berserker chip can activate it at the
start of any of his turns. If the chip is
activated then the model gains a +2
bonus to his Movement and Strength
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principle, and they're probably right. outlawed if each reports the other to the
But the real outlaws, the Underhive Watchmen.
gangs that have been driven out of the
Guilder settlements into the badzones Outlaw TABLE
are just unlucky. They got caught.
2D6 Result
BECOMING AN OUTLAW
After every gang fight there's always a 2 Outlawed: Time to get out of town,
chance that a gang will be declared your gang has been outlawed!
'outlaw' by the Guilders. A gang may not
have committed any crime at all and be 3-6 Clean: You're a clean citizen, move
outlawed anyway because they have along.
been falsely accused by someone who's
scared of them or jealous of their status. 7-11 Black Mark: You're a clean lawful
Far more likely is that the gang has citizen. In addition, the Guilders are
broken the law and just had the unimpressed with the reporting gang
misfortune to be caught and punished. wasting their time. They suffer an extra -
The law is uncompromising in the 1 modifier the next time they are
Underhive and anyone who is outlawed reported to the Watchmen.
will have to get out of the settlements
very quickly or get used to their head 12 Deputised: The Guilders are so
adorning a pole as a waming to others. impressed (or fooled) by your law
abiding manner that you are given the
Whenever two players fight out a game chance to become Watchmen and help
of Necromunda either player can decide keep the peace. If you accept you gain
to report the incident to the Guilders' an income bonus of 25 credits each time
Watchmen afterwards. This accusation you play a game against Outlaws from
may cause the other gang to be now on, and you can inflict a -1 modifier
outlawed, particularly if the opposing on another gang when it rolls on the
gang has been engaging in nefarious Outlaw Table after a game with you.
activities of some sort or is particularly Mark your new Watchman status on our
large and well known. gang roster so you can show your
credentials. You can decide to stop your
There is nothing to prevent both players gang being Watchmen at any time by
reporting to the Watchmen; indeed such crossing it off your roster.
acrimonious counter allegations are very
common. Naturally outlaw gangs can't MODIFIERS
report other gangs to the Watchmen, The roll is subject to the following
they would just shoot them on sight or modifiers.
imprison anyone who was sent by them.
-1 For each enemy fighter taken out of
In the post battle sequence, after rolling action that game, of which died from a
for income, skills etc. each accused Dead serious injury.
player must roll 2D6 to see whether the -3 If the scenario you just played was an
accusations against his gang come to the Outlaw scenario and you were attacking.
attention of the Guilder courts. The rolls -l For each Wyrd or Pit Slave in your
must be witnessed by the opposing gang.
player and are modified as noted. Note +1 If your gang rating is under 1,000.
that it is possible for both gangs to be
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by 10 TG.
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NECROMUNDA SURVIVAL EDITION
The bounty hunters sell the captured Fines must be paid out of the War
fighter into slavery. The bounty Hunters
add to their stash: (D6*5) game. If a player is unable or
Throne Gelds as well as the equipment. unwilling to pay the fine the fighter is
Remove the Captured fighter from the sold to the slavers and never seen again.
enemy roster.
3.4.5.6 = The Captured fighter is an
Outlaw, and he is delivered to the Local have the choice of paying or missing a
Law Enforcement. game.
The bounty hunters bring the captured
fighter in front of the law. The bounty Recruitment
Hunters add to their stash: (Total Xp of
the captured fighter +D6*5) Throne 1 - Leader
Gelds. WS BS S T W I A Ld
NB: Captured fighters from +2 +2 - - - +1 - +2
Arbites/Expurgators as well as Puritan
war bands are always sold to Slavers. Base +100 TG
To find out what happens to a fighter
who is turned over to the Local Law
Enforcement roll a D6. Abhuman Untouchable, or Wyrd
1. Sold into Slavery: The fighter
disappears forever. weapons from the HtH, Pistols, Basic,
2. Fined: The fine value is set to his Special, and Grenades list.
value in TG including the value of his
weapons and equipment. His equipment from the Armor, Gunsights,
equipment is confiscated. His War band and Equipment lists.
may free the fighter by paying his value
in TG including the value of having a friend within 2. Additionally,
his weapons and equipment. All of his friendly models within 6 of the leader
weapons and any equipment that is not may use its Leadership when taking any
physically part of him (bionics/lobo chip Leadership test.
etc) are confiscated by the
Enforcers/Arbites. 0-3 - Heavies
3. Fined: His value in TG including the WS BS S T W I A Ld
value of his weapons and equipment. +1 +1 - - - - - +1
His War band may free the
fighter together with his weapons and Base +40 TG
equipment by paying his fine.
4. Fined: D6x10 TG. His War band may -Astartes Human or
free the fighter by paying his fine as Abhuman, Wyrd, Mutant
above.
5. Fined or Sentenced: The War band from the HtH, Pistols, Basic, Special,
may choose to free the fighter for D6x5 Heavy, and Grenades list.
TG or let him serve his sentence in the
pit, in which case he misses the next equipment from the Armor, Gunsights,
game. and Equipment lists.
6. Insufficient Evidence: Released
immediately. 2+ - GANGERS
WS BS S T W I A Ld
+1 +1 - - - - - +1
Base +30 TG
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Gun-Sights
Red-Dot Laser
Telescopic Sight
Mono-Sight
IR Sight
Equipment
Charm
Clip Harness
Liquid Courage (One Use)
Photo-Contacts/Visor
Respirator
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each model in the pot will feed a Shallow end of the Gene
number equal to: Pool
All mutations for Scavvies cost -5 Geld
Victim's (Strength x Toughness) + each (to a minimum of 5 Geld).
Wounds. For example, if a normal
Scavvy is put into the pot he will feed 10 Mutants
members of the gang. Scavvies are often mutated by their
dreadful living conditions. Most of these
Unreliable Weapons mutations are simply horrible and
Scavvy guns are shabby, rusty and badly inconvenient: webbed fingers, extra
treated. If a scavvy member must make toes, tentacles for noses, skin colours
an Ammo roll, then the weapon ranging from bright orange to sickly
automatically explodes on a roll of 1. green and so forth. However some
scavvies are born with useful mutations
Gangers and other mutants hide out amongst the
For purposes of rules that specifically scavvies for fear of the Redemption and
reference Gangers, such as when Imperial authorities. These creatures
searching for rare trade or working out may have lashing tentacles, bony spikes,
which fighter takes over as gang leader, crablike claws and other natural
the Scavvy fighter type count as Gangers. weaponry. Scavvy bosses ruthlessly
exploit these mutants as enforcers and
Scrofulous gangers, though the mutants also enjoy
Scavvies start with a Scrofulous Wastes a chance to make the normals pay for
territory. If their hideout is lost then their repression.
they always find another place to defile,
give them another Scrofulous Wastes.
Scavvies cannot abandon their hideout.
Bunch of Animals
Scavvie
wherever they go. To represent this, a
mutant mob may purchase up to 150pts
worth of Beasts. All Beasts selected in
this way must be represented by a
suitable model and must be controlled
with a character with a control collar.
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NECROMUNDA SURVIVAL EDITION
equipment from the Armor, Gunsights, from the HtH, Pistols, and Grenades list.
and Equipment lists.
equipment from the Armor and
having a Equipment lists.
purposes of recovering from pinning.
Additionally, friendly models within 1, 2 or 3 Wyrd upgrade on recruitment.
- Ogryn, or Big
2+ – Scavvy DREGS
Mutie. WS BS S T W I A Ld
- - - - - - - -
weapons from the HtH or Grenades &
Ammo list. Base +15 TG
the Armor and Equipment lists.
-Astartes Human,
Special weapon from the following list: Abhuman Squat, Abhuman Ratling,
-Ripper Gun abhuman - Beastman
-Scatter Cannon or Mutant.
-Spear Gun
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their strength. If they succumbed to the them. If the 10 credits is paid then D6
fever their brains were rotted by the Zombies come along to fight. Note the
terrible disease, all higher reasoning was gang cannot pay more than 10 credits
lost and the victims became little more otherwise they risk being overrun
than beasts. themselves! The Zombies are under the
control of the Scavvy player for the
Unfortunately beasts still need to eat entire game, but scatter back to their
and soon thousands of brainless, half- wandering existence after the fight.
dead plague victims roamed the
boulevards and thoroughfares of the Scenarios: Zombies are deployed like
great hives seeking flesh to feast on. regular gang models and count towards
Each time they pulled down some any scenario fighter limits.
luckless citizen and tore into his flesh Zombies cannot interact with non-
with teeth and nails another victim was fighter scenario objectives e.g. loot
infected and another plague zombie was counters. They don't contribute
added to their ranks. Anarchy and chaos towards winning or losing conditions
swept through the hives as and are ignored for Bottle roll purposes.
Necromundans struggled to fight off the
hordes of plague zombies and drive the Shuffle: Plague Zombies usually stagger
surviving ones down into the Underhive. around with broken, faltering steps.
Occasionally when they get the scent of
Zombie plague breaks out from time to blood in their decaying nostrils, they can
time in the Underhive and packs of flesh break into a loping, shambling run.
eating plague zombies are yet another of
the many dangers in the hive's dark To represent their unpredictable gait
underbelly. These shambling neurone Plague Zombies move 2D6" in the
plague victims live in wild packs living movement phase. Each Zombie is
off what carrion they can find or rolled for individually and the Scavvy
anything that's stupid enough to let itself player may move them as he wishes up
be caught. Scavvies often round up to the distance rolled.
packs of zombies and send them against
outposts, settlements and rival gangs Note Zombies cannot go into hiding and
that they are attacking. In sufficient follow the usual movement rules if
numbers these contagious creatures are downed.
fearsome opponents.
Plague Zombies may not run or charge,
D6 – PLAGUE ZOMBIES they always move 2D6". However,
WS BS S T W I A Ld Plague Zombies always count as
2 0 3 3 1 1 1 4 charging into hand-to-hand combat if
they manage to reach base contact with
Cost to recruit: 10 credits an enemy model.
Weapons: Plague Zombies don't have No Pain: You can burn Zombies, shoot
wargear; they are armed with a variety of them or cut them up and they'll still just
improvised weapons but lack the finesse keep trying to bite you.
to gain any real benefit from them.
Zombies are immune from the negative
Recruitment: A Scavvy gang can 'buy' effects of pinning, flesh wounds and gas
Plague Zombies for a game, the cost clouds. If a Zombie is set on fire then he
representing bits of food used to lure can still move as normal. If the alight
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NECROMUNDA SURVIVAL EDITION
Special5
Flamer
Autoslugger
Grenade Launcher
Ripper Gun
Scatter Cannon
Spear Gun
Webber3
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NECROMUNDA SURVIVAL EDITION
Armor
Light Armor
AGI COM FER MUS SHO STE TEC
Subs X - X X - - -
Dregs X X X X - X -
Spooks X X X - - X -
Masher - X X X - X -
Blaster - X X X - X X
Boss X X X X X X X
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NECROMUNDA SURVIVAL EDITION
RENEGADE
Spirit Infused: For each Archeotech
EQUIPMENT Hoard the
Only Ratskin Renegade members can Renegade has currently captured, the
use the following items as no other gang spirit ward's
would want to be associated with the armour save is increased by +1.
much-loathed renegades. For the
purpose of skills, hand-to-hand combat, Spirit Infused: For each Archeotech
etc,Handbows count as pistols while Hoard the
Muskets and Scatterguns count as basic Renegade has currently captured, the
weapons. Spirit Totem's
Strength and Save Modifier receives a
Additionally, renegades can craft certain +1 bonus.
items that other gangs would find hard
to find at trading posts. If you roll up SPIRIT LORE
Blade Venom, a Blindsnake Pouch or a D6 Result
Ratskin Map when searching for rare
trade, re-roll the result. 1 Slime Dance: The shaman is able to
call on the spirits of the hive to summon
Renegades can buy Blade Venom and up fogs, slime, creatures and suchlike...
Blindsnake Pouches at a reduced cost, sometimes. When the treacherous
though the full cost (shown in brackets) conditions are rolled for at the
is still used for gang rating, selling, etc. beginning of the game the Shaman with
this power can roll twice on it instead of
SPIRIT WARD once if he can first pass a Leadership
Spirit wards are elaborate tattoos and test.
decorations
designed to attract the protective spirits 2 Beast Sacrament: The Shaman may
of the hive. perform a sacrament in honour of the
They are suffused with the guardianship hive's beasts, infusing the surrounding
of these animal spirits with an affinity for
spirits, enabling them to seemingly himself. If the Shaman passes a
deflect projectiles Leadership test then he can bring along
aimed at the ratskin harmlessly away. D3 pets to the fight following the usual
Wyrd Beastmaster rules.
Armour Save: The ratskin receives a 6+
armour save 3 Ghost Dance: The shaman can call
against any ranged attacks. Note a spirit upon the guardianship of the hive spirits
ward cannot to protect the Ratskins. If the Shaman
be combined with flak, mesh or passes a Leadership test at the start of
carapace armour and his tum and then dances and chants for
a ratskin cannot wear multiple spirit the rest of it (ie doesn't move or do
wards. anything else that turn) he can weave a
protection which will last until the end
Dual-handed: A ratskin can focus the of the opponent's tum. The protection
totem's energies affects all members of the Renegade
by using it with both hands instead of within 16" of the shaman giving them a
one, in which 4+ armour saving throw against any
case it gains a +1 Strength and Save ranged attacks. If the Shaman suffers a
Modifier bonus. hit or becomes engaged in handto-hand
survivors of the team will take their Spyrer teams have a gang rating of 200
place among the powerful ruling elite of per surviving spyrer plus their
Necromunda. Experience points. The Spyrers low gang
rating is a reflection of their skulking
Alternatively, the hunt can return above behaviour making them difficult to track
the wall early without fulfilling their vow and predict by other gangs, however,
(much to the ire of their families). The even a lone Spyrer is a dangerous
normal rules listed above still apply, but prospect for most gangs. To reflect this,
each Spyrer must take a Leadership test. Spyrers never gain any bonus
If the test is failed then they are Experience points through being an
removed from the hunt and replaced Underdog.
with a fresh Spyrer.
Starvation
You must then pick the same vow and Spyrers gain synthesised sustenance
the hunt heads downhive to try and from protein packs wired into their suits
absolve themselves. so they are immune to the effects of
starvation.
Any Spyrers that enter the Spire with at
least 200 Experience points or a Capture
Leadership of 9 must retire as his Gang fighters captured by Spyrers are
outstanding qualities earns him a place liable to be turned into interesting suit
in a respected house position. omaments as the Spyrers have no
interest in ransoms or exchanges.
The only way a gang can get back
SPECIAL RULES captured members is by playing a
Rescue scenario. Spyrers just love using
Territory
captured prey as bait to get more.
Spyrer teams have no use for territories
and are constantly on the move seeking
Spyrers captured by gangers can expect
fresh prey.
a horrible death. Their companions will
make no attempt to rescue them and
Spyrers cannot capture territories from
they can expect no ransom from the
enemy gangs and since they don't start
Spire. A Spyrer who is captured is always
with a territory they have nothing to
killed and stripped of his sophisticated
capture.
devices which are sold as curios for
Outlanders 3D6x5 credits.
Spyrers are an outlander gang so all
Equipment
outlaw rules apply to them unless stated
Spyrer suits are complex pieces of
otherwise. As outlanders, Spyrers don't
hunting kit that count as having a Bio-
have a guild price so cannot pay off their
booster, Skull Chip, Filter Plugs, Photo-
outlaw status.
contacts and Infra-red Goggles.
Income
Spyrers never collect any income, never Spyrers are entirely reliant on their suit's
trade, cannot buy extra gang members arments and so they cannot use
after their initial recruitment and never additional weapons or equipment. They
use hired guns. cannot for example use items stolen
from captured enemy fighters.
Gang Rating
Note some spyrer models may look interest in loot, they can still play in
armed with deadly close combat scenarios that involve it like any other
weapons, such as the Orrus suit's gang, such as Scavengers. One of their
powerful clawed fists. Spyrers don't roll favourite tactics is to exploit the greed of
an extra Attack dice for fighting with two the Underhive gangs.
weapons in hand-to-hand combat,
instead this is already reflected in the Killer Reputation
Spyrer suit's characteristic boosts. The Spyrers' infamy understandbly
means they start with the Killer
Leader Reputation skill.
Spyrer teams have no set leader:
leadership devolves to whoever has the Hard Target
highest kill score or the best ideas. Any Spyrers are an elusive and deadly foe
Bottle rolls are taken using the best that require immense wit, skill, and
Leadership characteristic in the team some would say luck, to put down. To
who is present and not down. Note in reflect this, usually fighters earn +5
some scenarios an Experience point Experience points for inflicting a
bonus goes to the leader of the winning wounding hit during a fight. However,
gang: since spyrers have no leader they any wounding hit awards scored against
are not eligible for this bonus a Spyrer earns +10 points instead.
Experience.
Power Boosts
The power boosts for Spyrer suits begin
to kick in once the hunter starts making
kills and earning combat experience.
They work by increasing the energy feed
into weapon systems and making them
more powerful, improving cybernetic
enhancements to make the wearer
stronger or faster, thickening armour
cells to increase their protection and so
on. These are represented by Power
Boosts which can only be earned with
Experience points and behave in exactly
the same way as skills.
Independent
Spyrers are in constant communication
with each other and are highly self-
motivated. Spyrers who are pinned are
always allowed to roll to try and escape
from pinning at the start of their turn
even if there are no other Spyrers within
2".
Scenarios
Spyrers roll on the normal Scenario
Table, not the Outlaw Scenario Table.
Although Spyrers have no monetary
Damage
Save Mod.
As user +1
Save Ammo
1 Str. Damage Mod. Roll
- 3
Range +1
Close Combat
Entangled models cannot move or do
Range anything else. If
To Hit the model is involved in hand-to-hand
Short Long Short Long combat then
he is treated as down. A model which is
0-6 entangled at
the start of their turn can struggle free by
Parry: The monomolecular sword allows passing a
the Jakara Strength test. If passed the victim frees
to make a parry as described in the himself but
game rules. may not do anything else for the rest of
the turn. If
8-16 the test is failed then the fighter remains
entangled.
+1
The Jakara mirror shield is a complex
- device that
contains an unusual force field
1 generator. The
generator sets up a resonant energy
- vortex across the
shield which bleeds off the power it
- absorbs into one
of several containment devices which
- stud the shield's
surface. In turn this stored energy can
- be channeled
back to its source as a brilliant bolt of
2+ heat and light.
Parry: The mirror shield allows the Ammo: If the mirror shield fails an
Jakara to make a Ammo roll then it
parry as described in the game rules. will also no longer grant any of the
above benefits.
LASER GAUNTLETS
0-12 12-24
Special Save: The mirror shield confers
a 5+ special 55
saving throw against all hand-to-hand
combat hits and +1
any ranged attacks that originate in the
forward 90º -
arc of the Jakara.
Save Ammo
The Yeld hunting rig is fitted with heavy Str. Damage Mod. Roll
gauntlets
mounting multiple laser tubes. The 3
gauntlets fire a
storm of laser bolts from the Yeld's fists, 1
a deadly
attack which has the longest range of -
any of the
Spyrer hunting suits. The power boosts 2+
for the Yeld
rig make its lasers even more potent,
feeding more
power to them so they can fire over
greater distances
and increasing their penetrating power.
BOLT LAUNCHERS
Result
EXPERIENCE
2
The bolt launchers on an Orrus suit are
racks of small Power Boost: Randomly roll a boost
rockets mounted on the back of its from the
crusher fists. The appropriate Spyrer's Power Boost table.
power boosts of an Orrus hunting rig
can extend the 3-4
power and burn duration of the rocket's
tiny engines, New Skill: Select one of the Skill tables
giving them a greater range. They can for your
also increase Spyrer and randomly roll a skill from it.
the power of the warheads and improve
the fire Twin-linked: Bolt launchers are linked to
control so that salvoes of bolts can be fire together
fired. so they must be fired at the same target
and only a
Unless noted below, Spyrers gain single dice is rolled to hit. However, if a
experience and hit is scored
advance just like any other gang make two separate rolls to wound.
members. All
Spyrers start with 10 Experience points. 5
+1 CHAMELEON WINGS
ADVANCE ROLLS 7
2D6
Characteristic Increase: Roll again
Save Ammo Jakara
Str. Damage Mod. Roll 1-4 = +1 Weapon Skill
5-6 = +1 Ballistic Skill
- Malcadon
1-3 = +1 Weapon Skill
4 4-6 = +1 Attacks
Orrus
1 1-2 = +1 Ballistic Skill
3-4 = +1 Strength
-1 5-6 = +1 Toughness
Yeld
2+ 1-4 = +1 Ballistic Skill
New Skill: Select one of the Skill tables SKILL TYPES AVAILABLE
for your Fighter Type
Spyrer and randomly roll a skill from it. Jakara
Malcadon
A Yeld's wings are made from hundreds Orrus
of individual Yeld
plates of metal connected by micro fibre
bundles on Agility
an articulated frame. These bundles are
activated by Combat
brainwaves read directly from the
wearer's cortex. Ferocity
With a little training the wearer can
make the wings Muscle
move and flap at will, enabling him to
glide Shooting
exceptionally well or climb upward
somewhat more Stealth
laboriously. Each of the metal plates is
also wired with Techno
crystalline circuitry allowing it to change
colour and ✓
meld into the wearer's surroundings. ✓
Fly: The Yeld's wings allow its user to ✓
fly.
Chameleon: If the Yeld didn't run or fly, ✓
his wing's ✓
chameleonic effect provides the ✓
following benefits. ✓
The Yeld can hide even if he is not
behind cover. He ✓
simply remains stationary long enough ✓
for his outline ✓
to disappear completely. Note the Yeld -
can still be
✓
SPECIAL RULES
OUTLANDERS
CHOOSING THE GANG WS
TECHNO BS
Pit Slave Chief: A gang must have one Weapons: A Techno may be given
Chief. equipment chosen
Techno: A gang can have up to 2 from the Hand-to-Hand, Pistols, Basic,
Technos. Special
Pit Fighter: A gang can have any Weapons and Extras sections of the
number. weapon list.
Pit Slaves: At least 50% of the gang
must be Pit Cost to recruit: 140 credits
Slaves. If the number falls below this The pit slave chief is a natural leader,
then only Pit the one who the
Slaves can be recruited. others look to for direction in their battle
against the
PIT SLAVE CHIEF Merchant Guild. Usually the chief is the
one who led
M
the others to freedom and who has kept Cost to recruit: 60 credits
the slaves The most burly and aggressive pit
together through their wanderings ever slaves are thrown
since. Pit into fighting pits for the enjoyment of
slave chiefs have to work hard to keep paying
their position spectators. They are always augmented
amongst the ruthless cut-throats they in some way,
lead, a favoured rending chainsaws and buzz saws
way is to acquire numerous bionic create bloodbaths
implants and for the baying crowds while armour
armour plates. A fully arrayed chief is plates and
terrifying, his toughened rod implants prolong the
many machine arms snapping insanely. agonising
M spectacle. Pit fighters can gradually chip
away at the
WS bounty on their head by surviving the
fighting pits,
BS but more often than not a vicious
breakout is their
S only real chance for freedom.
3 59
OUTLANDERS
3
PIT SLAVE
3
PIT SLAVE WEAPON LIST
Leader Only Weapons 3
Bolt Pistol
Bolt Shells 1
Boltgun
Chainsword 3
Hand Flamer
1
Cost to recruit: 60 credits
Regular pit slaves make up the majority 7
of slave gangs,
scarred half-men with bitter memories of Weapons: A Pit Slave may be given
the normal equipment chosen
life they used to enjoy. Slave chiefs only from the Hand-to-Hand, Pistols and
accept the Extras sections of
most hate-filled and hardened slaves as the Pit Slave Weapon List.
only they can Pit Slave Weapon: Pit Slaves must be
be expected to survive their war against equipped with
the Merchant a pit slave weapon and cannot be armed
Guild. Pit slaves make frightening with more.
enemies, vengeful
and careless of their own wounds as EXPERIENCE
they tear apart Unless stated otherwise, Pit Slave
hivers with industrial-sized mechanical gangs gain
weaponry. experience and advances just like a
M regular gang.
WS Fighter Type
BS Initial Experience
S Pit Slave
Pit Fighter
T Techno
Pit Slave Chief
W
20 +1D6
I 40 +1D6
40 + 1D6
A 60 + 1D6
Ld MAXIMUM CharacteristicS
M
4
WS
3
BS Pistols
Autopistol
S Laspistol
Stub Gun
T
15
W 15
10
I
Basic Weapons
A Autogun
Lasgun
Ld Shotgun (+Solid Slug, Scatter Shot)
4 20
25
6 20
6 Special Weapons
Autoslugger
5 Flamer
Grenade Launcher
5 Meltagun
Plasma Gun
4
45
5 40
60
4 95
80
9
Pit Slave Weapons
Cost Buzz Saw
25 Chainsaw
15 Claw
35 Hammer
25 Rock Drill
25 Shears
Hand-to-Hand Weapons 15
Chain or Flail 15
Club, Maul or Bludgeon 10
Knife (first knife free) 15
Sword 10
10
10
10 Extras
5 Armour Plates
15 Dum-dum Bullets
Frag Grenades
Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Pit Slave
Pit Fighter
Techno
Pit Slave Chief
✓
✓
✓
✓
✓
✓
✓
✓
✓
✓
✓
✓
OUTLANDERS
5
pit slave EQUIPMENT
Only Pit Slave gang members can use 1
the following items as other gangs lack
the required expertise. -2
Strength Strength
Damage Damage
4 3
1 1
-1 -
Range Range
Close Combat Close Combat
Save Mod. 3
Strength
1
Range
- Close Combat
4 Strength
D3 Damage
-3 Save Mod.
Territory & Income: AdMech war bands equipped with a heavy armor granting it
select territories and collect income 4+ armor.
exactly as described in the Necromunda
WS BS S T W I A Ld
+1 - - - - +1 - +1 weapons from the HtH, Pistols and
Grenades list.
Base +40 TG
equipment from the Gunsights and
Equipment.
-Priests may select ation Skill. (If the fighter
weapons from the HtH, Pistols, and gets it once more, reroll the result).
Grenades list. Sicarians have an included 5+ armor
-Priests may select save than cannot be upgraded.
any equipment from the Equipment
lists. 0-4 – Servitors
-Priests have Electoos WS BS S T W I A Ld
and may never wear armor. - - - - - - - -
0+ – Skiitari
WS BS S T W I A Ld Gun-/Combat-Servitors.
+1 +1 - - - - - +1 eapons: Gun-/Combat-
Servitors may select weapons from the
Base +30 TG HtH, Pistols, Basic, and Grenades list.
n-Astartes Human or
Abhuman. 0-2 – Praetorian
WS BS S T W I A Ld
from the HtH, Pistols, Basic, and +1 +1 +1 +1 +1 -1 +1 -
Grenades list.
Base +140 TG
equipment from the Armor, Gunsights,
and Equipment lists.
Base +100 TG
- Mutant
2+ ARBITRATORS/TROOPERS
WS BS S T W I A Ld weapons from the HtH, Pistols, and
+1 +1 - - - - - +1 Basic lists.
uipment: Legionnaires may select
Base +30 TG equipment from the Equipment lists.
-Ogryn, Out of
friendly model, that model does not
weapons from the HtH, Pistols, Basic, need to test for breaking.
and Grenades list.
0+ Recruits Hand-to-Hand
WS BS S T W I A Ld Knife
+1 - - - - - - - Stilleto, Dirk5
Throwing Knife5
Base +15 TG Sword
Club, Maul, Bludgeon
Chainsword1
Chain-Axe1
weapons from the HtH, Pistols, and Shock Maul (Arbites Only)1
Basic lists. Power Sword3
ment: Recruits may select Electro-Flail2
equipment from the Armor and Shock Maul2
Equipment lists. Power Sword3
Force Staff4
At the end of each game during which Nurglite war bands may only ever
the fighter did not take out an opponent summon Warp Predators &
in HtH combat, and that he is not down Plaguebearers.
or out of combat, his blood lust makes
him loose his mind. Roll 2D6 to test his : 20 TG
Ld. If the test fails, the fighter falls into
madness. The fighter gains permanently +1
Toughness and +1 Wound and the True
Roll D6. Grit skill.
1.2.3 = Select randomly 1 fighter within
the chaos coven war band, initiate an At the end of each game during which
HtH to combat, the fight last until one of the fighter did not score two wounding
hits in combat, and that he is not down
Mark Bearer receiv or out of combat, his blood lust makes
Bonus. Apply serious injuries roll for the him loose his mind. Roll 2D6 to test his
looser. Ld. If the test fails, the fighter falls into
4.5.6 = The fighter turns his weapon on madness.
himself and chops his head off. Remove
him from the roster. Roll D6.
1.2.3 = Select randomly 1 fighter within
Nurgle: the chaos coven war band, initiate an
Nurgle is the Great Lord of Decay and HtH to combat, the fight last until one of
the Master of Plague and Pestilence. All
things, no matter how solid and
permanent they seem, are liable to Bonus. Apply serious injuries roll for the
eventual corruption and death. Even the looser.
process of creation is but the precursor 4.5.6 = The fighter turns his weapon on
to destruction and decay. The bastion of himself and kills himself. Remove him
from the roster.
the morning is the crone of the night,
and the hope of a moment is but the Tzeentch:
foundation of regret. Though he is the Tzeentch, also known as the Changer of
creator of every infection and epidemic Ways, is the Chaos God of Change,
to have ever swept the universe, Nurgle Evolution, Intrigue and Sorcery, he who
is not a morose purveyor of despair and weaves the threads that connect every
gloom, but a vibrant god of life and action, plot and subtle intrigue in a
laughter. In death, there is life. galaxy-wide game of manipulation and
subterfuge. At the end of each of these
Each Nurglite warband receives a Tox threads lies the ensnared soul of a
Bomb for free upon creation. Nurglite human puppet; those of his servants and
weaponry is unreliable, old, and of agents who believe they serve the Lord
generally low quality. As such, all of Sorcery in mutually beneficial pacts.
members must take an Ammo Roll if
they roll a natural 1 or 6 on their to Hit Tzeentchian warbands with Mutants do
roll. This does not apply to the Magus & not pay double for the second mutation
Acolytes & Daemonhost. as listed in the Mutant profile of Species
and Races. The first mutation any
Because of this, the cost for all Ranged member selects costs -10 Geld (to a
weaponry is reduced by -5 Throne Geld minimum of 5).Tzeentchian war bands
upon creation (to a minimum of 5). subtract -1 from their Subversion Rating
and add +1 to their Investigation Slaaneshi war bands may select and pay
Rating. Rogue Psykers unit is modified for one Pitslave or one Beastmaster
to 2-4. Daemonhosts only requires only upon creation. The selected model is
2 Cultists instead of 3. Tzeentchian war considered a member of the war band
bands may summon ANY Warp from this point onward, but may only
Creature!
Roll D6.
The fighter is no longer slowed by
1.2.3 = Select randomly 1 fighter within Difficult Terrain and has +1 Initiative
and the Leap skill.
Mark Bearer initiates a psychic
fight. Make a Ld Test for both of them. At the end of each game during which
The highest result wins. Apply serious the fighter did not score two wounding
injuries roll for the looser. hits, and that he is not down or out of
4.5.6 = The fighter starts to mutate combat, his blood lust makes him loose
quickly into a chaos spawn. He is lost to his mind. Roll 2D6 to test his Ld. If the
the coven. Remove him from the test fails, the fighter falls into madness.
roster.
Roll D6.
Slannesh: 1.2.3 = Select randomly 1 fighter within
Slaanesh, also known as the Dark Prince, the chaos coven war band, initiate an
the Prince of Pleasure and even the HtH to combat, the fight last until one of
Prince of Chaos in the Imperium of Man,
is the Chaos God of Pleasure, Passion
and Decadence. Lust, pride and self- Bonus. Apply serious injuries roll for the
indulgence are the hallmarks of all who looser.
follow him. He is the youngest of the 4.5.6 = The fighter turns his weapon on
Chaos Gods, having come to full himself and kills himself. Remove him
sentience within the Immaterium only from the roster.
during the 30th Millennium. While
generally
humans and as a female by the Eldar,
Slaanesh is actually neither gender,
combining characteristics of both.
0+ Novitiates
Weapons &
WS BS S T W I A Ld Equipment Lists
- - - - - - - All costs are included within the armory
Base +5 TG Hand-to-Hand
Knife
-Astartes Human, Stilleto, Dirk1
Wyrd (level-I), Mutant, or Big Mutie. Throwing Knife
Sword1
weapons from the HtH, Pistols, and Club, Maul, Bludgeon
Grenades list. Chain, Flail
Massive Weapon
Chainsword2
Chain-Axe2
0-2 Daemonhosts Man-Catcher2
WS BS S T W I A Ld Electro-Flail3
- - - - - - - Wych Blade5
Agonizer5
Base +40 + Mutations/Powers TG
Pistols
-Astartes Human. Hand Bow
Autopistol
Stubber
Hand Cannon1
has, it may select one (1) Daemonhost. Laspistol
Daemonhosts may select up to 100pts of Hellpistol3
mutations and/or psychic powers at Hand Flamer1
normal cost upon creation. Web Pistol3
Splinter Pistol5
Daemonhosts may never be captured.
Re-roll this result. Basic
Daemonhosts are considered Daemons Bow
(though they never have to be Musket
summoned) and have all the special Scatter Gun
Autogun
entry of the Bestiary. Lasgun
Las Carbine
Bolt Carbine2
Shotgun (Solid/Scatter)
Hunting Rifle
Special
Flamer
Grenade Launcher
Ripper Gun
Scatter Cannon
Spear Gun
Webber
Splinter Rifle5
Recruitment
Base +40 TG
Confessor Militant
The Confessor Militant is the lynchpin of ies: Human only.
any Crusade despatched into the
Underhive. He is the inspirational weapons from the HtH, Pistols, Basic,
figure the Templars follow into the Special, Heavy, and Grenades list.
depths to test their faith. It is he who is
greeted with rapture by the any equipment from the Armor,
Redemptionist settlers and who Gunsights, and Equipment lists.
commands their clandestine help. Only
the words of a Redemptor can fire the
fury in men's hearts or save unbelievers
from their sinful existence. Templars
Templars form the great mass of
1 – Confessor MILITANT supporters dedicated to the holy path of
WS BS S T W I A Ld piety, but confirmed brothers are those
+2 +2 - - - +1 - +2 who have fought in the Underhive
before. Many are in fact redeemed ex
Base +100 TG gang fighters who now deliver their
divine faith through fire and blood.
-
Untouchable. 1+ – TEMPLARS
WS BS S T W I A Ld
select weapons from the HtH, Pistols, +1 - +1 - - - - +1
Basic, Special, and Grenades list.
Base +30 TG
may select any equipment from the
Armor, Gunsights, and Equipment lists.
counts as having a friend within 2 . weapons from the HtH, Pistols, Basic,
Additionally, friendly models within 6 and Grenades list.
of the leader may use its Leadership
when taking any Leadership test. equipment from the Armor, Gunsights,
and Equipment lists.
Archdeacons Special: Templars may select one
Archdeacons attend to the secular affairs Bionic and/ or
of the crusade: silencing dissenters, Implant weapon upon creation, at
controlling the crowds while the normal cost.
Redemptor preaches, protecting him
from defilers and so forth. They are 0-1 – Preacher
WS BS S T W I A Ld
fanatically loyal to the Redemption and
+1 - - +1 - - - +2
completely trustworthy in the
Priesthood's eyes. Their faith is
Base +55 TG
rewarded with a position of
responsibility and the best weaponry.
0-3 – ARCHDeacon
WS BS S T W I A Ld weapons from the HtH, Pistols, Basic
+1 +1 - - - - - +1 and Grenades list.
equipment from the Armor and from the HtH, Pistols, Basic, and
Equipment lists. Grenades list.
more than
Redemptionist), Abhuman. models. If there is ever more than 50%,
no more Militia may be hired until
from the HtH, Pistols, Special, and they make up less than this.
Grenades list.
0+ – Sister REpentia
equipment from the Equipment lists. WS BS S T W I A Ld
+1 - - - +1 - - -
rules for Frenzy. Zealots may never wear
Armor. Zealots may only select Flame or Base +45 TG
Melta weaponry from the Special list,
upon creation.
gh Weapons &
Skill. If a Sister Repentia rolls this skill
again, re-roll the result. The Sister Equipment Lists
Repentia is subject to the rules for All costs are included within the armory
Frenzy
Hand-to-Hand
Repentia wins a HtH Combat, she may Knife
trigger a bomb vest. Stilleto, Dirk
The Sista Repentia loses all of her Throwing Knife
attacks & Roll 1D6. Sword
Club, Maul, Bludgeon
Chain, Flail
D6 Result
Massive Weapon
1: The bomb vest got damaged during
Chainsword3
the fight. Nothing happens. The
Chain-Axe3
martyrdom skill cannot be used again
Eviscerator3
during this game.
Electro-Flail3
2-6: The Bomb Vest explodes.
Shock Maul3
Center the small blast template on the
Man-Catcher3
Sister Repentia. Treat it as a frag grenade
Power Sword2
with Strength 4. The Sister Repentia is
Power Axe2
removed from the game, roll on the
Poser Fist2
serious injuries chart at the end of the
Force Weapon6
game.
Thunder Hammer2/3
Basic
Bow
Musket
Scatter Gun
Autogun
Lasgun
Las Carbine
Hellgun2/3
Bolt Carbine2/3
Bolter2/3
Shotgun (Solid/Scatter)
Exterminator Cartridge
Special
Flamer
Melta-Gun
Grenade Launcher
Plasma Gun2
Long Las
Storm Bolter2
Stake-crossbow2
Webber2
Pistols
Hand-bow
Autopistol
Stubber Respirator
Hand Cannon Realoads
Dueling Pistol3 Silencer
Laspistol Shoulder Rig3/5
Hellpistol3
Hand Flamer Gun-Sights
Plasma Pistol2 Red-Dot Laser
Inferno Pistol2 Telescopic Sight
Mono-Sight
Heavy
Heavy Stubber Armor
Heavy Bolter Flak Armor
Missile Launcher Flak Armor (Enclosed)
Multi-Laser Mesh Armor1
Heavy Flamer Mesh Armor (Enclosed)1
Carapace Armor1
Grenade & Ammo Carapace Armor (Enclosed)1
Frag Grenades Power Armor3
Krak Grenades Power Armor (Enclosed)3
Photon Flash Grenades Refractor Field3/4
Choke/Scare Gas Grenades1 Conversion Field3/4
Fire Bomb Hexagrammic Wards5
Tox Bomb
Frag Missile 1. Not available to Militia/Sages
Krak Missile 2. Only available to Clerics/Zealots
Dum-Dums 3. Only available to Templars/Confessor-
Man-Stoppers Militant
Overcharge Cell 4. Only available to Arch-
Psycannon Bolts3/4 Deacons/Confessor Militant
5. Only available to Confessor-Militant
Equipment 6. Only available to non-Militia psykers
Bio-Scanner (1/warband) (never available to Puritan or
Charm Redemptionist warbands)
Clip Harness
MIU3/4
IR Goggles
Photo-Contacts/Visor
Base +50 TG T
S -
-
W
T -
-
I
W -
-
A
I -
-
Ld
A +1
-
• Species: Eldar Craftworld Only.
Ld • Weapons: Must Purchase 1 HtH
+1 weapon and
Shuriken Pistol OR Shuriken Catapult
• Species: Eldar Craftworld Only. with
• Weapons: Must Purchase 1 Heavy Mono-sight. May select weapons from
Weapon. May the HtH,
select weapons from the HtH, Pistols, Pistols, and Grenades list.
and • Equipment: Must purchase Aspect
Grenades list. Armor.
• Equipment: Must purchase Aspect • Special: Combat Discipline - Dire
Armor. Avengers
- T
-
Base +40 TG
S W
- -
T I
- -
W A
- -
I Ld
- +1
WS S
+2 -
BS T
- -
Base +40 TG W
S -
-
I
WS I
+1 -
BS A
- -
Base +20 TG Ld
S -
-
• Species: Eldar Craftworld Only.
T • Weapons: Recruits may select
- weapons from the
HtH, Pistols, Basic, and Grenades list.
W • Equipment: None.
- • Special: Choosing a path - once a
Recruit reaches
I the XP level needed to attain Ganger
- status, they
must choose the Path of the Warrior or
A the Path
- of the Outcast. This choice determines
which skill
Ld tables they will have access to; either
+1 those of the
Warrior or those of the Ranger. A
• Species: Eldar Craftworld Only. Recruit on the
• Weapons: Warriors may select Path of the Outcast also gains the ability
weapons from the to use a
Spider X
Hawk X
Reaper X
Dragon X
Avenger X
Banshee -
Scorpion X
Ranger X
Warrior -
Recruit
121
Agility
X Muscle
X -
X -
X -
X
X Shooting
X X
X -
X X
X X
X X
X X
X X
X
Combat X
X X
X X
X
X Stealth
X X
X X
X X
X X
X X
X X
X X
- X
X
•Equipment X
Bio-Scanner (1/warband) X
Charm X
Clip Harness X
Photo-Contacts/Visor
Respirator Techno
Suspensor X
-
Ferocity X
X -
Weapons &
from the HtH, Pistols, Basic, and
Grenades list. Equipment Lists
All costs are included within the armory
equipment from the Armor and
Equipment lists. Hand-to-Hand
Knife
Stiletto, Dirk
Throwing Knife
Sword
Club, Maul, Bludgeon
Chain, Flail
Massive Weapon
Chainsword
Chain-Axe
Electro-Flail
Shock Maul
Power Sword
Power Axe
Power Fist
Pistols
Dueling Pistol
Autopistol
Stubber
Hand Cannon
Bolt Pistol
Laspistol
Hellpistol
Hand Flamer
Plasma Pistol
Basic
Musket
Autogun
Lasgun
Las Carbine
Hellgun
Bolt Carbine
Bolter
Shotgun (Solid/Scatter)
Hunting Rifle
Special
Flamer
Melta-Gun
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun
Long Las
Storm Bolter
Basic
Bow
Musket
Scatter Gun
Autogun
Lasgun
Las Carbine
Hellgun1
Bolt Carbine1
Bolter1
Shotgun (Solid/Scatter)
Hunting Rifle2
Exterminator Cartridge
Pistols
Hand-bow
Autopistol
Stubber
Hand Cannon
Bolt Pistol
Laspistol
Hellpistol1
Hand Flamer
Plasma Pistol1
Needle Pistol2
Web Pistol4
Heavy MIU3 4
Autocannon Mechadendrites/Servo-Arm3
Heavy Stubber Photo-Contacts/Visor
Heavy Bolter Respirator
Heavy Plasma Gun Reloads
Lascannon Silencer
Missile Launcher Shoulder Rig3 5
RPG Launcher
Multi-Laser Armor
Heavy Flamer Flak Armor (Enclosed or not)
Mesh Armor
Special Mesh Armor (Enclosed)
Flamer Carapace Armor1
Melta-Gun Carapace Armor (Enclosed)1
Ripper Gun (Ogryn Only) Power Armor1
Grenade Launcher Power Armor (Enclosed)3
Plasma Gun
Long Las Minor Daemonic Weapon (Ordo
Storm Bolter Malleus Interrogator only)
Stake-crossbow5 - S: User +2
Webber - Dmg: 1
Needle Rifle2 Attribute : Parry and Grants its bearer
+1A
Grenade & Ammo Cost 60 TG
Frag Grenades
Krak Grenades 1. Not available to Recruits
Photon Flash Grenades 2. Only available to Assassins
Choke/Scare Gas Grenades1 3. Only available to Tech-Adepts
Hallucinogen Grenades4 4. Only available to Acolytes/Interrogator
Fire Bomb 5. Only available to Interrogators
Tox Bomb 6. Only available to non-Recruit psykers
Melta-Bombs1
Frag Missile
Krak Missile
Dum-Dums
Man-Stoppers
Overcharge Cell
Psycannon Bolts4
Gun-Sights
Red-Dot Laser
Telescopic Sight
Mono-Sight
Equipment
Bio-Scanner (1/warband)
Blade Venom (1 use)2
Charm
Clip Harness
Liquid Courage (One Use)
IR Goggles
0+ Retainers S
M -
-
T
WS -
+1
W
BS -
+1
I
Base +30 TG -
S
+1 A
-
T
- Ld
-
W
- • Species: Any non-Astartes Human or
Abhuman,
I Mutant, Big Mutie, Wyrd.
- • Weapons: Slaves may select weapons
from the
A HtH, Pistols and Grenades list.
- • Equipment: None.
0+ Slaves 145
Ld
-
M
-
Photo-Contacts/Visor X
Respirator
Reloads2 147
Slaught
Not available to Slaves
•Armor Not available to Slaves/Retainers
Light Armor Only available
Flak Armor toCustodians/Nobles/Duke
Flak Armor (Enclosed) Only available to Duke/Duchess
Medium Armor2 Only available to Custodians
Medium Armor (Enclosed)2
Heavy Armor3 Muscle
Heavy Armor (Enclosed)3 X
Power Armor4 X
Power Armor (Enclosed)4 X
Hexagrammic Wards5 X
Refractor Field3 X
Conversion Field3 X
Slave Shooting
Footman X
Retainer X
Enforcer X
Noble
Duke Stealth
X
Agility X
X X
X
X Techno
X X
X X
X -
1.
2.
3.
4.
5.
Combat
X
X
X
Ferocity
X
X
X
X
WS
+2
Base +85 TG
• Snakebites: These orks prefer the old BS
ork ways and shun technology, They are +1
happy
with simple weapons. S
Make take 0-2 Weird Boyz. +1
Make take 0-2 Runtherds.
Boys may take the feral special rule. T
-
• Bad Moons: These are the richest of all
the Ork clans. Bad Moons mobs are W
always well equipped, at least by Ork -
standards.
May take any armour from the ork I
armour list . Each Member cost an -
additional 5
TG and you get +1 to all ammo rolls, A
except those that are auto. +1
May take snazzguns.
Make take 1 extra grot per runtherd. 0-5 Grots
• Bloodaxes: These are the sneakiest of Ld
all the orks; they regularly come into +2
contact
with umies and are happy to work for M
them given the right price. -
Make take Kommado’s in place of boyz.
May take weapons from the imperial • Species: Ork only.
weapons list. • Weapons: Nobz may select weapons
May Take 0-2 Oddboyz. from the CC,
Pistols, and basic weapons and any
• Evil Sunz: These are the obsessed other weapons
with their love for fast vehicles, they are marked Nobz.
known for • Equipment: The Sergeant may select
their large number of meks in the clan. any
May take 0-3 Meks. equipment from the Armor, Gunsights,
May take 0-3 Stormboyz. and
Nob may become a bigmek and gains Equipment lists.
access to the mek and big mek • Special: Waaaagh!
weapons. Oi get up!
Recruitment 1+ Boyz
M
Each Ork warband may choose 0-4 -
Oddboyz.
1 Nob WS
M +1
-
S
- W
-
T
- I
-
W
- A
-
I
- BS
-
A
- S
-
Ld
+1 T
-
• Species: Ork only.
• Weapons: Boys may take weapons W
from the CC, -
Pistols and basic weapons.
• Equipment: Boys may select I
equipment from the -
Armor list.
• Special: Orks gang must be made up A
of 50% boys. -
If the warband roster ever falls below
this amount, Ld
the warband may recruit no other non- -
boys
models until it reaches 50%. Grots must have a runtherd
Waaaagh! • Species: Grot only.
Oi get up! • Weapons: Grots may only take
0+ Yoof ’s weapons marked
M grot only.
- • Equipment: None.
• Special: Grots have no impact on Orks
WS if they die
- or flee.
S WS
- -
T Base TG
-
Ld
WS WS
+1 +1
Base +40 TG BS
BS +1
+1
Base +60 TG
S S
- +1
T T
- -
W W
- +1
I M
- -
A M
- -
0-2 Skarboyz WS
Ld +1
+1
BS
M +1
-
T
• Species: Ork only. -
• Weapons: ‘Eavy’s may select weapons
from the W
CC, Pistols, and basic weapons. -
• Equipment: ‘Eavy‘s may select any
I A
- -
W 0-1 Runtherd
-
I
I -
-
Ld
A +1
-
• Species: Ork only.
Ld • Weapons: Runtherds may take
+2 weapons from the
CC, Pistols and basic weapons.
• Species: Ork only & Wyrd. • Equipment: Runtherds may select
• Weapons: Wairdboyz may take equipment
weapons from the from the Armor list.
CC, Pistols and basic weapons. • Special: Waaaagh!
• Equipment: Weirdboyz may select Oi get up!
equipment Runtherds: Allows 0-5 grots, should the
from the Armor list. runtheard
• Special: Waaaagh! be removed as casualty no more grots
Oi get up! make be
Weirdboy (Lvl cost as Wyrd cost): taken until one is included in the gang,
Weirdboys may not take any armour. remove 1
grot as a casualty after each game when
Base +30 TG you play
S without them.
- Oddboyz:
0-1 Burna
M WS
- -
WS BS
- +1
S T
- -
T W
- -
W I
- -
I A
- -
A Ld
- +1
T I
- -
W A
- -
I BS
- +1
A S
- -
0-1 Kommando T
Ld -
+1
W
M -
-
I
• Species: Ork only. +1
• Weapons: Mekboy may select
weapons from the A
CC, Pistols, and basic weapons. -
• Equipment: Mekboy may select any
equipment from the Armor, Gunsights, Ld
and +1
Equipment lists.
• Special: Waaaagh! • Species: Ork only.
Oi get up! • Weapons: Kommando may select
Mekboy: A mekboy automatically counts weapons from
as having the CC, Pistols, and basic weapons.
the armourer and inventor skills and • Equipment: Kommando may select any
selects weapons from that are mekboy equipment from the Armor, Gunsights,
only. and
•Special
Flamer
Melta-Gun
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun4
Long Las4
Storm Bolter3
•Heavy
Autocannon
Heavy Stubber
Heavy Bolter 4.
Heavy Plasma Gun
Lascannon Not available to FNGs
Missile Launcher Not available to Troopers & FNGs
RPG Launcher Sergeant only
Multi-Laser Gunners only
Heavy Flamer
•Grenade & Ammo Ork Special Equipment:
Frag Grenades Rokkit Pack :
Krak Grenades1 A Rokkit pack allows the wearer to fly
Photon Flash Grenades1 though the air performing acrobatics
Fire Bomb only an ork would
Tox Bomb appreciate. A model with a rokkit pack
Melta-Bombs1 may use it rather than moving. To use a
Demo-Charge2 rokkit pack 1st select a
Frag Missile direction, then roll 2D6 and add the
Krak Missile models movement the ork must move
Dum-Dums this full distance. If a double 1 is
Man-Stoppers rolled the pack explodes, centre a 3”
Hot Shot Shells blast marker on the ork all models even
Overcharge Cell1 partially touched by the
template are affected with a str3 hit. If
•Armor the roll is a double 6 the ork may choose
Light Armor the distance moved to a
Flak Armor minimum of 8 as he has total control (for
Flak Armor (Enclosed) once) of his pack. A rokkit pack can be
Medium Armor used to move models up
Medium Armor (Enclosed) and down levels much as there is
Heavy Armor movement to do so.
Heavy Armor (Enclosed) Should this bring a ork into contact with
•Gun-Sights an enemy its classed as a charge move.
Red-Dot Laser If an ork using a pack moves so fast
Telescopic Sight they may only be affected by overwatch
Mono-Sight at the start and end of the move.
IR-Sight Example: An Ork selects a direction
then rolls 5 on the D6 giving him a
•Equipment movement of 13. He MUST move
Bio-Scanner (1/warband) 13” directly forward but if there is one
Blade Venom (One use) land on a platform to a maximum on 13”
Charm high.
Clip Harness
Liquid Courage (One Use) Grot Companion:
Medi-Pack (1/warband) These grots will be assigned to an ork
Photo-Contacts/Visor before the fight and must attempt to stay
Respirator within 2” of them. These
Reloads grots are not given any weapons other
Silencer than a knife.
1. If an ork falls it is assumed the grot
2. follows him down, place the grot on the
3. same level as the ork. If the ork
Ferocity
X
X
X
X
X
X
X
Muscle
X
X
X
X
X
X
-
Shooting
X
X
NEC eq
Leader
Heavy
Heavy
Ganger
Ganger
Juve
XP
60+D6
60+D6
60+D6
20+D6
20+D6
D3
Rogue Trader Warbands must select his own profit. The warband must
one of the following specialties upon include up to 40% of Xenos Models
creation. This specialty may not including its leader and it cannot recruit
be changed or removed once selected. any non Xenos as long as this
Please note that some specialties may percentage is not respected. The
have adverse effects when facing fighters may use weapons from both the
certain opposing Warbands. Xenos and human weapon lists as long
• Charter of Commerce: The Warband is as their rank and species allow it and
part of a vast commercial organization suffer no penalty to access them.
dealing in nearly any trade The warband’s Subversion Rating is
item. It reduces the price of all rare lowered by -2 but its Investigation Rating
items in the bazaar by 1D6. (Ex: is increased by +2 to reflect the
Carapace Armor’s cost is 60+3D6; it will cultural melting pot of the crew. In the
pay only 60+ 2D6 and no additional cost recruitment
on uncommon items). tables below, for all entries, add in the
• Charter of Exploration: The Warband Species “Xenos”.
travels beyond the boundaries of the
Imperium in search of lost 160
human colonies, STC technology, and
more. The Warband fighters may use
weapons from both the Xenos
and human weapon lists (so long as
their rank allows it).
The warband’s Subversion Rating is
lowered by -1 but its Investigation Rating
is increased by +1.
The warband must include one (1) Ad
Mech Enginseer to reflect its focus on
lost STC Technology. Check the
Ad Mech Warband list for further
information. Charter of Exploration has
access only to 0-2 Arch Militants
if it selects one Enginseer.
• Unknown Charter: The Rogue Trader’s
family line was given a charter when the
Emperor walked among
men and its details have been lost over
time. One of the Rogue Trader’s
weapons (Pistols & Basic weapons
only) receives the Master Crafted
upgrade for free upon creation and
adjust the warband rating with its actual
cost (Weapons ½ Value). Its
Investigation and Subversion Rating are
increased by 1.
0-1 Representative
M WS
- +1
WS BS
+1 +1
BS T
+1 -
S W
- -
Base +40 TG I
T -
-
A
W -
-
Ld
I -
+1
• Species: any non-Astartes Human or
A Abhuman,
- Mutant
• Weapons: Crewmen may select
0-3 Arch-Militants weapons from the
Ld HtH, Pistols, Basic, and Grenades list.
+1 • Equipment: Crewmen may select any
equipment
M from the Equipment lists.
- 0+ Rating
M
• Species: any non-Astartes Human or -
Abhuman
• Weapons: Representative may select WS
weapons -
from the HtH, Pistols, and Grenades list.
• Equipment: Equipment: Representative Base +5 TG
may BS
select any equipment from the Armor -
and Equipment lists.
•Special: Representative has the S
“Ambush” and -
“Escape Artist” skills. If a representative
rolls this T
skill again, re-roll the result. -
1+ Crewmen
M W
- -
-
I
- • Species: any non-Astartes Human or
Abhuman,
A Mutant
- • Weapons: Weapons: Crewmen may
select weapons from the HtH, Pistols,
BS and Grenades list.
+1 • Equipment: Crewmen may select any
equipment
S from the Equipment lists.
- • Special: Ratings may never make up
more than
T 25% of the Warband s total models. If
- Ratings make
up more than 25% of the total model
W count for the
- Warband, no further Ratings may be
hired.
I
- 162
A
-
Ld
+1
Base +20 TG
S
-
WS
+1
Base +40 TG
Ld
•Special
Flamer
Melta-Gun
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun
Storm Bolter2
Scatter Gun
Pistol Sword3
•Heavy
Heavy Stubber
Heavy Bolter
Heavy Plasma Gun
•Armor X
Light Armor X
Flak Armor X
Flak Armor (Enclosed)
Medium Armor1 Combat
Medium Armor (Enclosed)1 X
Heavy Armor2 X
Heavy Armor (Enclosed)2 X
Hexagrammic Wards4
Refractor Field2 Ferocity
Conversion Field X
X
•Equipment X
Injector Rig (1/warband)2 X
Bio-Scanner (1/warband)2 X
Charm X
Clip Harness
Control Collar 164
Liquid Courage (One Use)
Kalma Muscle
Photo-Contacts/Visor X
Respirator X
Reloads X
•Gun-Sights Shooting
Red-Dot Laser X
Telescopic Sight X
Mono-Sight X
1. -
2.
3. Stealth
4. X
X
Not available to Ratings X
Only available to Arch-Militants, X
Navigators, & Rogue Trader -
Only available to Rogue Trader
Only available to Navigator Techno
X
Rogue Trader X
Representative -
Arch Militant
Navigator
Crewmen
Rating
Agility
X
X
X
Muscle
X
X
X
-
Shooting
X
X
X
X
Stealth
X
X
X
Techno
X
X
-
weapons from the HtH, Pistols, Basic, weapons from the HtH, Pistols, Basic,
Special, and Grenades list. and Grenades list.
any equipment from the Armor, select any equipment from the Armor,
Gunsights, and Equipment lists. The Gunsights, and Equipment lists.
captain may have one Construct/
1 – Master Gunner
Beast
WS BS S T W I A Ld
ecial: The captain always counts as +1 +1 - - - - - +1
having a friend within 2 . Additionally,
friendly models within 6 of the captain Base +50 TG
may use its leadership when taking any
leadership test. -Astartes Human or
Ab-Human or Xenos, Mutant)
1 – Quarter Master
WS BS S T W I A Ld
+1 +1 - - - - - +1 select weapons from the HtH, Pistols,
Basic, Special, Heavy and Grenades list.
Base +40 TG
select any equipment from the Armor,
es: : any non-Astartes Human or Gunsights, and Equipment lists.
Ab-Human or Xenos, Wyrd (Lvl: 1),
Mutant skill. If a Master Gunner
rolls this skill again, re-roll the result.
select weapons from the HtH, Pistols,
0-2 – Bosuns
Basic, Special, and Grenades list.
WS BS S T W I A Ld
+2 +2 - - - +1 - +2
select any equipment from the Armor,
Gunsights, and Equipment lists. Base +40 TG
OOA, then all es: any non-Astartes Human or
of the Quarter Master may use its Ab-Human or Xenos, Mutant
leadership when taking any leadership
test. If the captain is removed from the from the HtH, Pistols, Special, Heavy,
roster during a campaign, the quarter is and Grenades list.
automatically promoted to Captain and
gains the leader Nec eq. and has access equipment from the Armor and
Equipment lists.
Basic1
Scatter Gun
Autogun
Lasgun
Las Carbine
Bolt Carbine
Armor
Light Armor
Flak Armor
Flak Armor (Enclosed)
Medium Armor1
Medium Armor (Enclosed)2
Heavy Armor1
Heavy Armor (Enclosed)2
Ghosthelm (Eldar Only)5
Holo-Field (Eldar Only)3
Kustom Forcefield (Orks Only)2
A gang s gang rating will change after or 66, all that now remains of the gang
every game because surviving fighters fighter is a red smear on the dome floor.
will gain extra experience, fighters might
be killed, new fighters added, or you This is treated as a Dead result,
could add to the value of fighters by however, it cannot be rerolled or
buying new weaponry. Hopefully your modified in any way. Ratskins are just as
gang rating will go up, signifying your susceptible to being obliterated as any
gang s increasing power! The player other hiver and even the finest Medics
whose gang has the highest gang rating cannot put all of the pieces back
is winning the campaign his gang is top together again.
of the heap and its leader is the most
feared and respected in the area. When you are playing a campaign it
matters a great deal what happens to
A gang cannot win the campaign in any fighters who go out of action!
outright sense, but sometimes one gang
rises so far above the rest that no-one is They might recover completely ready to
prepared to come out and fight it. fight in the next battle, or they might
sustain debilitating injuries. Possibly
If this happens then the player can retire they are captured by the enemy, or
the gang it moves on to more maybe they have to spend a while
dangerous and profitable territories and recovering their strength. Worst of all
starts a new one. they might die or be so badly injured
theyhave to retire.
SERIOUS INJURIES
Gang fighters that are wounded during You will notice that the Serious Injuries
fights stand a chance of picking up long- chart doesn t just include serious
term serious injuries, and those are the injuries, it covers a whole range of
lucky ones. Other fighters may be things that might befall your fighter. He
captured or even die as a result of their might for example be captured by a rival
injuries. gang or become lost in the hive depths
and have to fight his way back home.
During a game some fighters will go out
of action and are removed from play. Bear in mind that only models which go
During the game it doesn t matter out of action are obliged to roll on this
whether a man who goes out of action is chart. Models that suffer flesh wounds
dead, unconscious, or badly injured - in do not sustain serious injuries and will
terms of the game he is no longer always recover fully in time for the next
capable of fighting and that is all that battle.
matters.
In addition to fighters who go out of
HIGH IMPACT INJURIES action during the game, fighters who are
If a fighter is taken out of action by a down at the end of a game may also go
high impact weapon then there is a out of action. Roll a D6 for each fighter
chance he will be simply ripped apart by who is down when the game ends. On a
the devastating force. The model rolls D6 roll of a 1-3 the fighter recovers
for serious injuries as normal, however, without further effect. On the D6 roll of
if a double is rolled then the a 4-6 he goes out of action.
unfortunate fighter has been reduced to
nothing more than giblets. So for To find out what happens to fighters
example, on a roll of 11, 22, 33, 44, 55 who go out of action roll a D66.
Over the course of a campaign fighters territories. Note the cost value of the
can suffer the same serious injury new leader remains at 50 credits.
multiple times. Many of the injuries have
cumulative effects if they are rolled Missing games
again. For example, a model suffering Sometimes a gang fighter will be forced
from two Shell Shock injuries suffers a - to miss a game. This is usually due to a
2 Leadership penalty. Some injuries serious injury, such as a fighter suffering
though once rolled multiple times may from an Infected Wound or if he's been
not have a cumulative effect. Injuries captured by a rival gang. Gang fighters
such as Horrible Scars if rolled for a that must miss games automatically
second time have no effect, as do count as out of action for the purposes
injuries that modify values already of post game actions. So for example, a
reduced to 1. ganger would not be able to work a
territory or look for rare trade. Missing
However, even these types of injuries fighters still count towards the gang's
must be noted on the gang roster. This rating and for the purposes of any gang
is important to remember as some gang recruitment limits. You will also still
fighters can become so terribly injured have to pay any upkeep costs for missing
that not even an Experience advance or fighters.
bionic implant will improve his
condition.
EXPERIENCE
ADVANCES
As fighters earn more Experience points
they are entitled to make Advance rolls.
The Experience Advance shows how
many Experience points a fighter must
earn before he can make a further roll.
The roll must be taken immediately after
the game when the advance is gained,
1-3 = +1 Wounds
4-6 = +1 Toughness.
10-11 Select one of the
standard Skill
tables for your gang
and randomly
generate a skill from
it.
12 Choose any of the
Skill tables and
randomly generate a
skill from it.
6: Sprint
The model may triple its movement rate
when it runs or charges, rather than
doubling it as normal.
4: Deflect 5: Infiltration
The fighter is able to knock aside blows A model with this skill can be deployed
using the flats of his hands and the haft anywhere on the battlefield at the end of
of his weapons. During each hand-to- your first turn, though not within 8" of
hand combat the model can force his an enemy model.
opponent to re-roll one of his Attack
dice. 6: Sneak Up
If the model is targeted from overwatch
5: Counter Attack and he counts as a fleeting target then
The fighter is able to repulse his the shooter's Initiative characteristic is
opponent's advances, swiftly turning reduced to 1 when he takes the
defence into attack. Each hand-to-hand Initiative test to see if he reacts in time.
combat the model can re-roll one of his
Attack dice.
6: Step Aside
The model has an uncanny ability to
dodge blows in close combat. The
fighter receives a 4+ special save against
any hits struck during hand-to-hand
combat.
6: Iron Jaw
The model receives a 6+ armour saving
throw which can be combined with any
other forms of armour.
2: Fast Shot
The model is allowed to go onto
overwatch even if he moved in the same
turn. However, he still cannot go onto
overwatch if he ran. Normally a fighter
must expend his entire turn to go on
overwatch, but a fighter with the Fast
Shot skill can also move.
3: Gunfighter
The model can make an extra ranged
attack following the usual shooting
rules, but only when shooting a pistol.
The fighter can aim and fire a pistol
from each hand or alternatively fire the
same pistol again.
4: Hip Shooting
The model is allowed to shoot even if he
ran in the same turn. However, if he
does so he suffers a -1 to hit modifier.
Note that it is impossible to run and
shoot with a heavy weapon, even with
the Hip Shooting skill.
5: Marksman
A model with the Marksman skill can
ignore the normal restriction which
obliges fighters to shoot at the nearest
target. Instead, he can shoot at any
target he can see.
A gang is allowed to keep one piece of Note only the basic income is used,
their territory when they are outlawed; special income rules are ignored. For
the rest of their territory is taken over by example, looting an Archeotech Hoard
the guilders. Even if the territory the would yield 240 credits. This income is
gang keeps was in a settlement it is not halved as it is for working territory
assumed that the gang leader had out in the badzones.
enough warning to move the important
parts out into the wastes before the ABANDONING TERRITORY
Watchmen turned up. Once set up again An outlaw gang can choose to abandon
in the wastes the territory forms the their hideout and move to a new area of
hideout or base camp for the outlaw the badzones, usually in the hope of
gang. stumbling upon a more profitable
domain. A player can elect to do this
The outlaw gang can end up losing its after any game at the end of the post
one remaining territory to another gang. game sequence, but only if the gang
Perhaps because it was heavily defeated hasn't already changed territories that
in a Gang Fight or their territory is a game (e.g. due to the gang's old hideout
Mineral Vein which becomes depleted. being captured) and the territory must
If this happens the outlaws are forced to not have been worked that game. The
move on and look for another hideout. old hideout is struck from the gang
At the end of the post game sequence roster and a new one rolled on the
roll on the Outlaw Territory Table to see Outlaw Territory Table.
what charming new abode they find for
themselves.
COLLECTING INCOME
Each ganger can generate income from
one territory. The player chooses the
territories he wishes to collect income
from and adds up the total amount
generated. Most territories generate a
variable income: D6x10 or 2D6x10
credits, in which case the player makes
51-52 Ruins / 10
Armory
Type Name Cost Availability Special
Ammo Bolt Shells 15 Common
Ammo Dum-dum Bullets 5 Common
Ammo Executioner Shell 15+D6 Rare
Ammo Frag Missiles 35 Common
Ammo Hellfire Bolts 20+3D6 Rare
Ammo Hot Shot Shells 5 Common
Ammo Hotshot Laser 15+2D6 Rare
Power Packs
Ammo Inferno Bolts 15+D6 Rare
Ammo Krak Missiles 50 Common
Ammo Kraken Bolts 20+D6 Rare
Ammo Manstopper Shells 5 Common
Ammo Metal Storm Bolts 15+D6 Rare
Ammo Overcharge Cell 10+D6 Common
Ammo Plasma Missile 40+D6 Rare
Ammo Psycannon Bolts 20+D6 Rare
Armour Cameoline 15+D6 Uncommon
Armour Carapace Armour 60+3D6 Rare
Armour Carapace Armour 70+3D6 Rare
(Enc)
Armour Conversion Field 150+2D6 Rare
Armour Displacer Field 35+3D6 Rare
Armour Flak Armour 10+2D6 Rare
Armour Force Field 100+4D6 Rare
Armour Ghosthelm 20+2D6 Rare Void Pirates &
Eldar Only
Armour Hexagrammic 50+3D6 Rare
Wards
Armour Holo-Field 30+2D6 Uncommon Eldar Only
Armour Kustom Force 35+2D6 Uncommon Ork (Mek)
Field Only
Armour Mesh Armour 25+2D6 Rare
Armour Mesh Armour 30+2D6 Rare
(Enc)
Armour Power Armor 80+3D6 Rare Requires a
MIU
Special Webber - Special Speci Special 6+ Webbed Targets, Solvent, 160 Rare
al Capture
Grenade Choke Grenades - Special Speci Special Special Gas Cloud, Choke 15 15+3D6 Rare
al
Grenade Demo Charge - 10 2D6 -5 - Demolition, 1 use per 40 40+3D6 Rare
game
Grenade Fire Bomb - 3 1 -1 - Blast, Catch Fire (5+) 20 20+3d6 Rare
Grenade Frag Grenades - 3 1 -1 - Gas Cloud 25 25 Common
Grenade Hallucinogen - Special Speci Special Special Gas Cloud, Hallucinogen 40 40+3D6 Rare
Grenades al
Grenade Haywire/EMP - 0 D3 -3 - Gas Cloud 25 25+3d6 Rare
Grenades
Grenade Krak Grenades - 6 D6 4 - Demolition 40 40 Common
Grenade Melta Bombs - 8 2D6 2 - Demolition, 1 use per 40 40+3D6 Rare
game
Grenade Photon Flash Flares - Special Speci Special Special Blast, Blind 20 20+3D6 Rare
al
Grenade Plasma Grenades - 5 1 5 - Blast 35 35+3D6 Rare
Grenade Scare Grenade - Special Speci Special Special Gas Cloud, Scare 20 20+3D6 Rare
al
Grenade Smoke Bombs - Special Speci Special Special Gas Cloud, Somke 10 10+3D6 Rare
al
Grenade Tox Bomb* - 4 1 - - Gas Cloud, Toxic, Ignore 20 20+3D6 Rare
Armour
Heavy Assault Cannon - 7 D3 5 4+ High Impact, Sustained 240 240 Common
Fire 1
Heavy Autocannon - 8 D6 3 4+ Sustained Fire 1, High 260 260 Common
Impact
Heavy Big Shoota Ork Ork 5 D3 5 6+ Sustained Fire 2 180 180 Common
Heavy Dark Lance Eldar Eldar 9 2D6 1 2+ High Impact 300 300 Common
Heavy Deffgun Ork 7 D3 5 4+ High Impact, Sustained 240 240 Common
Fire 1
Special Grenade Launcher - Grena Gren Grenad 6+ Select a Grenade Type 60 60 Common
de ade e
Special Hrud Fusil Hrud 6 D3 4 5+ Recharge, Ignore Ward 130 130+3D6 Rare
Saves, Hrud Only
Special Kustom Megablasta Ork 8 D6 2 4+ Melta 105 105 Common
Special Liquifier Eldar 3 D3 5 4+ Flamer, Ammo Roll, 45 45+3D6 Rare
Catch Fire 4+
Special Long-Las - 3 1 6 2+ - 40 40+2D6 Uncommon
Special Meltagun - 8 D6 2 4+ Melta 95 95 Common
Special Needle Rifle Rifle 3 1 6 6+ Special Injuries, Silent 180 180+3D6 Rare
Special Neutron Blaster Vespi 5 1 4 4+ - 70 70 Common
d
Special Plasma Gun (High) - 6 1 4 6+ Gets Hot, Sustained Fire 80 80 Common
1
Special Plasma Gun (Low) - 5 1 5 4+ - 80 80 Common
Special Rad-Cleanser - 4 1 - Auto Toxic, No Armour Save 60 60+3D6 Rare
Special Rail Rifle Tau 6 1 - 4+ Tau 100 100+2D6 Uncommon
Special Ripper Gun - 4 1 6 4+ Counts as Club in HtH 55 55+2D6 Uncommon
Combat, Sustained Fire 1
Special Stake Crossbow - 3 1 6 Auto Toxic (Psyker), Silent 80 80+3D6 Rare
Special Storm Bolter - 4 1 6 6+ Sustained Fire 1 45 45+3D6 Rare
rare items which might be for sale. A cannot collect income from the
ganger who does gang’s territory that
must not have gone out of action and turn; searching out rare items
cannot collect is an alternative to
income from the gang’s territory nor collecting income.
forage, searching
out rare items is an alternative to Weapons
collecting income. If players want to buy new
Each ganger employed in this fashion weapons or other
adds a further +1 equipment for existing gang
randomly generated rare items to those fighters then refer to the
offered for sale. trading charts below. The
charts list all the equipment
available in the Underhive,
Roll D66 for each item and not just the common
consult the Rare Trade weapons included in the
chart to discover what is on Recruitment charts. Rarer
offer. The player may buy items and weapons are not
any of the items offered, but always available and vary
only one of each item in price. Remember that each
unless the same result is house must adhere to
rolled more than once. its own house weapons list as
well.
Recruiting Hired Guns
Players may hire mercenary For each ganger employed in
fighters for the gang if this fashion you may
they wish. Refer to the Hired add a further +1 randomly
Guns section for details. generated rare items to
Hired Guns are wanderers who the list of those offered for
are willing to sell sale.
their expert skills to anyone Weapons
prepared to pay. If players want to buy new weapons or
other equipment
Note that each player rolls for existing gang fighters then refer to
separately for his trading - the trading charts
the gangs don’t necessarily below. The charts list all the weapons
hide out in the same place and equipment
nor do they have the same available at an outlaw trading post,
contacts. One player though many items
cannot buy goods offered to are not always available and vary in
another. price.
Gangers and Trading
If a player wishes he can use
a ganger to search When to Buy
around the trade post and make Players should preferably
enquiries about complete their recruiting
further rare items which might and trading after the battle
be for sale. A ganger is over, making any
who does this must not have appropriate dice rolls while
gone out of action and both players are present.
96
24-25 36
24 Shock Maul
25 45
choose the scenario instead. If both gambling tables and it’s considered a
gangs paid for character flaw
Rumour then both leaders are conned not to gamble - it implies you’re not
and a prepared to
Scenario Table roll is made as normal. take risks, and that makes you an easy
Healer roll.
You make contact with a wyrd rumoured
to have 1
remarkable restorative powers.
Wandering healers The healer proves to be a smooth-
aren't rare in the deadzones, the tongued
majority being fraud who makes off with the payment.
charlatans looking to make easy credit
from the 2-3 The wyrd heals all of his serious
desperate, but even those with injuries, even
legitimate gifts often the beneficial ones like Impressive
wield dangerously unpredictable Scars.
powers. 4-6 The healer struggles to control his
You may pay the healer D6x10 credits life meddling
to use his powers. All of the fighter's serious
power on a chosen gang member. If injuries are
paid, roll a D6. healed, but he must take a Toughness
test. If the
Raid Gear: Roll again test is failed he suffers D3 Old Battle
1-3: Silencer Wounds.
4-6: Choose one of the following:
Screamers or Stummers Special: Healer
54-56 9
61-63
Special: Gamble
64-65
Special: Rumour
66
Gamble
You have to gamble at an outlaw trading
post,
though it’s not a law (because there
aren’t any). But
most of the business is conducted
around the
44-46 61-66
Arcana: The mysterious device is barely and body. So euphoric is the effect, and
fathomable. Roll on the Wyrd Minor so great
Power table to see what the sense of power, that the victim
strange purpose it has, re-rolling any makes no
None, Multiple Minor Powers and Extra attempt to remove the slime.
Primary Power results.
The device can be used following the Blade venom is brewed from a variety of
usual Wyrd rules except ignores the natural
Perils of the Warp rules. poisons to produce a viscous purple
However, if the Leadership test is failed substance
then the temperamental device refuses which will kill a man in seconds.
to work for the Ratskins are
remainder of the game. experts in the use of blade venom, but
they
BLADE VENOM normally only use it to kill large and
dangerous
ICROTIC SLIME mutants or other beasts which are
almost
Many mutant fungi strains found at Hive immune to normal weapons. Other
Bottom outlaws are
are deadly poisonous, such as rather less moralistic and will cheerfully
Widowmaker, coat
Scarlet Feng and Grey Lattice. Some, swords and knives with venom if they
like the think it will
notorious Black Death, have even give them an edge in combat. The only
developed problem is
coatings which are lethal to the touch, that a clumsy fighter with a poisoned
and can weapon is
kill creatures that brush against them. as great a danger to himself as anyone
else.
Icrotic slime is a rare and dangerous
Underhive Once inside the host's brain the slime
organism - a living transparent blob encycsts
about the size and reproduces in the manner of
of a man's fist. A mature slime seeks out common
a living amoebic parasites. As the amoeba
creature and positions itself on top of the divides it
creature's head where it is slowly becomes millions of tiny babies, which
absorbed break out
through the flesh into the host's brain. from their shells and begin to consume
As slimes the host's
aren't very fast or agile they rely on brain from which they derive vital
catching their psychic as well
victims asleep. Whilst they invade their as physical nutrition. Soon the host turns
host they into a
protect themselves by releasing psycho- gibbering wreck as his brain is
chemical consumed from
stimulants which seriously affect the within. Within hours the pressure of the
host's mind feeding,
growing baby slimes is so great that the encysted the tough outer shell makes
victim's the slime
skull cracks open and millions of tiny immune to all but physical removal
Icrotic involving
Slimes slither out. These are only a major surgery.
millimetre or
so across, but they grow quickly by BOTTLE OF WILDSNAKE
enveloping Wildsnake is a rare and potent liquor
and digesting increasingly large brewed out
creatures. in the badzones where it commands a
price to
Doses of blade venom are kept in the match. If they can find some it's
gang's stash common for an
and distributed before the start of a outlaw gang to get tanked up on
game to Wildsnake
fighters who will use them. A dose of before a fight - "Snake Courage" as it's
blade called.
venom will envenom one weapon for
one game, The risks of using icrotic slime are
after which the venom loses its potency. considerable,
Blade even when using drugs. The efficacy
venom can only be usefully applied to and potency
knives, of antidotes vary tremendously,
Chains or Flails, Clubs, Mauls or especially in the
Bludgeons, dangerous, sleazy environments where
Massive Weapons and Swords. Any hits these are
inflicted often used. Amongst the wealthy
by a weapon coated in blade venom decadent elite
causes D3 who indulge in this practice the risks are
wounds instead of 1 and counts as high less
impact. because they can afford good quality
However, the model suffers a S1 hit for antidotes,
every but even so success is not certain.
fumble it rolls which also count as high There are even
impact. strains of Icrotic slime that have become
immune
So great is the physical and mental to the anti-parasite drugs.
enhancement
and general sense of euphoria induced If you send any gangers to look for rare
by Icrotic items for
slime that some people use it as a drug. trade and you roll a bottle of Wildsnake
They then you
avoid death either by ensuring there is have to buy it assuming you have
somebody enough credits
ready to scrape off the slime at the last in the gang's stash, the gangers just
minute, or can't resist
by use of anti-parasite drugs that kill the good liquor. Fortunately a cunning
Icrotic leader can still
slime before it has a chance to encyst. use the Wildsnake to instil a bit of
Once "Snake
13
had no injuries the fighter gets a free roll radioactive hot spots.
on the
Advance Table instead. Duration: Roll 2D6 in each recovery
phase and
If a down fighter consumes kalma then add the model's Toughness
when he's characteristic to the
required to roll on the Injury chart the result. If the total is greater than 12 then
Flesh the
Wound bracket is increased to 1-3. effects of the kalma wears off; if the total
However, is 12 or
once the effects of the kalma have worn less the fighter is still affected and
off the grinning
sudden overload of pain means he's beatifically. Note if the kalma is fed to a
automatically captive
taken out of action. then this test is only rolled once the
If the kalma is fed to a captive then he is captive is
treated freed or the alarm is sounded.
in the same way as a down model
throughout the A fighter equipped with a rad counter
scenario (i.e. they are placed face down can roll
and can 2D6 instead of 1D6 when foraging in the
only move 2" per turn), though they don't wastes.
make If a ganger with a rad counter is used to
recovery rolls. work a
In either case, the sedative effects of the Rad Zone territory he can re-roll the dice
kalma for the
means that a fighter which consumes it amount of income he collects and will
has his only suffer
Initiative reduced to 1 and follows the radiation poisoning on a roll of double 1.
rules for
stupidity until its effects wear off. Side-effects: There are no long-term
side-effects
RAD COUNTER to using kalma.
A rad counter is a piece of technology One Use: Once a dose of kalma has
often found been used it
in the form of an amulet or bracelet. It must be struck from the gang roster.
warns of
dangerous emissions of radiation which 14
would
normally be invisible and undetectable
with a
change of colour or a loud clicking
noise. A
fighter equipped with a rad counter can
move
around the Underhive in greater safety
and
explore its more heavily contaminated
areas by
using the rad counter to warn him of the
15
Stinger mould is a rare and precious Effect: A model may take a dose of spur
fungi that before
can only be found in areas where the start of a game. Roll a D6 on the
radioactive table below
waste mixes with organic sewage at a to determine its effects.
certain D6
temperature. The mould blooms in a 1
matter of
hours, swells and then explodes to Result
scatter its
dangerous poison spores into the air 2-3
currents.
The mould then shrivels and dies. If the Increases Movement and Initiative by
mould is +D3.
harvested before it matures its spores
can be 4-5
rendered into a curative paste which
vastly Increases Movement and Initiative by +3
stimulates a body's healing rate. The points,
recuperative but sensitises the character's nervous
effects of stinger are renowned and is system so
heavily that a sudden physical shock may
harvested for use in The Spire and even render him
offworld. unconscious. To represent this the
model's
1 16
SPECIAL RESULTS
The contraption explodes spewing Special results represent chance
effluent. The encounters and
gang's hideout is now Scrofulous events which take place during your
Wastes. time in the
outlaw hole. Each of these events are a
2 one-off, so if
you roll the same result twice in the
same trading
Sump Dynamo 31
13 Concealed Blade
14 Blade Venom
Spook 33
21 Berserker Chip
22 36
23 42
24 Shock Maul
25 45
Special: Healer
D6 Advance
1 +1 WS
2 +1 A
Roll D6
3-4
1-3 - +1 S
after the Wyrd is hired. For purposes of those further away blur and merge into
calculating the gang rating a Wyrd has a one another in a confusing swirl.
value of 125 (ie, his hire fee of 25x5).
Using Psychic Powers
WYRD PROFILE It requires intense focus and
All Wyrds have the following profile, no concentration to summon and control
matter what their type. In addition, the psychic powers. To represent this, a
Wyrd will have a number of powers as Psyker who wishes to use one of its
explained later on. powers may take a Leadership test, also
known as a Psychic Test, at the
1 – WYRD beginning of its turn. Roll a 2D6 and
WS BS S T W I A Ld
-1 -1 - +1 - +1 - - characteristic. If the result is higher than
its Ld value, the test is failed. The Psyker
WYRD GEAR may end its turn as normal; with no
Wyrds are not noted for their ability as restrictions (unless it suffers a Peril of
fighters, preferring to rely on their the Warp attack or the power it attempts
mental powers instead. None the less to use has a negative effect, see below).
no-one travels in the Underhive If this test is passed, the Psyker may not
unarmed, and so Wyrds are armed with shoot this turn but its chosen power is
a Knife and up to two weapons from the used as described. A psychic power can
following list: be triggered whenever during the
Stub Gun with Dum-dum Bullets from the Wyrd that he cannot use a
Autopistol power and shoot during the same turn.
Laspistol
Sword Psychic-Focus
Chain or Flail Certain charms, magical devices, and
Club, Maul or Bludgeon force weapons have the ability to soothe
Massive Axe, Sword or Club sub-
consciousness, so he may more easily
WYRD POWERS use his powers. Multiple instances of
A Wyrd has one 'primary' power and one Focus Power are NOT cumulative. If a
'minor' power which are generated Psyker possesses a weapon or piece of
randomly on the appropriate table. The equipment with the Focus Power
Primary Power Table that is used attribute, the Psyker may reroll one dice
depends on the Wyrd's type: telepathic of its Psychic Test. The second result
Wyrds roll on the Telepathic Primary MUST be accepted, even if it is worse or
Power Table, Pyro's roll on the leads to a Perils of the Warp attack.
Pyromaniac Primary Power Table and so Psychic-Foci do open doors within the
on.
+1 for each Pinned result the possessed Minor Psychic Powers (D66)
model has.
+2 if the possessed model suffered a D66 Minor Psychic Power
Knoced Down result (this effect is not 11-16 Cursed Luck
21 Tragic Suggestion
cumulative). 22 Levitate
+3 if the possessed model has been 23 Deus Ex Machina
possessed for 4 or more player turns. 24 Beastmaster
25 Sunder Veil
Any model which takes a possessed 26 Ground Well
model Out Of Action immediately 31 Distracting Sound
receives 20 Experience points. If the 32 Fearful Aura
fighter is a Redemptionist or Puritan 33 trigger Spasm
34 Sixth Sense
member of the Inquisition or
35 wall Walker
Ecclesiarchy, it earns 30 Experience 36 Unerring Aim
points. These points may be earned in 41 Cast Glow
addition to any others, per the scenario 42 Bend Shadows
rules. 43 Doppelganger
44 Embolden
45 Riddle Me This!
46 Healing Hands
51 Stigmata
Walk Through
52
Walls
53 Distort Perception
54 Freeze Time
55 Inner Calm
56 Resist Possession
61 Terrify
62-65 Well of Power
66 Warp Tap
tar
ledge or gap. The unfortunate victim
believes they can fly until they realize
break down the barriers between the up and down vertical surfaces at its
material world and the Warp. If normal movement rate, even if there is
successful, all models (excluding the no ladder or stairs available.
LOS. The targeted model may does not need to be taken to use this
immediately test to recover from power.
Pinning.
Psyker
causes one enemy model to suffer a -2
to hit modifier on its next ranged attack.
This is in addition to any other negative
modifiers.
power allows the Psyker or one friendly Psyker may use the Large blast template.
model within LOS of the Psyker to This power may not be used in Void
immediately move 3D6 in any direction, Conditions.
ignoring intervening terrain. The
affected model may not end its move in
impassable terrain or beyond the table searing wall of flame to shield itself and
edge. its companions. Select and mark two
spots within 8 of the Psyker. These
Eldar and Dark Eldar models using this point may not be more than 16 away
power may open a stable portal into the from each other. The Wall of Fire is
web way, this allows them (and any produced on a straight line between
anywhere these two points (it may be represented
on the board, ignoring intervening by a string or custom-made template).
terrain. The affected model(s) may not This barrier and its effects last until the
end its move in impassable terrain or s next activation or until the
beyond the table edge. Psyker go Out Of Action. Models within
the line of the wall when it forms are
4 - Pyromancy (Roll D6) immediately moved 1 away. No model
may cross the Wall Of Fire, unless it
consumed in flames or covered in possesses Power Armor or Hexagrammic
tough, lava-like scales. The Psyker is Wards. Models wishing to shoot though
immune to attacks caused by Flame and it have a -4 to hit modifier. Flame
Melta weapons and receives a 3+ save weapons may not shoot through the
against any Pyromancy attacks it is Wall.
targeted by. The Psyker also receives an
unmodified save of 4+ against any other
type of normal attack, except those burst of flame, exactly as if the model
made by Force weapons. Any model in were armed with a Flamer. No Ammo
HtH combat with the Psyker takes an Roll is ever made for this power and it
automatic Strength 6 hit at the start of does not malfunction. The Psyker may
each HtH round. place the firing end of the flamer
Models touched by the template are hit whether the Psyker is in HtH combat or
on a 4+ and suffer one Strength 4 hit. not. If the Psyker is currently engaged in
This power MAY be used while the HtH combat, all models in base contact
Psyker is engaged in HtH combat. with the Psyker receive one Strength 5
hit, with a -2 armor save modifier. If the
5 - Biomancy (Roll D6) Psyker is not in HtH combat, he may
target the closest enemy model. This hit
a Flesh Wound when using this power, uses one Sustained Fire dice, though no
roll a D6. If he rolls under his Ammo Roll is ever made.
unmodified Toughness, one Flesh
Wound is removed. Any hits are at Strength 4, with a -1
armor save modifier.
Pinned. If the Psyker fails its Psychic Test attribute. If these models manage to
to use this power, it is pinned. This survive this hit, they are Pinned.
power has no effect on models that If the Psychic Test for this power is
Hover or Fly Models with the Wings failed, the Psyker is Pinned.
mutation may re-roll their Initiative Test,
if they fail. The second result must be BEASTMASTER PRIMARY POWER
accepted. A Beastmaster's primary power is not
generated randomly. Instead, he will be
accompanied by D3 creatures, or 'pets',
choose to cancel or re-instate (after chosen from the following:
cancelling via this power) the
Environmental Conditions for the entire Giant Rats, Milliasaurs or Ripper Jacks.
board until its next activation.
If the Wyrd is not engaged in close
combat he will unleash a bolt of warp
within LOS. That model halves its energy at the nearest model he can see.
movement on its next activation. If the The energy bolt hits on a roll of 2+ and
victim is in difficult terrain when causes a Strength 6 hit with no armour
affected by this power, it may instead save allowed, normal to hit modifiers for
make no move on its next activation. cover etc. apply. If the Wyrd is engaged
in close combat he fights normally, but
his Weapon Skill, Strength and Attacks
model within LOS and place the Large are tripled.
blast template centered over this model.
Roll the scatter die and D6. The The number of pets the Wyrd has
template is moved that number of available is rerolled at the start of every
inches in the direction indicated. Any game. The pets are deployed together
models fully under the template suffer with the Wyrd and must start within 2".
D3 Strength 3 hits. Any model partially Pets cannot interact with non-fighter
under the template is hit on a roll of 5+ scenario objectives e.g. loot counters.
and will suffer one Strength 3 hit. All
models wounded in this way are broken They don'tcontribute towards winning
and will flee 2D6 . They may recover or losing conditions and are ignored for
next turn, if applicable. Bottle roll purposes.
WS 4: +1 Wounds
5: +1 Attacks
BS 6: +1 Leadership
S SCUM ADVANCES
A Scummer has 6 ‘advances’
T which are either bonuses
on his profile or skills. Roll
W a D6 six times and consult
the chart opposite, noting
I down the advances as you
go along. A Scummer may not
A improve any
characteristic by more than +2
Ld and follows the usual
maximum profile rules. If a
4 duplicate advance that the
Scummer cannot take is rolled,
3 re-roll the result.
3 Advance
3 4-6
BOUNTY HUNTER
Quick Draw Bounty hunters are amongst the
Understandably scummers have toughest and most
had their fair share of dangerous of all Necromundan
boozy bar room shoot outs. To Underhivers. They
reflect this they survive in perilous
double their Initiative when conditions, living out in the
making a fast draw. bleak
and inhospitable wastezones,
pursuing outlaws and
mutants through the ruins. Out
here they can only
rely on their own cunning
wits, skills and a bagful of
the best weapons.
Bounty hunters are loners who
neither need nor want
to be associated with a gang.
Bounty hunters will hire
their esteemed services to a
gang leader if there are
no decent bounties to be had,
but such allegiances
tend to be temporary.
Bounties are displayed at all
trading posts, offering
rewards to anyone who brings
in outlaw leaders,
gangs, mutants and other
criminal types. Sometimes
general bounties are declared
on ratskin renegades,
mutants, vermin or on a
particular Underhive
monster that's terrorising the
locals. The rewards
offered are good, but the job
is a hard one, and many
bounty hunters die out in the
wastes, slain by the
outlaws and mutants they set
out to hunt.
Insufficient Evidence:
Released immediately.
initially called “Space Orcs” to the Greater Good. The Tau claim to be a
distinguish them). They are seen by peaceful race when possible, asking if
their enemies (pretty much everyone others will join their cause
else in voluntarily instead of fighting. However,
the universe) as savage, warlike, and if their peaceful overtures are refused,
crude, but they are the most successful the Tau may well decide to
species in the whole galaxy, conquer a planet and add it to their
outnumbering possibly every other growing interstellar empire for the
intelligent race, even Mankind (with the greater good, searing the flesh from the
very plausible exception of the bones of anyone who stands against
Tyranids). Greenskins are one of the their benign expansions. Tau society is
most dangerous alien races to plague divided into a number of castes, each
the galaxy. Numerous beyond belief responsible for managing a specific
and driven always to fight and conquer, aspect of their society. The Tau’s central
the Orks threaten every single intelligent motivating ideal is that everyone in
species of the galaxy. Orks are their empire regardless of their species
possibly the most warlike aliens in the will work for the collective betterment of
41st Millennium, and their number is everyone else, an almost mystical
beyond counting. Amid constant, philosophy they call the Greater Good.
seething tides of war and bloodshed, • Xenos Kroot:
burgeoning Ork stellar empires rise and The Kroot are a species of savage
fall. Mercifully most are short-lived, humanoids who are a member species
soon destroying themselves in a of the Tau Empire who evolved from
maelstrom of violence and internecine avian creatures. Kroot are tall aliens (a
conflict, but should the Orks ever truly good half-meter taller than most
unify, they would crush all opposition. humans), their avian ancestry giving
them a bird-like beak and long quills
• Orkoid Grot: protruding from their heads like hair.
Gretchin or Grotz are basically a smaller Smaller quills, possibly the
subspecies of Orks, who are more evolutionary remnants of feathers, can
cowardly than normal Orks and are be found scattered over their bodies. A
usually used as living shields, to clear unique feature of the Kroot is that
mine fields, are stepped on to get they evolve by selecting traits of their
through difficult terrain, and sometimes defeated foes to absorb by eating them.
even as emergency rations. Gretchins Due to this, the many Kroot
are quite low in the strict hierarchy of warbands across the galaxy often look
Ork society because of their small radically different. Kroot leaders are
size (the lowest Orkoids being the known as Shapers; they are generally
Snotlings) and are often used for the the Kroot with the best ability for
dirtiest jobs like scavenging and being recognizing desirable traits in defeated
used as the football when the bigger foes and tell his Kindred (the word for a
Orks get bored. Kroot clan) what to eat to suit the task at
• Tau: hand. For instance, a Shaper who wants
The Taus are a young, humanoid and his Kroot to gain muscle mass
technologically-advanced intelligent race will take on campaigns against Orks to
native to the Eastern Fringes of acquire the right DNA, while extensive
the Milky Way Galaxy who are fighting feeding on flying predators will
to expand their interstellar empire and a allow the Kroot to grow wings. This
philosophical concept they call eating of their foes ties in with the
16
Human 6
Ab Human 6
Ogryn 5
3
Ab Human 2
Ratling
Ab Human S
Squat 3
Ab Human 4
Untouchable 5
Ab Human
Beastman T
Xenos 3
Craftworld 4
Xenos 5
Commorrite
Xenos W
Ork 1
Xenos 3
Grot 2
Xenos
Tau I
Xenos 3
Kroot 6
Xenos 2
Vespid
Xenos A
Nicassar 1
Xenos 3
Tarellian 2
Xenos
Loxatl Ld Cost:
Xenos 6
Hrud 20
Xenos 9
Sslyth 5
Xenos
Joekaro Max:
Xenos
Stryxis 5
Starting 7
Max:
Starting 4
M WS BS 6
4
2 6
2
4 5
3
5
6
4 9
7
8 10
Starting Starting
Max: Max:
Starting Starting
Max: Max:
Starting
3 Max:
3 Starting
4 Max:
4 Starting
Max:
2 Starting
6 Max:
2 Starting
6 Max:
Starting
3 Max:
7 Starting
2 Max:
6 Starting
Max:
2 Starting
3 Max:
3 Starting
4 Max:
Starting
2 Max:
3 Starting
4 Max:
5 Starting
Max:
1 Starting
3 Max:
1
3 4
4
4 5
7 5
2 5
5 5
5
1 5
3 4
1 4
4 6
4 1
4 4
4 2
5 6
5
6 2
6 6
4 2
4 6
4 3
4 7
5 2
5 6
4 1
4 3
5 2
5 4
4 2
4 7
5 2
5 7
3
2 7
6 2
2 6
6 3
2 7
6 2
3 6
7 2
3 6
7 2
1 6
4 2
1 6
3 2
2 6
7
2 3
6 4
2 4
6 5
3 3
7 4
3 3
7 4
2 3
6 5
2 2
3 3
3 5
4 3
3 4
4
3 1
4 3
2 1
3 3
3 1
4 3
3 1
4 3
3 1
4 3
4 1
5 2
3 1
5 3
3 1
4 3
1
3 3
4 1
3 3
4 1
3 3
4 1
3 3
4 1
4 3
6 2
2 4
3 1
3 3
4 1
3 3
4
3 3
4 6
3 3
4 6
3 4
4 7
3 4
4 7
3 2
4 5
4 3
5 6
3 3
6 1
4 3
7
3 7
6 10
5 6
8 9
4 7
7 10
4 7
7 10
4 6
7 9
4 5
7 8
3 6
6 9
4 7
7 10
7
1 10
3 8
1 10
3 7
1 10
3 7
1 10
3 6
2 9
4 7
1 10
3 8
1 10
3 5
1 8
3
1 17
3
1 105
3
1 20
3
1 Attributes:
3
1 Fear, Simple Mind, Basic
3 Weapons, Not a leader,
2 Ripper Guns are always available
4 to Ogryns
1 Small Target, Basic Weapons,
40
65
65
35
10
35
25
45
85
50
60
80
50
115
55
30
weapon, ignore up to one fumble made unaware of their true talents or have
by the model. very limited control of their powers, they
When Shooting with the specified burn brightly in the Warp and
weapon, they may reroll a single roll of a tend to attract many a hungry Daemon
1 to hit per M
turn. -
Floating:
Fighters with this Attribute are WS
unaffected by terrain, though they may -
not end their
movement over Impassable terrain. BS
Additionally, Floating models may fall as -
normal,
but never suffer damage from falling. S
-
Simple Minded:
T
Fighters with this Attribute suffer from -
stupidity but can use the LD of any
friendly W
model within 6'' to pass the test if it is -
not a juve Nec Eq.
Tau Caste - Fire: The Tau has +1 BS. I
The Tau may use any Human, Tau, -
and/or Kroot weaponry/equipment. They
may not access any techno skills even A
if their career/warband allows it. -
Tau Caste - Air:
The Tau is +1 Initiative and may always Ld
select Agility Skills but not Muscle ones, -
even
if their career/warband does not allow it. Special Rules:
Tau Caste - Earth: The Tau has the Psyker (Level I): Wyrds are Psykers and
Inventor Skill, but has not access to may select one Wyrd Minor power
Combat Skills even if their career/ Psyker (Level II): Wyrds are Psykers
warband allows it. and may select one Wyrd Major Power
Tau Caste - Water: The Tau adds 1 to and two Wyrd minor Powers.
their warband’s Investigative skill. The Psyker (Level III): Wyrds are Psykers
Tau may never learn Ferocity and may select two Wyrd Major Powers
Skills, even if their career/warband and two Wyrd minor Powers.
allows it. Suffer Not Thy Witch To Live: Wyrds
may never be taken in the following
Mutations & Wyrd Options warbands: Ecclesiarchal Delegations,
Mutants conform to all basic rules of Puritan Imperial warbands, Expurgator
their race, in addition to their mutations. Squads.
• Wyrd Mutation +10 TG (Lvl 1), +45 TG • Mutant Base Cost of Race + Variable
(Lvl 2), +80 TG (Lvl 3) Mutants are creatures – both human
Wyrds are untrained, unsanctioned and Xenos – who have been changed
Psykers who have been overlooked by either through a quirk of biology,
the Black Ships, they are generally
35 TG 35* / 40** TG
S
2 M WS BS
S
T TW
2 I
5
W 3
1 2
3
I 2
2 1
3
(* for Arbites Only, ** for all others) A
1
A
1 Ld
7
Ld
8 Drones are utilized by the Tau in the
same way the
Basic armored cybernetic constructs Imperium uses Servo-skulls. However,
using the brain Drones possess
of simple beasts, the Grapplehawk and a simple AI interface and are regarded
Cyberhound as Silica
are almost exclusively used by Animus by the Mechanicus.
Arbitrators and very
successful Bounty Hunters. • Attributes: Cybernetic Construct /
Advanced Program
• Attributes: Cybernetic Construct / • Small: Drones are Small Targets (-1 to
Advanced Program hit).
• Cyberhound: Cyberhound’s attacks • Float: Drones float and have the
have the Shock Attribute and Berserk Dodge skill.
Charge Skill, and they are treated • Silica Animus: The use of AI within the
as having a Bio-Scanner and Imperium is strictly prohibited. Only the
Screamers. following may use
• Grapplehawk: Grapplehawk may fly, drones: Radical Ordos, Xenos Teams,
have the Dodge skill and they are Radical AdMech, Rogue Traders, and
treated as having a Bio-Scanner and Void Pirate warbands.
Screamers. Choose of the below program upon
Drone creation:
M - Gun-Drone: The Drone is armed with a
5 Pulse Carbine with the Rapid Fire ability.
- Shield-Drone: The Drone must remains
WS within 2” of its owner model for it to
2 benefit from a Refractor
Field. It is limited to one per warband.
35 TG Gholam/Chimeric
BS M
3 5
S WS
3 2
T BS
3 3
W S
1 3
I 90 TG
2 T
M I
5 4
WS A
5 3
BS Ld
- 6
A Giant Rats
2 M
5
Ld
6 WS
3
• Attributes: Fly, Chitin Armor, Bulky,
Ld
Megasaur 6
M
6 Giant rats are common on nearly every
human-inhabited world within Imperial
WS space. Rats
5 are the ultimate survivors and
stowaways, some
100 TG vessels have to be regularly purged or
BS the rat
- population could easily threaten the lives
of crew.
S
5 Ld
5
T
5 Canines are indeed ‘man’s best friend’,
from the noble
W Mastiff of many frontier worlds to the
2 ubiquitous
Bulldog mascot of many Imperial Guard
I regiments.
4 Canines come in hundreds of different
breeds and are
A common throughout Imperial space.
2
15 TG
Ld BS
6 -
I 10 TG
4 BS
-
A
1 S
2
• Attributes: Dodge Skill
T
Feline 2
M
4 W
1
WS
3 I
5
Ld
5 A
1
I T
5 3
A W
1 1
WS Ld
3 7
Warp Creatures A
• Special: 1
- Warp Creatures may never lead
warbands and may not use any type of Ld
weaponry/equipment, unless stated 10
otherwise.
- Warp Creatures are never Pinned, Warp Predators are the sharks of the
immune to Psychology, immune to Immaterium –
Telepathic and all Minor Wyrd they live simply to feed on the souls of
psychic powers. mortals before
- Warp Creatures cause Fear in all non- larger Daemons can come and feed.
Warp Creatures. Warp Predators
- Unless stated otherwise, Warp are little more than warp-based beasts
Creatures may only be mounted by and are not
other Warp Creatures. affiliated with any particular Chaos God.
- Warp Creatures never gain experience
or skills. • Unaligned: Warp Predators may be
- Warp Creatures are unaffected by summoned by any warband, regardless
flesh wounds and have a 4+ save of Marks Of Chaos.
against all damage, unless caused by • Etheral: Warp Predators are unaffected
Holy weapons, Force weapons, or by Difficult and Very Difficult terrain and
Psychic powers. may move their full
- Warp Creatures are only ever movement up or down without a ladder
controlled by the warband which or lift.
summoned them.
Juggernaut
I. Beasts Listing M
Warp Predator 7
M
6 WS
3
WS
3 500 TG
BS
BS -
3
S
100 TG 5
S
3 T
5
T
3 W
3
W
1 I
2
known as a Hellblade.
A • Daemon of Khorne: Bloodletters are
2 Daemons and may not be summoned if
any model in the summoning
Ld warband has a Mark Of Slaanesh or
10 Mark of Tzeentch.
• Bloodlust: Bloodletters have the
Juggernauts are the lesser Daemons of Berserk Charge ability.
the god • Daemon Weapon – Hellblade:
Khorne, the god of war and blood. Hellblades may Parry, have a -3 armor
Juggernauts are save modifier, and cause D3 wounds.
an unholy fusion of brass machinery and Bloodletter
daemonstuff, resembling a giant bull.
300 TG
• Deamon of Khorne: Juggernaughts are
Daemons and may not be summoned if Daemonette
any model in the s
ummoning warband has a Mark Of 300 TG
Slaanesh or Mark of Tzeentch. They are
considered both Beasts and M
Warp Creatures and may be mounted 4
by one (1) model bearing a Mark of
Khorne or Bloodletter model. WS
• Bloodlust: Juggernauts have the 6
Berserk Charge ability.
BS
Bloodletters are the lesser Daemons of 5
the god
Khorne, the god of war and blood. S
Bloodletters 4
M WS BS
S T
TW 4
I
A Ld W
somewhat resemble Beastmen in 1
general form
4 I
5 6
5
4 A
4 2
1
6 Ld
2 10
10
however they have longer horns, a Daemonettes are the lesser Daemons of
blood maw filled the Prince Of
with sharp teeth, and carry a Daemon Pleasure Slaanesh. Daemonettes
weapon appear as beautiful
WS S
3 3
BS 250 TG
- T
3
250 TG
S W
4 1
T I
4 6
W A
1 1
I Ld
5 10
T A
3 1
W Ld
1 10
WS
5
BS
4
290 TG
S
4
T
4
W
2
I
3
A
1
Ld
TERRAIN
Each player takes it in turn to place a
piece of terrain, either a ruined building
structure or a connecting walkway. It is
suggested that the terrain is set up
within an area 4' x 4' or slightly smaller
so that the gangs start off a reasonable
distance apart.
GANGS
Each player rolls a dice. The low scorer
chooses which table edge he wishes to
set up on, and places all of his gang
fighters within 12" of that edge. His
opponent then sets up within 12" of the
opposite table edge.
EXPERIENCE SCAVENGERS
Fighters who take part in the game i.e.
The deep Underhive is a maze of ancient
are deployed on the table earn
and abandoned ruins, concealed
Experience points as noted below.
entrances and long forgotten domes.
+D6 Survives: If a fighter survives the
Sometimes these contain priceless
battle then D6 points are earned. Even
archeotech, gems, precious mutant
fighters who are wounded and taken out
fungi and other valuable items which
of action receive experience for taking
can be scavenged from the depths.
part.
Treasure hunting is not without risk
though, and these isolated places can be
+5 Per Wounding Hit: A fighter earns 5
home to ferocious mutant creatures.
points for each wounding hit he inflicts
during the battle.
In this scenario two gangs encounter
each other while scavenging and each
Make a note on the gang roster every
tries to drive the other off and grab the
time this happens as described in the
loot for itself.
Playing A Campaign Game section.
TERRAIN
+10 Winning Gang Leader: The Gang Each player takes it in turn to place a
Leader of the winning side earns +10 piece of terrain, either a ruined building
Experience points. structure or a connecting walkway. It is
suggested that the terrain is set up
SPECIAL
within an area 4' x 4' or slightly smaller
If the losing gang has at least three
so that the gangs start off a reasonable
enemy models taken out of action, and
distance apart.
suffers at least three times as many
casualties out of action as the opposing
Once you have placed the terrain you
gang, then the winners can take over a
must place a number of Loot counters
random territory from the losers. To
on the table to represent items of value.
randomly determine a piece of territory
Roll a D6 to see how many counters
roll a D6 and count down from the top
there are. Each player takes it in turn to
of the opposing player s territory list, or
place a counter. Roll a D6 to see which
use some other suitable method as
player goes first. Loot counters must be
appropriate.
placed more than 8" from the edge of
the table and at least 4" away from each
ENDING THE GAME
other. Note that the counters are placed
The Gang Fight has no specific objective
before deciding which edge the gangs
other than to drive off the enemy gang.
will play from, so it is a good idea to put
If a gang fails a Bottle roll, or one player
the counters towards the middle of the
volunteers to bottle out, the game ends
table.
immediately. The gang that bottles out
loses and the other gang wins.
STARTING THE GAME
Both players roll a D6. The highest
scoring player takes the first turn.
GANGS
Each player rolls a dice. The low scorer
chooses
which table edge he wishes to set up on, where they happen to be at the time.
and places all of his gang within 8" of Remove the
that edge. His opponent then sets up model but leave the counters in place.
within 8" of the opposite table edge. Models can
transfer loot to other models in base-to-
THE MONSTER ROLL base contact
Each player may, if he wishes, roll a D6 during the shooting phase, but neither
at the start of the opposing player s model may
activation. On a roll of 1-5 nothing shoot during the turn.
happens. On a roll of 6 some unknown If a fighter takes an enemy out of action
mutant monstrosity has attacked a in hand-tohand combat he automatically
member of the rival gang. captures any loot the
The fighter who is attacked is always the model is carrying.
one furthest from any other models
(friend or foe). If there are several ENDING THE GAME
fighters equally isolated then the one The fight continues until one of the
closest to the edge of the table is gangs is driven off or until one gang has
attacked. all of the loot in its possession as
described below.
Roll the D6 again to see what happens
to the fighter. If a gang fails a Bottle roll, or one player
volunteers to bottle out, the game ends
1: The fighter manages to beat off the immediately. The gang that bottles out
creature. The fighter may not do loses and the winner is left in possession
anything else this turn. In addition, the of the battlefield.
fighter must make an Ammo roll for a
random weapon - he has fired off loads If a gang succeeds in capturing all the
of ammo to drive off the attack. Loot counters, and the fighters carrying
them are within 8" of their own table
2-5: The fighter manages to beat off the edge at the start of their activation, then
creature. The the game ends and that gang has won.
fighter may not do anything else this
turn. The winner of the scenario can claim
Loot counterswhich are loose on the
6 There is a gunshot, a shriek, silence, table when the game ends.
and the inky blackness swallows another
victim. The fighter is automatically taken EXPERIENCE
out of action. Fighters who take part in the game i.e.
are deployed on the table earn
PICKING UP LOOT Experience points as noted below.
Loot counters may be picked up by any
model that +D6 Survives: If a fighter survives the
passes over them during its movement. battle then D6 points are earned. Even
A fighter can fighters who are wounded and taken out
carry any number of pieces of loot of action receive experience for taking
without affecting part.
his movement or ability to shoot or
fight. +1 Loot Carrier: If a fighter is carrying
Fighters who go out of action drop Loot loot at the end of the game he receives
counters +1 Experience point per Loot counter.
SPECIAL
After the game is over each gang is
allowed to cash in its loot. The income
generated is added to the income from
the gang s territory. Each Loot counter is
worth 1D6 x 5 credits.
after the battle, and the losers income is Roll a D6 at the start of each turn after
reduced by that amount. the first: 1-2 = up to 1 fighter, 3-4 = up
to 2 fighters, 5-6 up to 3 fighters. The
6 Choose: The attacker can choose any fighters all arrive on the same table
of the five missions described above. edge.
GANGS
Before setting up his gang the defender
splits his fighters into one or more
groups each of two or more models.
The defender chooses one group and
places it in the approximate centre of
the table.
SPECIAL
If the losing gang has at least three
enemy models taken out of action, and
suffers at least three times as many
casualties out of action as the opposing
gang, then the winners can take over a
random territory from the losers. To
randomly determine a piece of territory
roll a D6 and count down from the top
of the opposing player s territory list, or
use some other suitable method.
fighter, but otherwise can be placed +5 Per Wounding Hit: A fighter earns 5
where you wish. points for each wounding hit he inflicts
during the battle.
The defender then sets up the rest of his
gang one group at a time. He nominates Make a note on the gang roster every
the group he wishes to deploy and rolls time this happens as described in the
a D6. On a roll of 1-5 the fighters must Playing A Campaign Game section.
set up within 4" of one defender that has
already been placed. On a roll of 6 the +10 Winning Gang Leader: The Gang
group may be placed anywhere on the Leader of thewinning side earns an extra
table, though must still set up within 4" 10 Experiencepoints.
of one another. This enables them to
ambush the ambushers! Special
deployment rules cannot be used by the
defenders - eg Infiltration, Vents etc.
EXPERIENCE
Fighters who take part in the game - ie
are deployed on the table - earn
Experience points as noted below.
THE RAID
Gangs rely upon trading contacts and Starting with the defender, each player
friends to generate their income, either takes it in turn to place a piece of
by providing cash, food, shelter, or by terrain, either a ruined building
trading things the gangs discover in the structure or a connecting walkway. It is
wastes. These are all known as suggested thatthe terrain is set up within
territories, although some territories an area 4' x 4' or thereabouts.
actually take the form of contacts with
raid objective
third parties rather than physical places
After the terrain is set up the defender
in the Underhive. A gang s territories are
places the Gateway piece anywhere on
always vulnerable to attack by other
the ground level of the table. This
gangs, and one of the most effective
represents the entrance way to the
ways of crushing a rival gang is to raid
mine, hole, tunnels etc. Possibly it leads
its territories.
to an underground store containing a
valuable find that one of the defenders
In the Raid scenario one gang attacks
contacts has asked them to protect or
the territory of another. The territory is
transport. Players should feel free to
guarded by one or more sentries and
invent something they feel is
additional reinforcements are close at
appropriate for the type of territory
hand. The raiders must eliminate or get
being raided. The raiders must destroy
past the sentries, destroy the objective
the Gateway to win the game.
and then get away as quickly as possible.
The Gateway structure has a Toughness
This scenario introduces new rules for
of 6 and can sustain the equivalent of 3
sentries which make the game
wounds. Once the Gateway has been
particularly nail-biting. The scenario is
reduced to zero Wounds it counts as
slightly more complex than earlier ones
destroyed.
and for newer players it's worth leaving
this scenario aside until you have a firm
GANGS
grasp of the game rules.
The defender sets up first. He deploys
up to D6 of his gang as sentries,
TERRAIN
choosing which fighters he wishes to
The tabletop represents the most
put on sentry duty. Sentries can be
valuable of the defender s territories.
placed anywhere on the table at least 8"
However, the attackers don't have to
away from a table edge.
raid the territory of highest value,
instead the attackers can choose any one
The attacker then deploys his gang
of the defender's territories to raid. The
within 8" of a randomly selected table
terrain is either the territory itself or the
edge. The attacker has a random
entrance to it (such as a mine or tunnel
number of gang fighters taking part in
entrance, hole or water still) or a part of
The Raid. Roll a D6: 1-2 = 4 fighters, 3-4
the Underhive that a contact has asked
= 5 fighters, 5-6= 6 fighters. The
you to protect or search in (such as a
remaining fighters are not available as
Guilder contact, Friendly Doc, the
they have been left behind so as not to
owner of a workshop, or friends in an
draw attention to the raiding party. The
Underhive settlement.)
attacker can choose which of his fighters
he will commit to the raid.
In this game the player who picked the
scenario is the attacker and the other
player is the defender.
Once the alarm is sounded the defender Sentries will spot any raider within their
can attempt to bring on one group of Initiative distance in inches regardless of
reinforcements per turn. cover or hiding.
Nominate the group you wish to bring Raiders are also spotted if they move
on and roll a D6. If the roll equals or within sight of a sentry during their own
beats the number of models in the turn. The sentry s spotting range being
group, or on the roll of a 6, then the the same as in his turn.
group may enter the table. If the dice
roll required to enter is less than the If a sentry spots a raider or is hit by a
size of the group then no ranged attack and isn't taken down then
reinforcements enter that turn. As you he sounds the alarm if he survives the
can see, the larger the group the less turn. Sentries taken out of action cannot
likely it is to enter, so the defender must give the alarm. Sentries that end the
try to enter as many models as he dares turn down sound the alarm on a roll of
each turn. 4+. If at the end of the turn a sentry can
see a persistent template (e.g. a smoke
Reinforcements enter together on any of cloud) then he sounds the alarm on a
the three table edges other than the roll of 4+.
edge where the attacker deployed.
Randomly determine which table edge. Shooting: If a fighter shoots a weapon,
Reinforcements cannot be placed within roll 2D6 and add the weapon s Strength
8" of an attacker but can move and fire to the score. If the result is over 10 then
normally on the turn they are placed. the alarm is sounded. However, this rule
does not apply to silent weapons, or any
sentries weapons without a Strength. Note that
Sentries move D6-3 inches per turn, shooting can sound the alarm even if
rolling separately for each sentry. If the there are no sentries left.
distance is negative then the attacking
player can move the sentry model Fighting: A sentry who is attacked in
instead, though cannot move him into hand-to-hand combat will sound the
an obviously harmful position (such as alarm if he survives the turn. If the
walk him straight off a ledge). For raider shoots a pistol or uses a
example, a roll of 1 gives a move of -2, chainsword in hand-to-hand combat
then you must roll as described above to scenario and cannot bottle out
see whether the shots sound the alarm voluntarily.
even if the sentry is killed.
If the Gateway is destroyed then the
SOUNDING THE ALARM attackers win the game otherwise the
Until the alarm is sounded sentries defenders win.
move as described above, their Weapon
Skill is halved and they cannot shoot or SPECIAL
do anything else. After the alarm is If the Gateway was destroyed then roll a
sounded sentries can move and attack as D6. On a 1-4 the territory is disrupted. It
normal. The alarm can be sounded in a cannot be worked after the battle and
number of different ways: confers no bonuses, but it can be
worked again in subsequent games. On
The noise of fighting may also cause the a 5 the territory is damaged. It cannot be
alarm to be sounded even if the sentry worked after the battle and confers no
doesn t survive to do so himself. Roll a bonuses. The territory must also be
D6. If the score is not more than the repaired so cannot be worked until D3
number of raiders fighting in the hand- games have passed. On a 6 the territory
to-hand combat then the scuffle has is destroyed and must be struck from
been noticed and the alarm is sounded. the gang roster.
For example, if three raiders mug a
sentry then a roll of 4+ will not sound EXPERIENCE
the alarm. Fighters who take part in the game - ie
are deployed on the table - earn
Gateway: The alarm is automatically Experience points as noted below.
sounded if the Gateway is destroyed.
+D6 Survives: If a fighter survives the
Note although it's possible to set off the battle then D6 points are earned. Even
alarm midturn, the special sentry rules fighters who are wounded and taken out
still apply until the end of that turn. of action receive experience for taking
part.
ENDING THE GAME
The game ends if the Gateway is +5 Per Wounding Hit: A fighter earns 5
destroyed and all surviving raiders leave points for each wounding hit he inflicts
the table by the edge where they during the battle.
originally set up. The game also ends if
all the raiders are down or taken out of Make a note on the gang roster every
action or if the attacker bottles out. time this happens as described in the
Playing A Campaign Game section.
As the attackers have so few raiders and
because they are hyped up for the +5 Destroy Gateway: A raider earns 5
attack, the gang does not have to take points if he inflicts a hit which destroys
Bottle rolls until it has lost 50% of its the Gateway.
fighters rather than the usual 25%.
+10 Successful Defence: If the defender
The defender is protecting his gang s wins then his Gang Leader earns 10
family, friends or vital possessions, and Experience points.
so doesn t have to take Bottle tests. The
defender won t bottle out in this
TERRAIN
The terrain represents a small
wastezone settlement. Each player takes
it in turn to place a piece of terrain,
either a ruined building or a connecting
walkway.
GANGS
Each player rolls a D6 to see how many
of his gang are present: 1-3 = 3 fighters,
4-5 = 4 fighters, and 6 =5 fighters.
These models are randomly selected
SPECIAL
If you win the shoot-out and the
defeated gang drew first, roll a D6. On a
roll of 1-5 your opponent can only draw
half his normal income following the
It is possible, and
encouraged, for the defender
to
play all sorts of mind tricks
to confuse the attackers.
For example, you could pretend
for a ganger to hand
over the package to a runner,
perhaps with multiple
switches taking place, who
promptly makes a mad
dash for the table edge. The
attacking player must
react but only later finds out
it was all one big
GANGS
Important: In this scenario the
defenders cannot be
wounded and taken out of action receive roll of 1 they get shot and suffer a
experience for taking part. serious injury.
4-5 The attackers scavenge a few
+5 bundles dropped by
the pack slaves as they flee worth D6x5
Per Wounding Hit: A fighter earns 5 credits.
points for 6-7 The attackers bring down several
each wounding hit he inflicts during the pack slaves and
battle. escape with 3D6x5 credits.
Make a note on the gang roster every 8-10 The attackers nail a guilder and
time this strip his corpse
happens as described in the Playing A gaining 2D6x10 credits. In addition the
Campaign guilder
Game section. was holding a rare item (roll on the
normal Rare
+5 Trade Chart to see what item you steal).
11+ The attackers gun down several
Attacked Caravan: Each model which pack slaves and a
moves guilder hauling in 3D6x10 credits and D3
off the defender's table edge gains +5 rare
points. items (rolled for on the normal Rare
Trade Chart).
+10
LOOT & PILLAGE deploys 2D6 from his gang within 4" of a
Outlaws will often attack a piece of randomly selected table edge.
lightly guarded territory in the hopes of
driving off the guards and ransacking it STARTING THE GAME
before reinforcements arrive. An attack It's assumed the guards have just
like this can virtually destroy a holestead spotted the attackers and are in the
or a small settlement as the thieves process of raising the alarm. To
descend on it and loot anything of represent this point of inevitable
value, and it's one of the reasons hivers confusion both sides roll a D6 and the
seek protection from local gangs. Of one that rolls highest goes first.
course local gangs sometimes do exactly
the same thing and blame it on the REINFORCEMENTS
outlaws. At the start of the game the defender
divides any fighters not deployed as
TERRAIN guards into groups of one or more
Starting with the attacker, each player models as he sees fit. These fighters are
takes it in turn to place a piece of not set up on the table, but may enter as
terrain, either a ruined building reinforcements.
structure or a connecting walkway.
Once all the other pieces of terrain have The defender may attempt to bring on
been placed the defender may place up one group of reinforcements per turn,
to five barricades and the watch-tower. including his first. Nominate a group
It is suggested that the terrain is set up you wish to bring on and roll a D6. If
within an area 4' x 4' or slightly smaller. the dice roll equals or beats the number
of fighters in the group, or on the roll of
Once you have placed the terrain the a 6, then the group may enter the table.
defender places D6 Loot counters. The If the dice roll is less than the size of the
Loot counters may be placed anywhere group then no reinforcements enter that
on the tabletop (not on the upper levels turn. As you can see, the larger the
of buildings or walkways) at least 8" group is the less likely it is to enter, so
away from any table edge and with each the defender must try to enter as many
counter within 8" of another one. models as he dares each turn.
usual 1". The defenders facing off the random table edge and can move and
hunters must stay where they are and fight as normal.
sweat it out as their attackers approach.
SPECIAL
After both gangs have moved, each The hunters are making a hit against a
player must make a Nerve roll which is rival gang who have scratched out a
worked out as normal. However, the notorious name for themselves. Due to
defenders are so nervous that they must this the attackers double any Underdog
roll 2D6 instead of the usual D6. Once a and Giant Killer bonuses they may
player's score goes over 15 his gang's receive.
nerve has cracked and they go for their
guns. Note the defenders in hiding may The defenders in hidinig can move at
not fire during the fast draw. their normal rate but must remain in
cover and end each turn hidden. If any
Once all fighters have shot the normal of the hidden gang fighters are spotted
sequence of play resumes. Each player by the hunters they will realise they are
rolls a D6, and the player that scores the being trapped and draw immediately.
highest gets the first turn.
ENDING THE GAME
The hunters and the defending fighters The game ends if one side fails a Bottle
taking part in the face down are set up roll, or volunteers to bottle out. The
roughly in the middle of the table. They other side automaticallywins the game
are deployed 16" apart with all models and the side which bottled out loses.
at ground level and in a position where
they are in full view of each other. Roll a EXPERIENCE
dice to see who sets up first. Fighters who take part in the game - ie
are deployed on the table - earn
Each gang must set up in a line with no Experience points as noted below.
model more than l" away from any other
model. The rest of the defending gang +D6 Survives: If a fighter survives the
can set up anywhere on the table but battle then D6 points are earned. Even
not within 24" of the hunters. They must fighters who are wounded and taken out
start the game hidden. Special of action receive experience for taking
deployment rules cannot be used by part.
either gang - eg Infiltration, Vents etc.
+5 Per Wounding Hit: A fighter earns 5
All the fighters facing off are assumed to points for each wounding hit he inflicts
have their weapons holstered or slung at during the battle.
the start of the game.
Make a note on the gang roster every
Until a weapon is drawn a special build- time this happens as described in the
up and fast draw sequence of play is Playing A Campaign Game section.
used.
+10 Winning Leader: The leader of the
REINFORCEMENTS winning gang earns +l0 Experience
Upon hearing the chaos, the remaining points.
members of the attacking gang show up
at the start of their first turn. They are
deployed together anywhere along a
When all of the terrain has been placed, 4-6 Screamer: The trap emits an
the defenderplaces 2D6 loot counters incredibly loud ultrasonic scream. Any
anywhere on the table but no closer models within 2D6" must pass an
than 8" to a table edge and no closer Initiative test otherwise they are pinned.
than 4" to another counter. Loot
counters follow the rules as described in Once a loot counter has set off a booby
the Scavengers scenario. However, only trap it has been disarmed so will not set
the attackers can interact with them. The off any more.
defenders dare not handle them for fear
SPECIAL
of damaging the goods.
Each Loot counter the attackers capture
GANGS is worth D6x5 credits. However, this is
The defender sets up first deploying his not added to the gang's income, instead
gang as he wishes, as long as each the total must be spent on weapons,
model is 8" or more from any table ammo and other items representing the
edge. The attacker then randomly haul of gear found in the warehouse
selects a table edge and deploy his gang crates. All equipment bought must be of
within 4" of that edge. the 'common' type found in the normal
Trading Post, not rare items, but can be
STARTING THE GAME of any other kind, including weapons
The attackers always go first, smashing not found on your gang's weapon list.
through the warehouse doors shouting Any unused credits are wasted.
"Nobody moves an' nobody gets hurt!"
or similar... The defending gang gets paid 5 credits
for each loot counter that the attackers
fail to make off with. This is added to
gang's income as normal.
BUBBLING SLIME
Something extremely nasty has bubbled Set up the gangs and then roll a D6 for
up fromthe noxious depths of The each model to see who gets gunked as
Sump... the pipes and grates spew up the
disgusting slime. Models get gunked on
11: Sea of Goo a l, 2 or 3 and count as being knocked
A thick layer of stinking black slime down at the start of the game, they may
covers the whole of the dome floor. also fall if they're within 1" of a ledge.
Models have to wade through this Just roll once for each model to see
disgusting gunge if they want to whether they are 'gunked', from then on
reach another gantry or walkway and the slime has no effect.
moving is extremely difficult in this
glutinous slime. The entire tabletop 16: Pit of Despair
counts as Very Difficult Ground. The entire level of the tabletop is
All terrain above ground level, such as covered with a seemingly bottomless
gantries and walkways aren't slimy, so layer of toxic sludge. The whole game
models on them aren't affected by this must be fought on the higher levels.
rule. Any fighters that fall into the goo If any gang fighters are unfortunate
do not suffer fall damage. enough to fall into the ominous looking
thick sludge below, they are
12: Sludgy Surface automatically taken out of action. They
A thin layer of luminous green slime are far too busy trying not to be
covers the dome floor. Models may swallowed up whole by the suffocating
move as normal but if they want to gloop to take any further action in the
double their movement by running game.
or charging in these conditions they
must pass an Initiative test or they will Special: Gang fighters cannot be
slip over instead and count as being deployed using the Tunnels territory
pinned. All terrain above ground special rules irrespective of
level, such as gantries and walkways, which Bubbling Slime result is rolled.
aren't slimy so models on them aren't
affected by this rule.
Leaking fuel fumes or natural gas have moving on the ground level treat all
caused combustible pockets of gas to terrain as one level worse (open ground
form throughout the area. Any becomes difficult, etc.). Models
model in cover who shoots and rolls a 1 with Cameoline have their hit modifier
triggers one of these pockets! Resolve increased to 2. Models on walkways are
the effects like a Frag grenade unaffected.
centered on the firing model. • 34 Freezing Weather
Models in the open or more than 8 from The area is buffeted by snow, ice, and
the ground level will not trigger these freezing temperatures. At the end of
pockets. each player s turn, any nonConstruct
• 26 Heavy Rains model out in the open and not within 1 of
Natural rain or leaking coolant pipes are a structure, must take a Toughness test.
causing a monsoon in the area. Vision If failed, that model
range is reduced to 30 and suffers goes down and is considered
models suffer a 2 to hit modifier when Pinned, due to exposure and chilling
shooting from Overwatch. Models which winds. Models in Enclosed and
Catch Fire may reroll a test Power armor may reroll this result but
to put out the flames. must accept the second result.
• 35 Dust Storm
Wilderness The area is scoured by a wild storm of
sand, dust, or ash and fighters find it
Conditions difficult to orient themselves in
• 31 Flooded Ground the disorder. All Open ground is treated
Recent rains, melting ice, or overflowing as difficult and vision range is reduced
rivers have caused the area to become to 36 . Models fighting in
inundated with standing HtH combat treat all fumbles as double.
water. Models moving on the ground At the end of each player s turn, roll a
level, who don t float or fly, use their D6. On a roll of 4+, the storm
Strength characteristic to move clears and the fight continues as normal.
instead of movement and treat all terrain • 36 Earthquake
as being one level worse than it is. The ground heaves in a giant
Additionally, models which fall earthquake, threatening to topple any
and land on the ground level may reroll structures and throwing models off their
damage from falling. Amphibious feet. Before the game begins, any
creatures and models not on the models who are on a walkway or
ground are unaffected by this condition. structure must pass an Initiative test. If
• 32 Overgrown Foliage failed, they fall as normal. Models which
The area is covered in creeping vines, are more than 6 above ground level
hanging moss, and other clinging flora. which pass the test are still
Models may move up and down considered Pinned. Models begin the
any vertical surface without the aid of a game on the ground level must roll a D6,
ladder or stairway. As long as models if they are within 1 (or under)
remain in cover their entire of a structure or walkway. On a roll of 1,
move, models may run and hide without that model is struck by falling debris and
the Dive skill. takes D3 Strength 2 hits.
• 33 Dense Undergrowth Saves may be taken as normal.
The ground floor is covered with a thick
layer of dead foliage and dense
undergrowth. NonBeast models Lighting Conditions
• 41 Pitch Black