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NECROMUNDA SURVIVAL EDITION

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NECROMUNDA SURVIVAL EDITION

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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your collection, equip fighters with


different weapons and add more
powerful characters. WHAT YOU WILL
NEED
WHAT IS THE
SURVIVAL EDITION? MODELS!
The NSE is not an attempt to overhaul Games of Necromunda are fought out
or hugely expand the Necromunda using model fighters, each
universe, instead it's intended to be a approximately 28mm tall. Before playing
fan update to compile the three separate you need enough models to assemble a
rulebooks of the Necromunda complete gang as detailed later in the
Community Edition, Outlanders rules. A large variety of different models
Community Edition and Inquisimunda are available various vendors.
Rulebook into a single compendium
whilst adding more realism to the game.
TEMPLATES
There are three main aims to this Special templates are used to determine
project. the effects of many weapons. For
example, grenade and shell bursts, and
the gout of burning fire projected by a
 To provide more realism and
flamer.
brutality to the weapons and
skills alongside minor tweaks to
The templates used are the
improve general gameplay.
diameter blast markers and the Standard
 To clarify ambiguities and Flamer Template.
streamline rules.
 And finally to introduce an
appropriate sense of scale to the WHAT ELSE YOU WILL
game. NEED
In addition to the game components
BUILDING THE GANG mentioned above you will need two or
Every time you play Necromunda you more players and a firm, level tabletop
earn the opportunity to improve your or area of floor. A kitchen table will do
gang. By winning games you gain fine. Some gamers make their own
territory, discover ancient artifacts, gaming tables from a sheet of chipboard
uncover mineral wealth, and so on. With or something similar. Such a table can
this wealth you can buy more weaponry be slightly larger than the table or
and hire more gang fighters. trestles that support it, and can be
divided into two or more pieces for ease
of storage.

DICE
A variety of different dice are used in the
Necromunda game, as follows.

You will need at least one retractable


tape measure marked in feet and inches.
All distances in Necromunda are given
in Imperial units.

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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.

The Artillery dice is marked 2, 4, 6, 8, 10


and MISFIRE. This dice is used in
conjunction with the Scatter dice to
determine how far shells land from their
mark. A MISFIRE result can result in a
shell proving dud or even exploding in
the breach.

In some cases, you will also find


references to a dice called a D3. There
t actually any such thing as a 3sided

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Weapon Skill (WS): Weapon Skill is


THE RULES a measure of close combat ability and
CHARACTERISTICS how good the person is at hand-to-hand
fighting.
CHARACTERISTIC PROFILE
The Underhive fighters of Necromunda Ballistic Skill (BS): Ballistic Skill
have wildly varied martial skills and shows how good a shot the person is.
physical abilities. Some are faster than When you shoot a gun the chance of
others, some are stronger, some more hitting a target depends upon your
determined, some are better shots, and Ballistic Skill.
so forth. This tremendous variety is fully
represented in the form of Strength (S): Strength simply
characteristics and special skills. Right shows how strong a person is! Strength
now we won t worry about the special is especially important when you fight
skills as these come later with practice hand-to-hand combat because the
and battle experience. stronger you are the harder you can hit
or thrust.
A mode s characteristic values are
written in the form of a convenient chart Toughness (T): Toughness is a
which we call his characteristic profile. measure of how easily an individual can
Below is the average profile for a withstand a hit from a weapon or a blow
Ganger . from a club, hand weapon or fist. The
tougher you are the harder you are to
Ganger – GRUM DOG wound or kill.
WS BS S T W I A Ld
3 3 3 3 1 3 1 7 Wounds (W): s Wounds value
shows how many times a fighter can be
When you raise your first gang it will wounded before he collapses and goes
include many gangers with exactly this down dead or incapacitated. Most
profile. As you fight games against other individuals have a Wounds value of only
players your fighters will get better and 1 but tough veteran gangers might have
their characteristics will rise. All these a value of 2 or more.
details are recorded using your gang
rosters. This is explained properly later Initiative (I): The Initiative value
on. For now it s enough to know what represents alertness and reaction speed.
the characteristics are and how the s chance of
values vary. dodging a sudden blow or gathering his
wits while shells and bombs explode
Each model fighter is defined by their around him.
characteristics which are assigned a
value of between 1 and 10. The higher Attacks (A): The Attacks value
value your model has for any indicates the number of Attack dice
characteristic the better it is, for rolled when the model fights in hand-to-
example, a model with a Strength of 6 is hand combat. The more dice you roll
stronger than a model with a Strength of the more chance you have of beating
2. your opponent!
Descriptions of the characteristics are Leadership (Ld): Leadership
given below. represents raw courage and self-control.

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The h s Leadership the below the characteristic involved then


more likely he is to remain steadfast in the test is passed. If the result is higher
combat while others run off or are slain than the characteristic then the test has
around him. been failed.

Where’s the Movement STAT? Leadership tests work in exactly the


To simplify the game all models will same way except that the test is rolled
using 2D6. The two scores are added
although they can move faster when together and compared against the
they are running or charging. model's Leadership value to see if the
test is passed.
MINIMUM VALUES
Gang fighters can sometimes suffer Some experienced gangers can have a
penalties to their characteristic profile, characteristic value that is 6 or even
usually due to serious injuries. greater. Obviously it's not possible to
Even if a model suffers multiple roll above that value using a D6, but it's
penalties to the same value it's not still possible for the model to fail the
possible to modify a characteristic to test. If a model is required to take a
below 1. The only exception to this is characteristic test against a value that is
Wounds which can be reduced to 0 if 6 or above and you roll a 6, roll a
the fighter becomes injured. second D6. If you a roll 1-3 then the test
is failed, while a roll of 4-6 results in the
test being passed. Note Leadership tests
MAXIMUM VALUES ignore this rule as gang fighters cannot
Some Gang fighters continue to live to have a Leadership value of 12 or greater.
fight another day each time honing their
skills becoming more adept. There does It's possible for a model to have two
however reach a point where it is separate Strength values, one for each
impossible for a Gang fighter to develop arm. This can happen if the fighter
their skills any further. These are suffers an Arm Wound or is using a
reflected as a Maximum Value a truly bionic arm.
heroic feat.
If the model is required to take a
The maximum values for ALL models are Strength test then the arm with the
as follows: highest Strength is used for the test.
WS BS S T W I A Ld
7 7 7 7 6 8 6 10

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.

If a model must take a characteristic test


then roll a D6. If the result is equal to or

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Shuffle the cards together and draw


THE TURN each card one at a time.
During the game you take command of a
gang of Necromundan Underhive Each player takes a turn to draw a token
fighters. from the pool. The model represented
by the token is now considered
Your opponent commands a rival gang,
your deadly opponents in the can move, shoot with if that model is
forthcoming conflict. able to do so, and fight hand-to-hand
combats.
The model fighters and scenery are set
up on the tabletop as appropriate for Note: Once activated the model must
the encounter you are fighting (see the either perform its allowed actions or
Scenarios section in the Sourcebook). forfeit its activation for that turn.
There are many different types of
encounter, varying from the Each activation is divided into 4 distinct
straightforward shoot-out to rescue phases.
missions, ambushes and daring raids.
1. MOVEMENT
Depending on the encounter played, During the movement phase you may
you can set the gang fighters up in move your gang fighters according to
different ways, but all the games are the rules given later for movement.
basically played in the same fashion.
2. SHOOTING
A turn in a game of Necromunda In the shooting phase you may shoot
simulates all possible actions that would with any appropriate weapons as
be achievable for a fighter to complete described in the rules for shooting.
within a 10 second period.
3. HAND-TO-HAND
ACTIVATION During the hand-to-hand phase all
Individual model activation works by models in hand-to-hand combat may
randomly drawing from a pool of tokens fight. Note that both sides fight in hand-
with each token representing a model. to-hand combat regardless of whose
turn it is.
Deck of CARDS METHOD
One way to easily represent your models 4. RECOVERY
is to use a cheap deck of playing cards. During the recovery phase you can
Red cards for one player and Black for attempt to recover the nerve of broken
the other. Each player can then make a fighters, or see the extent of injuries for
note of which model is represented by downed fighters. These are explained in
which card e.g. The Jack of Clubs detail later on.

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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Remember: It may be that one player


gets several activations in a row. This
may or may not be a bad thing! Movement
The turn is complete once all models During the movement phase you can
have been activated. Reshuffle or move your models as you wish in
otherwise randomise the activation accordance with the rules given below.
tokens and begin a new turn. Move your model fighters one at a time
and finish moving each before moving
Games last until one side either gives in the next one. You can move your
or is forced into defeat as described fighters in any order except where noted
later. You can also be obliged to below.
withdraw from the fight if your side
takes too many casualties. During some 1. CHARGES
encounters, there is a specific objective If you want a model to charge at an
which you must achieve, perhaps to enemy and attack him hand-to-hand
destroy a machine or rescue a captive. then you must do this before moving
Each of the special encounters describes any other models. When you charge you
what you must do to win, and therefore, must declare to your opponent that you
end the game. are charging and indicate which enemy
model you are attacking.

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.

Make all your compulsory moves before


finishing any remaining movement.

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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MOVING if the fighter cannot visually see the


All models have a standard movement of enemy as he could well have heard them
moving or loading their guns.
any direction including going up or
down ladders Any enemy models in hiding are ignored
as the fighter is unaware of their
In normal circumstances you do not presence.
have to move the full permitted distance
or at all if you do not wish. Any Floating
exceptions are described later and Some models possess special power,
invariably involve charging or antigravity motors, and Warp powers
compulsory moves. which allow them to hover a few inches
above the ground. These models are
At the end of a fighter's move the model said to have the Float ability. Floating
can be turned to face in any direction. models are unaffected by terrain,
Pivoting on the spot does not count as though they may not end their
movement. This is important to movement over Impassable terrain.
remember as some weapons can only be Additionally, Floating models may fall as
fired if the model remained stationary. normal, but never suffer damage from
falling.
RUNNING
The normal 6" move represents a person CHARGE!
moving at a fairly rapid rate but allowing If you wish a model to engage an enemy
time to aim and shoot a weapon and in hand-to-hand combat then you must
generally observe what is going on declare and make a special move called
around him. If you wish a model can a charge. The reason we do this is that
move much quicker than this - he can the enemy may get a chance to shoot as
run! A running fighter can move at you leap towards him waving your
double speed: 12" rather than 6", for weapons and yelling a bloodcurdling
example. cry. Without measuring the distance,
declare that you are charging and
Unless carrying a weapon which allows indicate which enemy model you wish
him to do so a running model loses his to attack. You can declare a charge
chance to shoot in the turn. He is against any enemy model that is not in
concentrating on running and is not hiding, even enemy models that the
prepared to fight, having shouldered his charger cannot see at the start of his
weapons or replaced them in holsters. move.

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.

Failed Charges A model that runs or charges is not able


It can happen that you charge an enemy to hide that turn. His sudden burst of
but fail to reach him because you have speed does not give him time to conceal
miscalculated the distance or your himself from view.
model has been shot down.
A model may stay hidden over several
In the event of simply miscalculating the turns so long as it remains behind a
model is moved as far as possible concealing wall or similar feature. It may
towards his enemy and can do nothing even move around behind cover so long
for the rest of the turn. as it remains concealed while it does so.
If an enemy moves into a position where
In the event that the model would have he would clearly be able to see the
otherwise reached hand-to-hand combat hidden fighter, then the model cannot
the sheer weight of momentum results claim to be hidden any longer and the
in their body crashing into the defender counter is removed.
follow the rules for knocking down an
opponent. A model may not hide if it is too close to
an enemy - he will be seen or heard no
HIDING matter how well concealed he may be.
The Hiding rule allows us to represent This distance varies according to the
the fact that real people can duck down enemy fighter, who will always see, hear,
and conceal themselves in a way our or otherwise spot hidden foes within his
unmoving and dramatically posed Initiative value in inches. So, a fighter
models cannot. A hiding fighter keeps as whose Initiative value is 3 will
still as possible, just peeking out over automatically spot all hidden enemy
his cover or around a corner. Hiding is within 3".
sometimes useful if you want to keep
out of a fight until the enemy gets within Silent Attacks
close range, or if you want a breather to Normally a hidden fighter that shoots
recover and to regroup your forces. must come out of hiding, the sound of
the gunshot and flare of its muzzle flash
A model can hide if it is behind a low easily giving away his position. However,
wall or column, at the corner of a some weapons emit no sound nor flare.
building, or in a similar position where a If a hidden fighter fires a silent weapon
person might reasonably conceal then there is a chance he will remain

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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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target any model within LOS. If failed,


they follow the above rules.
SHOOTING
Necromundan Underhive fighters carry a Additionally Models of Leadership 9 or
variety of weaponry. Individual fighters more, Warp Creatures and constructs
often have several different weapons may target any model they choose
such as grenades, pistols, knives and within LOS.
guns.

So long as the shooter can see at least a


WHO CAN SHOOT
Each model can shoot once in the
part of s body he can shoot,
shooting phase so long as he can see a
even if all that can be seen is an arm or
target and assuming he has a suitable
leg. If he can see nothing but the tip of a
ranged weapon or a supply of grenades.
gun or the end of a sword then he
cannot shoot as he is unable to see the
Models have a 360o field of view and
s ve
may shoot at any target if they are able
checked the shot from both th s
to see it, and the only way to check this
and the target s view and still t
is to stoop over the tabletop for a
decide, then roll a dice - on a 1, 2 or 3
s eye view. Sometimes it will be
you t see and on a 4, 5 or 6 you can.
obvious whether a target can be seen, at
other times it will be more difficult as
During the shooting phase of your turn
buildings and girders will be in the way.
each of your fighters may shoot once
Note fighters can also block line of sight
with one of his weapons. So you can
just like terrain.
either shoot a laspistol, fire a boltgun, or
throw a grenade, for example.
MOVING AND
Work through your models one at a SHOOTING
time. Pick which fighter is going to All fighters carrying non-Heavy weapons
shoot, nominate his target, work out if can move at their normal movement rate
he hits his enemy and, if he does so, any and shoot in the same turn. There is no
wounds or injuries caused, and then penalty for this as a normal move
continue to the next shooter. You can assumes a certain amount of time spent
take shots in any order you wish. stationary or nearly so.

CLOSEST TARGET Any model carrying a Heavy weapon


You must shoot at the closest enemy as must decide whether they move or
he represents the most immediate threat shoot during their activation.
and therefore the most obvious target.
However, you can fire at a more distant In some instances a model may have
target if it is easier to hit. certain skills which allow them to carry
certain weapons and also run.
For example, a closer target may be hard
to hit because it is partly obscured by RANGE
cover whilst a more distant target might Unlike other incarnations of
be in the open and therefore an easier Necromunda the Survival Edition does
shot. away with Range. It is assumed that a
rifle or pistol is capable of firing
Any model may take an Initiative test to accurately at the real-life distances
ignore this rule. If passed, they may simulated by the size of the tabletop.

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NECROMUNDA SURVIVAL EDITION

If a model has failed a nerve check it


The tight confines of the Underhive will may still shoot but is otherwise
in most cases prevent long range occupied with finding a safe location to
sniping of targets hide.
foolish enough to walk out in the open!
Special Weapon Modifiers
HIT MODIFIERS Certain weapons are particularly deadly
at close range. Those foolish enough to
Some shots are easier than others. It is
Charge at an enemy carrying one of
easier to hit a target that is in the open
these weapons will be considerably
compared to a target behind cover.
easier to hit.
Usually it is easier to hit a target if it is
close compared to one further away.
-1 Shooting with a Pistol
Shooting accurately with a pistol at
These are represented by the following
range requires extra coordination.
modifiers.
This penalty does not apply in HtH
-1 IN PARTIAL COVER
combat.
The Torso and/or Upper Legs are visible.
+2 Charging into… Shotgun
-2 IN COVER
Shotgun shells fire a deadly spray of ball
bearings without the firer to pay
particular attention to what they are
-1 OVERWATCH aiming.
The shooter is firing at a target whilst on
+1 Charging into… SUSTAINED
overwatch. Subtract a further -1 for each
Weapons with the Sustained Fire rule
subsequent target the shooter fires at
fire a deadly hail of bullets at their
during overwatch.
target. Models charging into an enemy
armed with one of these weapons is
-1 CHARGING INTO OVERWATCH
much easier to hit.
The shooter is firing at a target that is
charging him whilst on overwatch. Note
SMALL & LARGE TARGETS
this rule does not stack with the
These modifiers are not normally used
Modifier for Overwatch
unless the encounter involves a specific
target which is especially large or small.
-2 Charging
For example, perhaps you must destroy
The shooter is firing at a target that is
a water still collecting vane or a
charging her. Note that some weapons
chemical storage tank to achieve your
such as Flame Template or particular
objective.
Shotgun Shells have special modifiers
which ignore this rule.
Enemy fighters are never small or
-1 RAPID MOVING TARGET large targets.
The target ran or otherwise moved faster
-1 SMALL TARGET
in his previous move phase.
The whole target is less than 1/2" tall or
Note this modifier does not stack with
wide.
the -2 Charging Modifier

-1 Failed Nerve Such targets might include unexploded


bombs, mechanical devices, or a specific
point on the floor.

Page 14 of 361
NECROMUNDA SURVIVAL EDITION

Note that a natural roll of 1 is always a


Gang models are always larger than this! miss and a natural roll of 6 is always a
hit.
+1 LARGE TARGET
The whole target is 2" tall or wide. Such 7+ HIT
targets include large processor tanks, Because of the modifiers it is quite
bulkhead doors and other sizeable bits possible that you will end up needing a
of industrial equipment. score of 7 or more to hit the target. It is
obviously impossible to roll a 7 on a D6,
Psychology but you can still hit if you are lucky. Roll
There are many fierce and terrible a D6 as before. If you roll a 6 then you
creatures lurking throughout the might have hit. Roll a further D6 - the
Underhive. The rules for both Fear and additional score required is shown on
Terror are explained in their subsequent the chart below.
sections however the modifiers for
shooting at these horrific creatures is as to Hit 7+ 8+ 9+ 10+
follows. D6 4+ 5+ 6+ miss

-1 Failed Fear Test Example: A Juve is shooting a stub gun


If the Model is shooting at a Feared at a target that ran in its turn and is
target for which it has failed a s BS is 2
Leadership test. so he requires a 5 to hit. The modifiers
are -1 for a rapid moving target and a
-2 Failed Terror Test
further -1 for partial cover. A score of 7
If the Model is shooting at a Terrifying
is therefore needed. To achieve this the
target for which it has failed a
Juve must roll a 6 followed by a further
Leadership test.
roll of a 4 or more.
+2 Passed Terror Test
If you are shooting at a Terrifying target COVER
for which the Model has passed a The many walls, girders, buttresses and
Leadership test AND it is the nearest ruined buildings in the Underhive
target. provide plenty of cover. If a target is
partly obscured by intervening cover
The Ganger decides to then it will be harder to hit. How much
her target and must take an automatic harder depends upon how much of the
Ammo Roll. target is obscured by the cover.
Although fighters in the way of a shot
can block line of sight, they do not
HITTING THE TARGET provide any cover modifiers and so are
ignored when working out how much of
To determine whether a shot hits its
the target is obscured.
target roll a D6. The dice score needed
will depend upon how good a shot the
If the shooter can see at least half of the
firer is (as indicated by her Ballistic Skill
s body (nominally the Torso and
or BS). The chart below shows the
Upper Legs) but not the entire body,
minimum D6 roll needed to score a hit.
then the target is said to be in partial
Score Needed to Hit cover.
BS 1 2 3 4 5 6 7
D6 6 5 4 3 2 1 0 The shooter suffers a -1 to hit penalty.

Page 15 of 361
NECROMUNDA SURVIVAL EDITION

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

Page 16 of 361
NECROMUNDA SURVIVAL EDITION

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+

Page 17 of 361
NECROMUNDA SURVIVAL EDITION

INJURIES 1 FLESH WOUND


A player must roll to see what happens The target has sustained a minor wound
to any of his fighters who are knocked and may resume fighting at the start
down at the end of his recovery phase. their following turn.
Fighters may recover, stay knocked
2-4 KNOCKED DOWN
down, or go out of action. Roll a D6 and
The target falls down to the ground
consult the Injury chart again. Models
where he laying badly wounded or
which recover to flesh wounded pinned
cowering in fear.
for one turn (see Pinned). Place an
appropriate marker next to the Model to
Place an appropriate marker to indicate
indicate this. Models which stay down
the model is knocked down.
remain with their respective marker.
Models which go out of action are
5-6 OUT OF ACTION
removed from play.
The target has been badly wounded and
falls to the ground unconscious. He
Most fighters have a Wound
takes no further part in the game and
characteristic of 1 but some have a value
the model is immediately removed from
of 2 or more. If the target has more than
play.
1 wound then deduct 1 wound from his
total for each wound he suffers. Make a
Out of Action
note on the roster sheet. So long as the
Out of Action indicates a man is out of
model has a least 1 wound left he can
combat and also out of the game.
continue to fight.
Remove the model from the tabletop. It
As soon as a fighter suffers his last
is impossible to tell whether the fighter
remaining wound roll to determine the
is alive or dead, but for game purposes
extent of his injuries. The player who
it makes no difference at this stage. After
inflicted the wound rolls a D6 consults
the fight is over you can test to see
the following chart.
whether he survives and if he sustains
any serious lasting injuries as a result of
During his movement phase a model
his wounds (see the later Campaign
who is knocked down can crawl 2", but
sections for details).
other than this the fighter cannot do
anything else. This enables a badly MULTIPLE WOUNDS
wounded character to get behind cover Some weapons inflict more than 1
(if he s lucky!). wound when they hit. A model cannot
be reduced to fewer than zero wounds,
A model knocked down in Hand-to- but each extra wound inflicted means
Hand combat may not move. you roll another Injury dice. So, if a
fighter has 1 wound remaining and
suffers 4 wounds he rolls four Injury
dice.

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.

Page 18 of 361
NECROMUNDA SURVIVAL EDITION

A fighter can sustain several flesh


wounds and still continue to fight KNOCKED DOWN
Leave the model lying face uppermost to
show it is only Pinned (see later). FIGHTERS
Often a fighter is hit by enemy fire but
HIGH IMPACT doesn t go out of action. She might be
Some weapons inflict hits with such hit and not wounded, or he might suffer
devastating force that any fighters struck a flesh wound.
by them are likely to be severely injured.
All weapons with a strength of 7 or more A model that is Knocked Down remains
are known as high impact weapons. in play but has an appropriate marker
placed next to it. Whilst Knocked Down
When a fighter is hit by a high impact a fighter cannot do anything except
weapon they will go out of action on a crawl up to 2" during the movement
roll of 4+ on the injury chart rather than phase.
the normal 6. In addition, if a 4+ is
rolled then make a special note on the A model which is only Pinned at the
gang roster as there is a greater chance start of his turn will automatically
of the impact causing fatal injuries. recover from being Pinned at the end of
that turn. In effect, the model misses his
Knocked Down turn and is then ready to fight once
When a fighter goes down he is either more in his following turn. At the end of
badly injured or temporarily knocked the turn place the model upright to
senseless: he might recover or he might show that he is no longer Pinned.
lapse into unconsciousness and even
die. Mark the model appropriately to If a model has at least one other model
indicate it has been Knocked Down. A from the gang within 2" then he can try
model which goes down may do to escape being Knocked Down at the
nothing except crawl as noted below. start of his turn by taking an Initiative
test. If the test is passed then remove
Note these rules only apply when the marker as the fighter will not have to
making the initial injury rolls. Injury miss his turn at all. The fighter can move
rolls made during the recovery phase and fight normally that turn.
follow all of the normal rules as
described in the Knocked Down Note that when testing to escape being
paragraph instead. Knocked Down at the start of the turn
Juves, fighters who are also Knocked
Special Injuries Down, and fighters whose Nerve is
Note that some species have their own Broken do not count. Rather than
Injury Chart. This is detailed on the reassuring the fighter and offering
applicable entry. Note that some covering fire, the proximity of these
weapons (i.e. those with the Toxic or unreliable comrades will only encourage
Stun attributes, etc.) have their own him to keep his head down!
special Injury Chart. This is always
detailed under that weapons entry in HITS & PINNING
the Expanded Armory section. There are several instances where a
fighter may suffer a 'hit' that wasn't from
enemy fire. His weapon may have
exploded or perhaps he landed clumsily
when jumping down from a ledge.

Page 19 of 361
NECROMUNDA SURVIVAL EDITION

Unless specifically mentioned otherwise, Armour Penetration


any model that suffers a hit is also Some weapons are better at penetrating
pinned, even if no damage is inflicted. armour than others. A shot from a
laspistol might be deflected relatively
SAVING THROWS easily, but a shot from a huge lascannon
is a different matter! To represent this,
Armour is less important and less readily
each weapon has an Armour Penetration
available in the confines of the
rating as indicated in its description in
Underhive than on a conventional
the Armoury section. For example, a
battlefield. Gangers rely more upon the
boltgun has an AP5 rating so will ignore
natural cover of the hive and their own
an armour rating of 5 or more.
wits to avoid injury.
However, some fighters wear protective
Invulnerable Saves
clothing which may save them from a
Whilst incredibly rare, there exists
wound if they are lucky.
Armour is represented in the game by
Market to obtain Military Grade armour.
saving throws.
Far better constructed and designed to
withstand the rigours of battle against
Armour Saving Throw
foes of unimaginable power.
If a fighter is wearing armour and suffers
a wound then roll a D6. If the dice roll is
To represent these near mythical items
sufficiently high then the wounding shot
any item of Armour marked with Military
has struck the armour and not hurt the
Grade confers an invulnerable save.
wearer at all. The dice score required
varies according to the type of armour.
Invulnerable saves will always receive
The most common armour types and
the saving throw, even against high
the D6 roll required to effect a save are
Strength weapons such as a Lascannon.
given below.
Invulnerable saves cannot be combined
Armour Saving Throw into a single roll, instead each special
Flak 6+ save must be rolled separately. If a
Mesh 5+ fighter successfully rolls a special save
Carapace 4+ then the model not only avoids the
wound, but also the hit. This means that
For example: A fighter is hit by a shot the fighter will not be Knocked Down,
from a laspistol and suffers a wound. even if the hit originated from a
Fortunately, he is wearing carapace template.
armour, a hardened armaplas jacket. He Note however, that throughout the
rolls a D6 and scores 5 - easily enough course of a campaign your opponents
to deflect the shot and save him. may obtain Military Grade weapons
which will ignore this invulnerable save
If a fighter has multiple armour saving and apply the regular Armour
throws then the score required to save Penetration Rating as per the rules in
against a wound is combined into a the previous section.
single roll. For example, a fighter
wearing mesh armour (5+) who is fitted SHOOTING INTO
with a bionic chest (6+) receives a HAND-TO-HAND COMBAT
single 4+ armour saving throw. Normally it would be considered very
However, an original roll of 1 is always a rash indeed to shoot at fighters who are
failure, even if the fighter has a saving grappling with each other at close
throw greater than 2+. quarters - it would be very easy to hit

Page 20 of 361
NECROMUNDA SURVIVAL EDITION

the wrong man! Although the models BLAST WEAPONS


themselves are immobile the fighters are Some weapons fire an exploding shell
actually ducking, diving and rolling or energy blast which inflicts damage
about in a whirlwind of action. Note you over a large area. The spread of this shot
do not have to shoot at an enemy model is represented by the circular blast and
that is involved in hand-to-hand combat gas cloud templates.
with your own gang fighter, even if he is
the closest target. When you shoot a weapon that uses a
blast or gas cloud template nominate
Should you wish to shoot at a model your target and roll to hit exactly as you
engaged in hand-to-hand combat roll to would with any other weapon.
hit as normal. If you hit then you must Otherwise take the template and
decide whether you have hit the proceed as follows.
intended model or his hand-to-hand
opponent. There is as much chance of If you hit the target place the template
hitting the target as there is of hitting with its centre directly over the target
each model he is fighting. So, if there model. The target is hit, and any other
are two models fighting, a D6 roll of 1-3 model that lies wholly inside the
indicates one model while a 4-6 roll template is hit too. If a model lies
indicates the other. If the target is partially within the template then it is
ll need hit on a further D6 roll of a 4, 5 or 6.
a 5 or 6 to hit the right man, and so on.
Roll for wounds and injuries on each
SHOOTING AT A
model that is hit following the usual
FIGHTER WHO IS DOWN
You do not have to shoot at a target who rules.
is down even if he is the closest target.
If you miss the original target then your
However, you can shoot at a fighter who
shot has flown wild but may still land
is down if you want to and he is the
close enough to cause damage. To
closest or easiest shot. You can... If
re really that mean. You are... Read determine where the shot has landed
you must make a Scatter roll. To do this
on!
you will require the two special dice, the
Scatter dice (marked with arrows and a
If a fighter who is already down takes a
HIT symbol) and the Artillery dice
further wound or wounds, roll again on
the Injury table and apply the result. (Marked with numbers and a MISFIRE
symbol). Take both these dice and roll
If the fighter suffers a flesh wound or
them so that they land as close to the
gets knocked down again then ignore
target as possible.
the result. If he goes out of action
remove the model from combat.
Note that a shot may scatter and land
on top of the Ganger that threw or
Generally speaking, it is rare for players
fired the shot. The shot has unluckily
to shoot at enemy fighters who are
bounced or ricocheted off of hard
down unless they are stranded in the
surface back in the direction that it
open and there are no other targets
available. However, it sometimes came.
happens that blast weapons scatter from
If the centre of a blast or gas cloud
their point of aim and accidentally hit
men who are already down. template scatters from above ground
level off over a ledge, then it dissipates

Page 21 of 361
NECROMUNDA SURVIVAL EDITION

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.

Page 22 of 361
NECROMUNDA SURVIVAL EDITION

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

Page 23 of 361
NECROMUNDA SURVIVAL EDITION

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.

Fleeting Targets If a weapon runs out of ammo,


If a fighter on overwatch targets an malfunctions, or explodes then it's
enemy model that both started his move automatically assumed the weapon is
and would end his move out of sight of fixed and its ammo replenished in time
the overwatcher, then he counts as a for the next battle. Supplies of grenades
fleeting target. A fighter attempting to are also restocked as are any other
shoot at a fleeting target must take an specialist equipment, such as bio-
Initiative test. If the test is failed then he boosters.
is too slow to react and cannot shoot at
MILITARY GRADE WEAPONS
the evasive figure as he darts back out of
sight. The model will still remain on Whilst incredibly rare, there exists
overwatch, so can attempt to shoot
Market to obtain Military Grade

Page 24 of 361
NECROMUNDA SURVIVAL EDITION

weapons. Far better constructed and


designed to withstand the rigours of HAND-TO-HAND
battle against foes of unimaginable
power.
COMBAT
To represent these near mythical items Hand-to-hand fighting is a dangerous
any Weapon marked with Military and desperate kind of combat. With
Grade never needs to roll an Ammo adversaries using swords and knives,
Roll. point blank fire from pistols, and even
fists, feet and heads to take out an
Grenades opponent. It is either a very brave or
Grenades will automatically fail any foolish ganger to initiate hand-to-hand.
Ammo Roll they are required to make.
This means that you have thrown your WHO CAN FIGHT
last grenade of that type, or that all Models which are touching base-to-base
further grenades of that type are duds. are said to be engaged in hand-to-hand
combat. This can only happen once a
fighter has successfully charged an
enemy, as models are not otherwise
allowed to move into physical contact.
See the Charge! section of the
Movement rules.

Double KNOCKED DOWN


In the event that a charging model has
been shot down but has also
successfully knocked down their target
no hand-to-hand combat takes place
between these two models.

If there are other combatants involved in


the melee then they may strike against
knocked down enemies as though they
have a WS1.

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.

1. THROW ATTACK DICE


B s equal
to s Attacks characteristic.

2. WORK OUT COMBAT SCORE


Each player picks his highest scoring
dice and s Weapon Skill

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NECROMUNDA SURVIVAL EDITION

(WS) to the score. He then adds any 6. SAVING THROW


Combat Score modifiers as shown on Models which are wearing armour or
the opposite page. The total is the that receive a special saving throw can
Combat Score. attempt saves in the same way as troops
hit by shooting.
In the hand-to-hand combat phase all
close quarter fighting is worked out. 7. RESOLVE INJURIES
Resolve injuries in the same way as you
Regardless of whose turn it is, all models would for wounds inflicted by shooting.
that are engaged in hand-to-hand
combat will fight. Unlike shooting, a ATTACK DICE
model in hand-to-hand combat can fight Roll the number of Attack dice indicated
all round against enemies to its side, by the s Attacks characteristic.
front or rear. In reality the models are This will normally be one but some
constantly moving, dodging, ducking especially mean fighters may have two
and weaving as they struggle to kill their or more Attacks.
adversaries.
Although a model can roll more than
3. DETERMINE WINNER one Attack dice it is only the best result
The player with the highest Combat that counts towards the Combat Score.
Score wins. In the case of a tie the The advantage of rolling more dice is
model with the highest Initiative that it gives you a better chance of
characteristic wins. If there is still a tie rolling high, however, it will also
the combat is a stand-off. increase the chances of a model
fumbling as described later.
Models fighting in hand-to-hand combat
cannot do anything else as they are far FIGHTING WITH TWO WEAPONS
too busy struggling with their If the model carries a weapon in each
adversaries. Any very close range shots hand, such as two pistols, two swords,
they are able to make with pistols are or a pistol and a knife, then the model
taken into account in the hand-to-hand rolls one extra Attack dice.
combat rules that follow.
This bonus only applies to fighters
4. NUMBER OF HITS armed exclusively with pistols and/or
Compare the Combat Scores of both hand-to-hand combat weapons.
combatants. The difference between Fighters who carry a basic, special or
their Combat Scores is the number of heavy weapon never receive this bonus
times the winner has hit the loser. If you as the extra bulk of the weapon limits
win the combat on a tie you still cause 1 their agility. Carrying grenades does not
hit. prevent you using an extra weapon as
they are assumed to be clipped to the
5. THROW TO WOUND
s belt or stowed conveniently out
For each hit scored the winner rolls a
of the way. These different types of
D6 on the Wound chart in exactly the
weapon are discussed in the Armoury
same way as hits from shooting. The
section.
Strength value will depend upon the
weapon used.
If a fighter uses two weapons (one in
each hand) any hits are inflicted using
the weapon profile chosen by the
owning player. It is assumed that the

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NECROMUNDA SURVIVAL EDITION

combatant will simply feint with their COMBAT SCORE


weaker weapon and use their preferred
weapon or hand to cause the actual MODIFIERS
damage Only hand-to-hand weapons and pistols
can be used to fight hand-to-hand
NUMBER OF HITS combat. All fighters carry a knife at the
Th s very least, and are assumed to have one
Combat Score s Combat tucked out of sight if the model itself
Score is the number of times the winner does not show it.
has hit the loser.
Even fighters that recently fired a basic,
Example: A ganger (WS3) is fighting a special or heavy weapon can still pull
juve (WS2). The ganger rolls a 4 and out combat weapons as it's assumed his
adds his WS of 3 to make a total of 7. original weapon is slung or simply
The juve rolls a 5 and adds his WS of 2 dropped during the hand-to-hand
to make 7, but the juve has charged and combat. Remember though that fighters
so adds a further +1 making 8. The juve equipped with a basic, special or heavy
has won by 8 to 7, and the difference (1) weapon do not gain the +1 Attack dice
is the number of hits he has struck even when using two close combat
against his opponent. weapons in the hand-to-hand combat.

The player must declare what weapons


WOUNDS, ARMOUR the fighter is using at the start of the
AND INJURIES combat. Fighters cannot swap weapons
Once you have established the number around once they are fighting hand-to-
of hits, the remaining procedure is the hand; they must persevere with their
same as for shooting. chosen weapons until they are no
longer involved in hand-to-hand
Refer back to the Shooting section for a combat.
description of how to do this.
A fighter will, generally speaking, fight
DETERMINE WINNER hand-to-hand combat with the weapons
Each player takes his best Attack dice he carries as depicted on the model.
roll, adds the s Weapon Skill However, models are allowed to swap
(WS) and then applies the following any weapons at the start of the hand-to-
modifiers. The highest score is the hand combat. For example, a fighter
winner. holding a laspistol and a stub gun could
put away his stub gun and draw a
In the case of a tie the highest Initiative sword, or he could put away both
wins, in which case the winner will pistols and draw two swords.
score a single hit. If both models have
the same Initiative the result is a stand- Ideally these should be represented
off and no blows are struck. on the model however given the
nature of the models used in the
Note that models cannot be Knocked hobby it may just be necessary to
Down by hand-to-hand hits, but they inform your opponent of any specific
suffer wounds in the same way and weapons the model carries that are
injuries are resolved in the same way not clearly displayed on the model.
too.
+1 OPPONENT FUMBLES

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NECROMUNDA SURVIVAL EDITION

Add +1 to your score for each of your shooting at a distance as described in


s fumbled dice (rolls of 1). the Shooting section.

See the Fumble rule for an explanation


of how this works. HITS
+1 CRITICAL HIT CRITICAL HITS
Add +1 to your score for each critical hit If a fighter is using a single weapon then
inflicted (additional rolls of 6). See the any hits inflicted in hand-to-hand
Critical Hit rule for an explanation of fighting are assumed to have been made
how this works. with that weapon - be it a sword, knife,
pistol etc. Resolve the hit using the
+1 CHARGING Strength of the weapon as indicated in
If your fighter charged into combat this the Armoury section.
turn add +1 to his Combat Score.
A critical hit represents a lucky blow, a
Only applies against the first combat. spectacular feint or a cunning trick. You
must roll at least two 6 s to score a
+1 HIGHER UP
critical hit. The first 6 is taken as your
If your fighter is standing on a higher highest score and each extra 6 counts as
level, platform, or slope then add +1 to a critical hit adding a further +1 to your
his Combat Score. total.
-1 ENCUMBERED
If your fighter is carrying a heavy MULTIPLE COMBAT
weapon, or other heavy piece of When two or more models are fighting a
equipment, he suffers a -1 penalty on his single enemy this is called a multiple
Combat Score. combat. The outnumbered model must
fight each of his opponents during the
-1 Slung Weapon hand-to-hand combat phase.
Models carrying a basic weapon may Having chosen the first model to fight
sling their weapon and draw a the combat is worked out exactly as
specialised hand-to-hand combat described for one-on-one fights.
weapon. Carrying this extra equipment
results in a -1 penalty on her Comba If the outnumbered model survives he
Score. must go on to fight his second
opponent. The combat is worked out as
Note special or heavy weapons may not before except that the outnumbering
be slung model now rolls an extra Attack dice
and adds a +1 bonus to his
-1 OBSTACLE Combat Score.
If you charge an enemy who is
sheltering behind cover such as a low If the outnumbered model again
wall, then you suffer a -1 penalty on survives then he goes on to fight the
your Combat Score that turn. Note this third, fourth, fifth and each successive
penalty only applies during the turn enemy until there are none remaining.
when you charge. Each subsequent enemy he fights gains a
further Attack dice and adds a further
Note that hit modifiers for ranged +1 to his Combat Score. For example
weapons are never applied in hand-to- the third enemy has +2 Attack dice and
hand fighting. These only apply when +2 Combat Score, the fourth has +3

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NECROMUNDA SURVIVAL EDITION

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.

Note that a follow-up doesn t affect a ARMOUR


model s ability to move in its following PENETRATION
movement phase. The follow- up is an Knives, swords and other close combat
extra bonus move which reflects the weapons often use the fighter s own
intense activity of close quarter fighting. Strength. The chart below is used to
determine the Armour Penetration
If you use a follow-up move to engage rating when s own Strength is
another enemy then move the model used.
t work out further combat that
turn. The fight continues in the next Strength 4 5 6 7 8
hand-to-hand combat phase. This is AP Rating 6 5 4 3 2
because the fighter has insufficient time
to do anything other than follow-up. Models with a Strength of 9 or more will
automatically penetrate armour.
Note using a follow-up in this way is
considered a continuation of hand-to- FUMBLE
hand combat, so the fighter will not In the mayhem of close combat it is only
receive the usual charging bonus to his too easy to trip or overbalance and leave
Combat Score nor can he swap yourself open to a quick punch or stab.
weapons.
Any Attack dice rolls of a 1 indicate that
THE PARRY you have tripped, dropped a weapon, or
Fighters armed with a weapon with the otherwise fumbled. For each fumble
Parry attribute are allowed to parry or rolled your opponent may add +1 to his
can attempt to turn aside s own Combat Score.
blows. To represent this, a model with a
parry can force an opponent to re-roll FIGHTERS DOWN
one of his highest scoring Attack dice Fighters who are wounded and are
before working out his Combat Score. Knocked Down are completely at the
mercy of their enemy. In a one-on-one

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NECROMUNDA SURVIVAL EDITION

combat any model that goes down is


automatically out of action. His enemy
finishes him off with a quick blow and LEADERSHIP
the model is removed.
KEEPING YOUR NERVE
This section of the rules is concerned
with how your fighters react under fire:
whether they bravely continue to fight
while shells explode around them or
whether they turn tail and run for cover.

Regardless of your own feelings or those


s leader, even the most
hardened gang fighter can be driven off
or forced to take cover as the action hots
up.

In multiple combats a fighter who gets


knocked down has more chance of
survival. Where all models on one side
get knocked down they are
automatically taken out of action. Where
two or more models are fighting on the
same side, some can go down and crawl
away at 2" in their movement phase so
long as at least one friendly model
continues to fight.

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.

If the model was hit from a weapon with


the high impact rule any resulting nerve
tests incur a -1 Leadership penalty. The
sight of a fellow ganger being ripped to
shreds by such a devastating weapon is
enough to knock the confidence of even
the hardiest of fighters.

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NECROMUNDA SURVIVAL EDITION

MOVING FROM COMBAT If he is unable to reach cover where he


Once models are engaged in hand-to- cannot be seen the fighter runs the full
hand fighting they cannot move away in distance rolled. In subsequent
their movement phase. They must stand movement phases he continues to move
and fight until they are taken out of 2D6" away from the enemy until he
action, until they take out their enemies, reaches such a position. If he can get
or until one or the other breaks and out of sightby staying where he is and
runs as described later. The only hiding thenhe will do so instead (see the
exception to this is in a multiple Movement section).
combat, where fighters who go down
can crawl away so long as friends A broken fighter can do nothing other
continue to fight. than run to cover and remain there
while he attempts to recover his nerve.
If the nerve test is failed then the fighter He may not otherwise move nor shoot.
is broken and you can indicate this by
placing a Broken counter by the model. Special Injuries
Some weapons have special injury rules
The broken fighter is momentarily such as the shock maul and high impact
panicked or shaken and will attempt to hand-to-hand weapons.
run for cover. He might recover
sufficiently to return to the fray once he These special rules only apply if the
has steeled himself to fight on. weapon inflicted a wound in hand-to-
hand combat and rolled an Out of
CHARGING DOWN FIGHTERS Action injury result. If the fighter was
A fighter can charge an enemy model using multiple weapons which each
that is down and finish him off. This is a inflicted an Out of Action injury then
useful way of quickly taking fighters out you can choose which one of the
of action instead of waiting for them to weapon's special rules will take effect.
roll a 6 on the injury chart. The downed
model is taken out of action during the Note this only applies to wounding
hand-to-hand phase. Note this counts as injuries inflicted in hand-to-hand
a hand-to-hand combat so the fighter combat, down fighters that are
can make a follow-up move automatically taken out of action ignore
this rule.
BROKEN FIGHTERS
As soon as a fighter is broken he turns Combat with Broken Fighters
tail and runs for cover. This movement Should a broken fighter be charged and
takes place outside the normal turn forced into a hand-to-hand engagement
sequence and is worked out then he is in deep trouble!
immediately. The fighter makes a dash
of up to 2D6" in the most direct path Whil s WS counts as 1.
away from his enemy and towards cover. If he survives the hand-to-hand phase,
Roll the dice and determine how far the even if he wins, he automatically breaks
model runs. from combat and runs for cover at the
end of the phase as described below.
If he can reach a position of cover
within this distance where he cannot be Breaking from Hand-to-hand
seen then he stops there. Combat
A fighter who loses his nerve and breaks
while fighting hand-to-hand combat

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NECROMUNDA SURVIVAL EDITION

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.

THE BOTTLE ROLL A player may voluntarily fail a Bottle roll


The Bottle roll is a special test the player if he wishes to do so. In which case
must make at the start of his turn, there is no need to actually take the test,
before all other actions, if a quarter it is assumed to automatically fail as the
(25%) or more of his gang is down or gangers melt into the shadows and
out of action. A Bottle roll must also be retreat. Note that all the conditions for
taken at the start of each friendly model taking a Bottle roll (25% causalities) still
activation if the previous activation need to be met.
resulted in losing 25% or more models.

For example, in a gang of 10 men a test


is required if 3 or more men are down
or out of action.

Sometimes not all gang members will


show up to a fight. Only the fighters that
have participated in the game thus far
are used to determine when a Bottle
Roll is needed i.e. not the total size of
the full gang.
Some scenarios also allow fighters to
voluntarily leave the fight. For example,
attackers in a Hit & Run can move off a

Page 32 of 361
NECROMUNDA SURVIVAL EDITION

fighter then he may also be hurt. The


hapless individual is hit on a D6 roll of a
ADVANCED 4+. He sustains the same strength hit as
RULES the faller, suffering 1 or D6 wounds
depending on the distance of the fall. If
This section includes a variety of new struck by the falling fighter, and
rules which add further detail and out of action,
complexity to the game. They are not the victim is knocked down as if hit by a
necessary in order to play, and for this shot. Assuming the faller and victim
reason the rules have been gathered survive, position the models 1" apart to
together at the end here to avoid make it clear they are not in hand-to-
potential confusion. hand combat.
We recommend that new players ignore If a fighter is engaged in hand-to-hand
this section to start with, or at least until fighting within 1" of an edge then he
they are familiar with the way the game may fall off if he loses the combat. The
works. If you consider yourself to be an fighter must take an Initiative test. If the
experienced games player then test is failed then he falls over the edge
have no problem introducing these to the ground.
more complex elements as you go
along. If a fighter is forced to move in a
random direction, such as due to
FALLING moving through smoke, then there is a
The multiple levels and gantries of the chance he may fall if he touches an
Underhive afford fighters ample edge. The fighter must take an Initiative
opportunity to fall from a great height. test. If the test is failed then he falls over
the edge to the ground. If the test is
Armour saves do apply to wounds passed then the fighter ends his move at
sustained by falling. Save modifiers are the edge.
the same as for hand-to-hand combat
hits from combatants with high JUMPING DOWN
strengths. A model can jump down from a higher
level to another below if the height is 3"
See the Hand-to-Hand Combat section or less and he has enough movement to
for the full chart. A model which falls cover the fall. If the fighter elects to do
and is not taken Out of Action is this then he may take an Initiative test.
considered Knocked Down, just as if he
was hit by enemy fire If the test is failed the fighter lands
clumsily and suffers a hit just as if he
TEST TO FALL fell. If the test is passed then the fighter
If a fighter is Knocked Down within 1" of lands safely and can continue his move.
an edge there is a chance he will slip
and fall off. To determine this he must Each 1" fallen costs 1" of movement. So
take an Initiative test. If the test is failed for example, if a ganger moved 2" to a
then he falls over the edge to the ledge and successfully jumped down 2"
ground. then he will have used 4" of movement.

FALLING ONTO ANOTHER MODEL


In the unlikely event that someone else
lies directly in the path of a plummeting

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NECROMUNDA SURVIVAL EDITION

DAMAGE On a roll of a 1 the intervening model is


A fighter who falls sustains an automatic hit. Work out whether the target is
hit at a strength equal to the height of wounded as normal. There may be a
the fall in inches. choice of more than one model that
Where a wound is suffered a fall of up to could be hit by a stray shot. In this case
3" will inflict 1 wound, and a fall of randomise which target is hit in some
more than 3" will inflict D6 wounds. A convenient way e.g. 1, 2 or 3 the target
dizzying fall of more than 10" is assumed on the left, 4, 5 or 6 the target on the
to automatically take the fighter out of right.
action. Any falls of 7" or more also count
as High Impact. Orlock A shoots at the Goliath, but rolls
a 1 on his to hit roll. As Orlock B is
JUMPING ACROSS • of the line of fire, there is a
A model can attempt to jump across a chance he will be hit by the stray shot.
horizontal gap from one side to the
other as long as he has enough Enemy Models
movement remaining and passes a jump If a shot fails to hit a target on any roll
test. other than a 1 the shot may ricochet and
hit an enemy model within 2
Move the model up to the gap and roll a intended target.
D6. If the number rolled is equal to or
greater than the number of inches Roll a further D6 to determine if the
required to jump the gap then he stray shot ricochets and hits the enemy
successfully leaps over to the other side. model. On a roll of a 1 the nearby
model is hit. Work out whether the
The fighter can continue his move if he target is wounded as normal. There may
has any remaining movement left. Each be a choice of more than one model that
1" leapt costs 1" of movement. If he fails could be hit by a stray shot. In this case
to cover the gap, either because the D6 randomise which target is hit in some
was too low or he doesn't have enough convenient way e.g. 1, 2 or 3 the target
movement left, then the fighter on the left, 4, 5 or 6 the target on the
plummets down as per a fall. right.

STRAY SHOTS Escher A shoots at Cultist A, but rolls a 2


In the close confines of the Underhive on her to hit roll. She misses Cultist A
when a fighter shoots and misses it
sometimes happens that the path of the Cultist A, there is a chance he will be hit
shot passes close to one of your own
fighters or ricochets and by sheer luck
hits another enemy model. EXPLODING WEAPONS
Badly maintained weapons, home-made
Friendly Models ammunition and old corroded power
If a shot passes within 1" of a friend at packs can explode damaging the
any point along its path then there is a weapon and probably harming the
chance of accidentally hitting the friend. shooter. This represents the weapon
This can only happen when you miss overheating, plasma leakage, or a
and roll a 1 to hit. magazine exploding as the next shell is
auto-loaded. While not as dangerous as
Roll a further D6 to determine if the a direct hit from the weapon, this is still
stray shot hits the intervening model.

Page 34 of 361
NECROMUNDA SURVIVAL EDITION

bad news and can easily take a man Weapon Chance of


down or out of action. Catching
Fire
When a 1 is rolled to hit then an Ammo Hot Shot 5+
Shells
roll is required as already described in Hand Flamer 5+
the Shooting section. In the case of Flamer 4+
flamers, an Ammo roll is required every Heavy Flamer 3+
time a weapon shoots.
Any models that are on fire must take a
If an Ammo dice roll is a 1 then the Strength test at the start of their turn. If
weapon is not only useless for the rest the test is passed then the fighter
of the game (as a 1 will inevitably fail) manages to beat out the flames. The
but there is a chance it might explode. model is no longer on fire but cannot
Roll a further D6. If the score is less than do anything else for the remainder of
the s standard Ammo Roll rating the turn.
then the weapon explodes.
Any friendly fighters in base-to-base
s ammo rating is auto contact with a model on fire at the start
then it automatically fails an Ammo roll of his turn can help beat out the flames.
so none is taken. The model cannot do anything else that
turn. If the fighter helps out in this way
However, roll a dice anyway with the then his Strength characteristic is added
weapon exploding on a roll of 1. to the Model's when he takes the
An exploding weapon inflicts an Strength test.
automatic hit on the user as if he were
struck by his own weapon. If the test is failed then the fighter is
unable to extinguish the flames and he
In the case of weapons that use continues to burn. The model
templates, no template is used: the blast automatically suffers a wound and is
is confined solely to the firing model. unable to do anything except he
staggers D6" in a random direction. If
Catching FIRE the model has suffered its final wound
Some weapons fire short bursts of then it falls to the ground as per the
flaming chemicals that not only burn the Knocked Down rules.
victim's flesh but can also set their
clothes on fire. If a fighter is hit by a Fighters that are Knocked Down can
flame weapon then he stands a chance catch fire and follow the rules as above,
of catching fire. The chance of this except that if the fighter fails the
happening is based on the weapon used Strength test then he doesn't move at all
as the more powerful flame weapons that turn.
can unleash a more concentrated sheet
of fire. Any models that suffer a hit from Fighters that are on fire are immune
a flame weapon and that don't go out of from Knocked Down and Nerve tests
action must roll a D6. If the score is and so will automatically recover if
equal to or greater than the number already pinned or broken.
shown below then the unfortunate
fighter has caught fire! Any fighters that are on fire cannot be
involved in hand-to-hand combat and so
cannot be charged. If a fighter was
already in hand-to-hand combat before

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NECROMUNDA SURVIVAL EDITION

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.

FLYING A structure can be shot at just like an


Some winged beasties are capable of enemy fighter. You must therefore roll
flying through the ruinous Underhive. to hit and score wounds as normal.
Models that can fly can move in any Many structures will be easier to hit than
direction and ignore any difficult and fighters because they are large targets
very difficult ground penalties. Note the (+1 to hit).
model must end its turn on the ground
i.e. not flapping in mid-air. A fighter can also use Krak grenades or
Melta bombs as demolition charges. The
Flying models can also glide between device can be placed upon a structure
structures as long as the whole move is within 1" of the fighter during the
downwards. Each 1" down allows the shooting phase. This is considered to be
model to move an extra +1". However, shooting although no roll is required to
the extra move cannot exceed the hit. The bomb is fastened to the
model's base move. For example, a structure by means of its magnetic
model with a Move characteristic of 4 casing, it explodes, and the target is hit
can gain a max bonus of +4" when automatically.
moving normally, or a max bonus of +8"
if the model runs. A fighter can strike a structure in base
contact in the hand-to-hand combat
phase. He cannot fight hand-tohand
ATTACKING TERRAIN combat against an enemy or shoot his
Sometimes a fighter may want to attack weapon in the same turn. In effect the
an inanimate object rather than an fighter is attacking the structure during
enemy. Perhaps he wants to cave in a the turn, hacking away at it with
door, destroy a fuel pipe, rip apart a whatever weapons he has. A fighter
power cable, or smash a water still. automatically strikes 1 hit on a structure
These are all structural features and can for each Attack on his profile. Work out
be attacked as described below. the result of hits in the normal way.
Note the following rules can only be
used as described in the scenarios or
Psychology
under special conditions if agreed by
FEAR
both players. You cannot for example
Fear is a natural reaction to horrific
shoot a blast weapon at a bulkhead next
mutants, unearthly psychic powers, and
to a model simply in order to avoid a
some particularly gruesome injuries. To
cover modifier.
represent this, models must take a nerve
test when confronted by fearsome
Although not strictly accurate it is
creatures or circumstances.
convenient to think of structures as
being able to take a fixed number of
A model which causes fear does not
, just like fighters. Structures
have to take tests for fear. It treats any
also have a Toughness value and they
enemy which causes terror as causing
can sustain a certain number of wounds
fear instead i.e. it does not have to test
before they are destroyed or damaged.
just because the model is within 8" at
the start of its turn.

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NECROMUNDA SURVIVAL EDITION

moves at the start of your movement


A model that causes terror cannot be phase.
affected by either fear or terror.
1-3: Roll a Scatter dice. The arrow
If the fighter is charged by a model indicates the direction in which the
which causes fear and reaches base-to- model moves this turn. The model
base contact then he must take a nerve moves its full normal move distance. If
test. If the test is failed then the fighter is the model moves into contact with an
broken. However, the fighter is rooted enemy it becomes engaged in hand-to-
to the spot in fear and so does not hand combat and may or may not fight
immediately break from combat, but will (roll as above).
still break at the end of the phase as 4-6: The model does not move.
normal.
The model can do nothing else this
If the fighter declares a charge against a turn. The fighter will not shoot weapons
model which causes fear then he must or otherwise move unless he loses his
take a nerve test. If the test is failed then nerve and runs 2D6" to cover as
the fighter cannot charge and he is described in the Leadership section.
momentarily transfixed by fear. The
model is unable to do anything else for The model does not have to take any
the rest of the turn. further Leadership-based tests for fear or
terror. It must still take tests to keep its
TERROR nerve as described in the Leadership
Terror is a more potent form of fear. section. If such a test is failed the model
Just as some horrific creatures are so will run 2D6" to cover. The rules for
ghastly they cause fear, others are even broken fighters override the rules for
worse and cause terror instead. stupidity.

Circumstances which cause terror SPECIAL FEAR AND TERROR


automatically cause fear as described LIABILITIES
above. In addition, a nerve test is Later on you may acquire fighters who
required if the model is within 8" of a are sufficiently repulsive to cause fear
creature which causes terror at the start themselves! Obviously individuals who
of the model's turn. If the test is failed are so impressively hideous are not
then the fighter is broken as described going to be put off by others of their
in the Leadership section. kind.

If fighting in hand-to-hand combat the STUPIDITY


model is temporarily disoriented or Many large and severely mutated
confused. Roll a D6 before each hand-to- creatures are so dim-witted that they
hand phase. often behave in a fairly random and
stupid way. A gang fighter can also
1-3: Roll no Attack dice this turn. Your sometimes be reduced to a state of
WS still counts towards the Combat bafflement as a result of injuries or
Score representing basic instincts only. shock. Such individuals are described as
4-6: Fight normally. stupid.

If not fighting in hand-to-hand combat Stupid models must take a Leadership


roll a D6 to determine how the model test at the start of each of their turns to
determine how they react. If the test is

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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

for gangs to develop bitter rivalries. Investigation Rating of about 4, whilst


Grudges and ingrained animosity can high-ranking members of the Inquisition
lead to feuds that tear gangs apart and can have an Investigation
leave dozens dead. This is represented Rating of 8 or more! This rating is used
by the special rules for hatred. Hatred in different ways:
can often develop following disturbing
injuries. 1. At the beginning of every scenario
where selecting a deployment area is
Most gangs will have fighters that hate randomly chosen, roll 2D6 and add your
an enemy gang member over the course
of a campaign. The following rules apply sort players from the highest score to
to models which hate their rivals. the lowest one. The highest score is
allowed to select his table edge,
If a fighter can see a hated adversary followed by the second highest result
then all nerve tests are taken as if he had and so on.
a Leadership characteristic of 10.
2. During every scenario, once per game
A model fighting hand-to-hand combat and only during your own turn, you may
with a hated foe can re-roll any of his declare that will perform an
own Attack dice in the first turn of any Investigation Action. This must be
hand-to-hand combat engagement. After announced before the movement phase.
the first turn the model has vented his First, you will perform an Investigation
pent-up anger and fights as normal. Test, roll 2D6. If the result is below or
equal to your Investigation Rating, it is a
A model in hand-to-hand combat must success. If the result is higher, you have
use his 4" follow-up move to engage a failed. The war band missed some clues
hated enemy if possible. Otherwise he or did not perform a deep analysis of
must use the follow-up to move towards the situation. The war band then has the
a hated enemy he can see. He may not right to declare an Investigation Action
use follow-up to move away from hated one more time during the same game
enemies or take cover if there are any with a -
hated enemy models in sight. investigation rating. If it fails again, the
war band was not focused enough
Inquisition & during this mission.
Subversion If the roll was a success, then you may
Ratings select one of the below bonus for that
round:
Investigation Rating - Focus on the objectives: One (1)
fighter, of the war band, not carrying a
representation of how knowledgeable,
efficient, and/or lucky a war band is at Skill.
figuring out what is occurring during a - Secure the objectives: One (1) loot
scenario or a campaign. It represents counter carried by a fighter of the war
how well the war band work thoroughly band can be transferred to another
and systematically, as well as its ability to model in base-to-base contact, whenever
stay focused. This rating is represented you want during the movement phase.
on a scale of 1 through 10 1 being the This action is performed without
lowest, and 10 the highest. Most average affecting movement or the ability to
groups of Imperial citizens have an shoot or fight.

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NECROMUNDA SURVIVAL EDITION

- 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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NECROMUNDA SURVIVAL EDITION

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.

The opposing player rolls a D66. The


total amount is the total amount the
summoning player must roll equal to or
more then to successfully summon the
Daemonic Creature. If the one war band
is either an Ordo Malleus or a Chaos
Coven, it may reroll one (1) of the dice,
but must accept the second result.

The summoning player then rolls a D6


for each friendly model in its war band
to a maximum of 14. Beasts, Constructs,
Daemons, allies, and Hired Guns do not

making these rolls.

Each D6 result is added together.


If this total is equal to or greater than
the opposing players D66 amount, the
summoning is successful the
Daemon may be setup as if it were a
friendly model and functions as if it
were an ally.

If the result is unsuccessful, the Daemon


is not summoned this scenario. The
summoning player may try again in the
next scenario.

Page 41 of 361
NECROMUNDA SURVIVAL EDITION

sustained in a previous game. Other


ARMOURY devices can help to acquire territory. For
This section of the rulebook describes example, the Isotropic fuel rod enables
the different weapons which gang a gang to set up a new settlement, while
fighters carry as well as other equipment the Ratskin map guides the gang
such as armour and gunsights. In through secret passages and into old
addition to commonplace weapons and treasure domes.
easily obtained items of equipment
there are many unusual or exotic
weapons and rare devices of various
TYPES OF WEAPON
All weapons are divided into one of the
kinds. These much sought after and
following broad categories.
expensive items are carried only by the
Hand-to-Hand Combat Weapons
richest and most successful gangs, but
These are weapons designed for use
they have been collated here for ease of
purely at close quarters such as swords,
reference.
knives, axes and crude clubs.
Such weapons cannot be used for
Some of the items described on the
shooting but only in hand-to-hand
following pages are used in the various
combat.
scenarios given in the Playing a
Campaign Game section.
This section describes the different
weapons that gang fighters can carry.
For example, screamers and stummers
Some of these weapons are common,
are used with the special rules in the
simple and even cheap, whilst others are
Raid and Rescue scenarios, being alarm
rare, technically complex and expensive.
devices and sound mufflers respectively.
A gang may be equipped with any
Players fighting these scenarios will
weapons it can afford within the limits
appreciate how useful such devices can
discussed later. Models are available
be.
with a wide variety of weaponry, and are
always assumed to carry the weapons
t worry about learning the rules for
they are depicted with. Holstered pistols
every weapon and item of equipment as
can obviously represent any pistol
t necessary. The pages that
weapon, whilst grenades can be
follow provide you with all sorts of
assumed to be concealed, so a model
information which can be referred to as
not depicted with grenades can still
and when needed. There is a summary
carry them. All fighters are assumed to
chart for the various weapons for
carry a knife even if the model itself
convenience. To start with, players
does not visibly have one.
should familiarise themselves with the
weapons their gang is armed with. Once
Pistols
players have mastered these, new
Pistols are small hand-held firearms
weapons and unusual items of
which can be used at close quarters or at
equipment may be introduced as
longer range. A fighter can shoot with a
required.
pistol or use it in hand-to-hand combat.
Other items are used in the context of Basic Weapons
the broader Necromundan Underhive Basic weapons are larger, heavier
campaign described later in the Playing firearms generally carried and fired
a Campaign Game section. For example, using two hands. You can shoot in the
the lobo-chip will cure a fighter of the shooting phase with such a weapon but
long term effects of a head wound

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NECROMUNDA SURVIVAL EDITION

it confers no advantage in hand-to-hand


fighting. WEAPON
Special Weapons
PROFILES
Special weapons are similar to basic
weapons in terms of their size and the HAND-TO-HAND
way they are used. However, they are COMBAT WEAPONS
more complex in design, costly, and far As the name suggests, hand-to-hand
more specialised in nature. Due to this, combat weapons are used only in hand-
only the gang's leader and heavies can to-hand combat, so usually have only a
use special weapons. short profile.
Heavy Weapons
As an example, here is the profile of a
Heavy weapons are even larger and
Chainsword, a very typical weapon in
heavier than basic weapons, and are
the Underhive.
generally more powerful and have a
longer effective range. Many can spit out WEAPON - Chainsword
vast amounts of bullets while others are Strength Damage AP
designed to punch holes in tanks or 4 1 5
create large blasts. Heavy weapons are
difficult to maintain and are Strength
cumbersome to fire so only the gang's The strength value of a hit inflicted by
heavies can use them. In hand-to-hand the weapon.
combat a weighty weapon is a
disadvantage and fighters carrying one This is used to determine the chances of
will suffer a penalty. the target being wounded by the attack.
In this case, the Chainsword has a
Grenades strength of 4. Some hand-to-hand
Grenades are small bombs or grenades combat weapons have no strength of
that are thrown by hand and which their own, but instead act as a modifier
explode on impact. A model can throw a to their wielder e.g. as user
grenade instead of shooting a weapon in +2.
the shooting phase.
Damage
The number of wounds inflicted by a hit
- usually 1 but large weapons can inflict
more. Sometimes the amount of damage
will be random, e.g. D6.

AP Rating
The Armour Penetration Rating is the
ability of a weapon to pierce through a

negate its effects e.g. An AP Rating of 4


with negate Armour that provides a
saving throw of a 4 or more.

RANGED WEAPONS
Ranged weapons include pistols, basic
weapons, special weapons and heavy

Page 43 of 361
NECROMUNDA SURVIVAL EDITION

weapons. These all have a slightly longer Where’s Range?


profile than hand-to-hand combat The survival edition of Necromunda
weapons, which describes their ability to aims to simplify the game by removing
make a ranged attack by shooting at a many of the onerous tasks such as
target. measurement. We assume for the sake
of simplicity that any ranged weapon is
As an example, here is the profile of a capable of delivering a deadly payload at
Autogun, a very typical weapon in the a 50 metre range represented by the
Underhive.
la
Weapon - Autogun
Str DMG AP Ammo done for you when building your own
3 1 6 4+
60cm widths straight from the hardware
Strength store it also makes them easier to pack
The strength value of a hit inflicted by away!).
the weapon.
A model may then only fire pistols or
This is used to determine the chances of throw grenades in the zone it is in and
the target being wounded by the attack. the one adjacent i.e. if the model is in
the left zone it may shot at any enemy
Damage
model in the left zone and the centre
The number of wounds inflicted by a hit
zone but not in the right zone. If a
- usually 1 but in the case of larger
model is standing on the line between
weapons possibly more.
two zones it still may only shoot at the
Sometimes the amount of damage will
zones that share that line.
be random, e.g. D6 or even 2D6.
A model may still fire any basic, special
AP Rating
or heavy weapons across the full length
The Armour Penetration Rating is the
of the board unless otherwise indicated.
ability of a weapon to pierce through a

negate its effects e.g. An AP Rating of 4 HAND-TO-HAND


with negate Armour that provides a COMBAT WEAPONS
saving throw of a 4 or more. Hand-to-hand combat weapons include
a whole variety of primitive weapons
Ammo Roll intended to inflict vicious injuries up
The D6 dice score needed to pass an close and personal, as well as more
Ammo test. The lower the number the advanced weaponry such as power axes.
more reliable the weapon, so 2+ is These weapons cannot be used to shoot,
good and 6+ not so good. Some they are used exclusively for hand-to-
weapons fail automatically and are hand fighting.
indicated as Auto (automatic fail).
Special Rules: All Necromundan fighters
Note although weapons with an 'Auto' carry a knife in addition to whatever
Ammo Roll automatically fail Ammo rolls other weapons they carry. If not
they can still benefit from items and apparent on the model it is assumed to
skills that ignore failed Ammo Rolls. For be tucked into a boot or concealed by
example, even grenades can benefit s clothes.
from Auto-repairers and Armourers.
CLUBS, MAULS & BLUDGEONS

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NECROMUNDA SURVIVAL EDITION

Simple primitive weapons are often


used by juves, impoverished fighters and Two-handed: It requires two hands to
the hordes of mutant creatures that swing a massive weapon so it can never
plague the Underhive. This type of be used together with another weapon.
weapon comprises crude clubs or metal
bars, murderous hammers or axes, and Mighty Blow: The sheer mass of a
other weighty blunt instruments such as massive weapon combined with the
spiked mauls and bludgeons. momentum of a charge makes it difficult
to retaliate against such an onslaught. If
They can be used with one hand, leaving you charged into combat that turn then
the other free to carry a pistol or your opponent rolls one less attack dice
another close combat weapon. for the duration of the turn (to a
Because these weapons are crude and minimum of 1).
heavy they are marginally more
dangerous than bladed weapons, Draws: Due to the ponderous lurching
although it is impossible to use them to swing required to wield this weapon
parry. your opponent is likely to catch you on
Note that the AP rating for primitive the upswing. If the combat ends in a
weapons is variable and is calculated draw then your Initiative is halved when
based upon the Strength of the weapon. working out which fighter wins.

CHAINSWORD CHAINS & FLAILS


The Chainsword is a deadly if noisy A length of chain or a chain fastened to a
weapon with a powered chainsaw edge. metal bar is a dangerous and
Its rending saw-teeth are made from unpredictable weapon. Only the most
sub-atomically honed adamantium and maniacal fighters would use a weapon
can slice through plasteel. It is an like this, swinging it around their head
expensive and prestigious weapon with long powerful strokes. It is also a
favoured by gang leaders. dangerous weapon to use because the
Noisy: This weapon emits a loud and wielder must struggle to keep his
distinctive sound so must test to sound balance whilst avoiding the chain itself.
the alarm when used during scenarios
such as The Raid. Note that the AP rating for flailing
weapons is variable and is calculated
Parry: You can parry with a Chainsword, based upon the Strength of the weapon
as described in the game rules.
Nullify: Each flail cancels out an
MASSIVE AXE, SWORD OR CLUB opponent's parry. Note any parries that
A few unhinged individuals prefer to nullify each other take precedence. For
fight with a massive sword, club, metal example, a fighter equipped with a flail
bar, axe, hammer or some other large and a sword cannot parry against an
and unlikely implement. A massive opponent equipped with a sword.
weapon is hard to swing because of its
weight, but when it strikes an enemy it Clumsy: Each flail will double one of
will cut him in two or crush him to a your fumbles. For example, if a fighter
pulp. uses two flails then the first two fumbles
he rolls will each add +2 to your
Note that the AP rating for massive s Combat Score.
weapons is variable and is calculated
based upon the Strength of the weapon SWORDS & KNIVES

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NECROMUNDA SURVIVAL EDITION

Every Necromundan fighter carries a disruptor generator which sheathes the


knife of some kind. Heavy bladed single- blade in a shimmering blue energy field.
edge fighting knives are the most The field demolecularises any solid
common type, but needle thin stilettos matter allowing the sword to easily tear
and long double-edged daggers are through even the hardest of materials.
favoured by some fighters.
Note that the AP rating for Power
Longer blades are carried by some Swords is variable and is calculated
fighters as well as their knives. Short, based upon the Strength of the weapon.
broad-bladed weapons are easy to carry
and are well suited to fast and bloody Parry: Fighters with swords are able to
combat. parry as described in the game rules.
Fighters make use of a great variety of
other bladed weapons including Shock maul
cleavers and machetes. All of these Shock mauls are used by Arbitrators and
bladed weapons are essentially similar Enforcers, the uniformed guardians of
and they have the same weapon profile. Imperial justice.
The principle difference is that fighters Arbitrators are almost never seen in the
with swords are able to parry. Underhive. Their duties go beyond the
laws of individual planets, and their
Note that the AP rating for slashing concerns rarely interfere with planetary
weapons is variable and is calculated government except on the very highest
based upon the Strength of the weapon level. Nonethe-less, shock mauls can
sometimes reach the Underhive where
POWER FIST they make a prestigious alternative to
The power fist is the most potent the power sword. The maul contains an
weapon of its kind, being even more adjustable energy generator that can
deadly than a power axe. It is a very rare produce a powerful electrical discharge.
weapon and requires a powerful energy This allows the user to bash a hole
source for its large generator. The fist is through a wall or conveniently stun a
a massive armoured glove surrounded victim.
by a shimmering blue energy field.
The demolecularisation field allows the Out of Action: A fighter who goes down
user to tear and punch huge chunks out to a blow from a shock maul will go out
of his target. Whilst fighting hand-to- of action automatically, even in multiple
hand it's impossible to hold another combats where this would not normally
weapon in the power fist, but at other be the case.
times it can be deactivated and used to
hold another weapon. Power axe
The power axe is a large bladed weapon
Note that the AP rating for Power Fists is often as tall as a man. It utilises the same
variable and is calculated based upon energy field technology as the power
the Strength of the weapon sword and is even more devastating on
account of its greater size and more
Power sword powerful disruptor generator. Because
The power sword may look much like of its size the weapon is often wielded
an ordinary sword but it is actually a with both hands, although it can be
technically sophisticated and very deadly used one-handed with a slight reduction
weapon. The sword s hilt and blade in effect.
incorporate an energy source and a

Page 46 of 361
NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

Capture: If a fighter equipped with a gouts of flame ignore any intervening


web pistol takes an enemy model out of terrain and can catch concealed targets
action in hand-to-hand combat then he as if they were in the open. In addition,
will be automatically captured on a roll roll a dice for any other models in base
of 4+. Models captured in this way do contact with the target model. Any such
not have to make a roll on the Serious models are hit on a 4+, in a similar way
Injuries chart. Note this rule only to blast weapons. Resolve hits as
applies so long as the web pistol has not normal.
ran out of ammo.

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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NECROMUNDA SURVIVAL EDITION

parts are plentiful and repairs easily HUNTING RIFLE


effected. The bolt action hunting rifle is designed
to accurately deliver bullets over
Laser technology is reliable and easy to extreme ranges. Due to the
replicate, and although the weapons are claustrophobic and ruinous nature of
not the most powerful they are certainly the Underhive domes, hunting rifles
the most trustworthy. A laser power aren't especially popular with the gangs
pack will last for many shots and can be that live there. But they have garnered
recharged from a standard power source niche markets among hivers excelling in
or by exposing its thermal cells to heat long ranged combat and in particular
or light. In an emergency a pack can be open areas of the Badzones, such as the
recharged by placing it in a fire, Ash Flat Wastes.
although such treatment tends to
shorten the life of the pack and increase Critical Shot: If a fighter shooting a
the probability of it failing. Many hunting rifle remained stationary that
experienced fighters prefer the Lasgun turn and rolled a To Wound score of 6,
over more powerful weapons for these then that wound will inflict D3 Damage.
very reasons.
SHOTGUN
BOLTGUN A shotgun is a simple low velocity
The boltgun or bolter is the standard weapon which any Underhive workshop
armament of the Imperium s finest can make to order. They vary in
fighting forces the Space Marines. It is a appearance, often incorporating special
weapon made in limited quantities and features or decoration to the taste of the
to the highest standards using the most owner or the gunsmith.
costly materials. Boltguns require Some are pump-action guns, fed from a
constant attention and regular expert tubular magazine slung under the
maintenance if they are to work barrel, others have box magazines or
properly. long ammo belts. The ammunition itself
is easy to make, and many owners make
They are prestige weapons carried by their own shells. There are several
gang leaders and other fighters who are recognised types, each tailored to a
wealthy and don t mind advertising the particular type of shot or range. The
fact. A fighter with a bolter means ingenuity of the Underhive gunsmiths is
business. quite remarkable in this respect.

Bolt weapons fire a self-propelled Ammo: A variety of shell types are


armour-penetrating mass-reactive available and their different effects are
explosive missile called a bolt. Even summarised on the profile. Each type
bolts are expensive to make and cannot has its advantages. Some are effective
be easily fabricated in the Underhive. but expensive and often unreliable.
Overall, boltguns are rare, expensive Shotgun ammo follows the usual ammo
and prone to going wrong. However, rules as explained in the Ammuntion &
they are very effective indeed. Gunsights section.

Despite their drawbacks boltguns are Manstopper Shell


still highly favoured weapons. They This is a particularly heavy solid
make a great deal of noise and cause cartridge with a massive propellant
immense damage to any target they hit. charge. It is more powerful than a
normal solid shot and more accurate

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NECROMUNDA SURVIVAL EDITION

over longer ranges. However, it is more useless whilst others explode


expensive than an ordinary solid shot. unexpectedly as they are loaded.

Scatter Shot The flamer is a very dangerous weapon


This is a cartridge filled with lots of that spreads a sheet of flame over a
small pellets which is very useful for short distance. At this range it is almost
blasting enemies out of cover. The impossible to miss and several victims
hundreds of pellets ricochet around and can be claimed with a single shot.
often score hits on partially concealed
targets. When firing a scatter shot, Ammo Roll: The hand flamer must take
disregard any cover modifiers for hitting an Ammo roll each time it fires, except
the target - the hundreds of pellets during hand-to-hand combat.
saturate the area with shot and can catch
partially concealed targets as if they Flamer: The flamer s shot is represented
were in the open. In addition, roll a dice by the flamer template. This is used as
for any other models in base contact described in the Shooting section.
with the target model. Any such models
are hit on a 4+, in a similar way to blast Catch Fire: Any models hit by a flamer
weapons. Resolve hits as normal. catch fire on a roll of 4+.

Hot Shot Shell Cover: Flame weapons disregard any


This is a hollowed out shot which cover modifiers for hitting the target -
contains a small charge of flamer the gouts of flame ignore any
chemical. If a target is hit by a hot shot intervening terrain and can catch
shell then he will catch fire on a roll of concealed targets as if they were in the
5+. open. In addition, roll a dice for any
other models in base contact with the
SPECIAL WEAPONS target model. Any such models are hit
Special weapons are similar in size and on a 4+, in a similar way to blast
design to basic weapons and like them weapons. Resolve hits as normal.
require both hands to fire. These are
expensive and technically sophisticated GRENADE LAUNCHER
weapons which require above average A grenade launcher is a light tubular
care and skill to use. For this reason not launcher capable of firing grenades by a
everyone can use such a weapon and compressed gas charge. The most
they are mostly carried by heavies or common grenades are explosive frag
gang leaders. grenades and implosive krak grenades
which are designed for cracking open
FLAMER tough and well armoured targets.
The flamer fires a burst of flaming
chemical, an unstable sticky material These grenades are often home-made
that ignites upon contact with air. This affairs, simple devices manufactured in
volatile fuel is held within a pressurised the Underhive itself. The launcher is a
container that fits underneath the very robust and straightforward weapon.
weapon or is attached by a separate fuel Its supply of compressed gas is soon
pipe. A canister contains little fuel, so expended, but recharging is a simple
flamers often run out of power after a matter using a high pressure source to
few shots. The unstable and fill its internal tank.
temperamental nature of the fuel also
means that some containers prove

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NECROMUNDA SURVIVAL EDITION

Ammo: Grenades need to be specially a limited reach before its effectiveness


modified in order for them to be fired dissipates. A Meltagun uses the same
from a launcher, so they must be rules as pistols and grenades when
allocated their own supply of grenades.
Grenades allocated to the launcher
cannot be thrown during a game. NEEDLE RIFLE
Likewise, grenades not allocated to the The needle rifle is s weapon
launcher cannot be fired from it. and for this reason it is often referred to
Grenade ammo follows the usual ammo as a needle sniper rifle. It is a complex
rules as explained in the Ammuntion & laser powered device and relatively rare
Gunsights section. in the Underhive. Its tight laser beam
carries a tiny toxic needle or dart which
Grenades can be easily modified by the can easily penetrate flesh to send its
gang so you can freely choose whether a deadly poisons into the target. The laser
supply of grenades is allocated to the carrier beam will dissolve or blow away
launcher or not after each game. armour or clothing and burrow into
exposed flesh enabling the darts to
Autoslugger penetrate more deeply. The Needler s
An Autoslugger is a crude weapon chief advantage is that it is virtually
assembled in the Underhive workshops silent, and consequently the favoured
and rarely seen Uphive. Their design weapon for assassins and other
widely varies and often incorporate unwelcome characters.
cannibalised parts from other guns, but
they all share the same purpose, to Toxic Dart: No wound roll is required
rapidly fire a hail of bullets. They are when shooting a Needler: if the target is
simple weapons and cheap to maintain hit then the toxins will automatically
so have become popular with the inflict 1 wound. Armour may still save a
Underhive gangs, especially amongst target as normal. Note this only applies
outlaws who find it difficult to find, against living targets. If a needle rifle
afford and maintain the more powerful hits an unliving target, such as a water
heavy weapons. still, then a normal to wound roll must
be made using the Strength shown in
MELTAGUN the profile.
The Meltagun is also known as the
Melter, cooker or vape gun. It works by Injuries: A target suffering his final
means of sub-molecular thermal wound from a toxic dart does not roll
agitation, literally cooking, and on the standard Injury chart.
eventually vaporising the target. A Instead, roll on the chart below both
Meltagun can melt Plasteel and its effect when the injury is inflicted and in
upon living tissue is horrible indeed. subsequent recovery phases.

The weapon itself makes no noise when D6 Result


fired. However, the passage of the beam 1 No Effect: The toxin has no effect or
heats the air to super-hot temperatures, wears off.
causing a distinctive hiss which becomes 2-4 Comatose: The target is knocked
a roaring blast as living flesh is hit and comatose and falls to the ground. The
body moisture vaporises explosively. model counts as down except he cannot
move.
Short Range: The Meltagun is a 5-6 Out of Action: The target slumps
devastating weapon however it only has lifelessly to the ground. He may be dead

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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

HEAVY STUBBER MISSILE LAUNCHER


This heavy and old-fashioned weapon is The missile launcher is a complex and
affectionately known as the big weighty piece of machinery. Although
stubber . It rattles off a hail of heavy expensive the weapon is highly regarded
bullets sufficient to stop a man in his on account of its versatility, and those
tracks. The workshops of the Underhive who can afford the exorbitant costs of
can turn out weapons like this quite maintenance and ammunition often
easily, all slightly different in design but choose to carry a missile launcher. Not
basically the same in terms of their all launchers are identical but most are
effect. It is a simple weapon to maintain similar, deriving from the armaments
and relatively cheap to buy. Many gangs factories of the Hive City rather than
start out with a big stubber to back them individual workshops in the Underhive.
up, and its deadly rain of bullets has put A few Underhive gunsmiths will adapt or
an end to the aspirations of many an modify missile launchers, but this
Underhive fighter. requires considerable skill. Powered
missiles are fed into the weapon by
HEAVY FLAMER means of a magazine or hopper, though
The heavy flamer fires a concentrated some versions must be loaded one shot
tide of flaming chemical, an unstable at a time.
sticky material that ignites upon contact
with air. This volatile fuel is held within Ammo: Missile ammo follows the usual
pressurised canisters carried in a ammo rules as explained in the
backpack which contains enough fuel Ammuntion & Gunsights section.
for several shots. The heavy flamer
spreads a sheet of flame over a short Super Krak Missile
distance. This missile contains a powerful
implosive charge designed to crack open
At this range it is impossible to miss and heavy armoured targets.
multiple victims can be claimed with a
single shot. Frag Missile
This missile scatters shrapnel over a
Move and Fire: Unlike other heavy wide area making it ideal for scything
weapons the heavy flamer has no recoil down groups of exposed fighters.
and requires little aiming, so a fighter
can move and fire it just like a normal Gas Cloud: A frag missile spills its
gun. explosive contents over a large area, and
s shot is so uses the gas cloud template.
represented by the flamer template.
However, the sheer intensity of the GRENADES
heavy flamer's breath means any models
Grenades are thrown by hand or can be
partially covered by the template are
fired from a grenade launcher, a tubular
also automatically hit.
device powered by compressed gas or
an electromagnetic charge. There are
Ammo Roll: The heavy flamer is required
many different kinds of grenade
to take an Ammo roll each and every
available in the Underhive, including
time it fires.
strange and unreliable devices
concocted by the Underhive fighters
Catch Fire: Any models hit by a heavy
themselves, but the most common by far
flamer catch fire on a roll of 3+.
are Frag and Krak grenades.

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NECROMUNDA SURVIVAL EDITION

Whatever type of grenade you carry, a


grenade throw counts as a shot in the KRAK Grenades
shooting phase, so a fighter can shoot a Krak grenades are designed to pierce
gun or throw a grenade, but not both. armoured targets by means of a
concentrated implosive charge.
For the rules on grenades see the Although a Krak grenade can easily kill a
Shooting section of the main rules. man, its contained blast makes it less
useful than Frag grenades for Underhive
When you equip a fighter with grenades fighting. However, it is very effective at
he is assumed to carry enough actual destroying hard targets, building
grenades to last the entire encounter. structures, and for blasting into
His supply of grenades will defended holes.
automatically run out if an Ammo roll is
required, i.e. the Ammo roll is auto for -1 to Hit: A krak grenade is a heavy and
all grenades. cumbersome grenade with a
concentrated blast. It is therefore harder
DEMO-CHARGE to hit a target with a krak grenade than
A large, unwieldy bomb developed for with other grenades and a -1 to hit
the Imperial Guard. Demo Charges are penalty is imposed when throwing one.
unwieldy to throw and are -1 to hit, Note this penalty doesn't apply to krak
possess the High Impact and Blast grenades fired from a grenade launcher.
attributes, and may be used for
Demolition. Due to their inherent Demolition: The krak grenade can be
danger, Demo Charges are Exotic affixed to any stationary structure as
weapons. explained in the Attacking Terrain part
of the Advanced Rules section. Note
FIRE BOMB krak grenades allocated to a grenade
The preferred weapon of rioters and launcher cannot be used in this way.
recidivists, a fire bomb is a simple
canister filled with flammable liquid MELTA BOMBS
which explodes into a fireball when it Melta bombs or thermal bombs contain
strikes. Fire Bombs have the Blast and a subatomic thermal charge capable of
victims may catch fire, as if hit with a melting through a sheet of plasteel or
hand flamer. vaporising flesh. The intense heat
caused is localised in effect, so the
FRAG Grenades weapon is little use in conventional
A Frag grenade contains an explosive fighting, its primary purpose is as a
charge as well as a casing which is demolition charge to melt doors or
designed to fragment into deadly machines. For these purposes it has a
shrapnel. It is a common weapon, easy special contact plate used to affix it to
to make and effective in use. Frag stationary targets.
grenades are often home-made in
Underhive workshops or by the gang Demolition Only: The melta bomb
fighters themselves. cannot be thrown like an ordinary
grenade and its size prevents its use in a
Gas Cloud: As the name would suggest, grenade launcher. Instead it may be
a fragmentation or 'frag' grenade spills affixed to any stationary structure as
its explosive contents over a substantial explained in the Attacking Terrain part
area, and hence uses the gas cloud of the Advanced Rules section.
template.

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NECROMUNDA SURVIVAL EDITION

GAS GRENADES been shrunk then it dissipates with no


There are many different kinds of gas further effect.
grenades or gas bombs. Some of these 3-5: The cloud remains where it is.
weapons are made in the factories of the 6: The gas cloud drifts D6" in a random
Hive City, others are fabricated by direction.
cunning armourers in the Underhive
itself. All of these weapons are rare and Models will be hit by the moving cloud
somewhat specialised in nature, so they following the usual template rules. If the
are not commonly used by gang fighters. cloud drifts from above ground level off
The different effects of the various gas over a ledge, then the cloud dissipates
grenades are discussed below. in mid-air unless it reaches another
ledge of the same level.
When you throw a gas grenade choose
Choke
your target and work out where the
Fighters affected by Choke fall to the
grenade hits. Place a gas cloud marker,
floor and are helpless whilst they remain
or a patch of cotton wool, to represent
in the cloud. Models can crawl 2" and
the gas. Models within the cloud are hit
attempt to leave the cloud, but they
automatically; models partially within
cannot shoot or do anything else if
the cloud are hit on a D6 roll of 4 or
within the cloud at the start of their
more, exactly as for ordinary weapons.
turn. Affected models in hand-to-hand
Fighters hit by gas are not pinned as a
combat are treated as down so may be
result. In other it
taken out of action. Once they have
the targets are not actually struck or
crawled free of the gas or it has
t count in quite
dispersed they recover by the end of the
the same way as a regular weapon hit.
turn.
Any model hit by gas must take a Hallucinogen
Toughness test. If the test is passed then Fighters affected by this dangerous
they are unaffected by the gas. hallucinogenic gas become subject to all
If the test is failed then they cannot do kinds of strange delusions and can
anything except as described below. A behave in an extraordinary manner. If an
model that is not already affected by the affected model is within the gas cloud at
gas must make this roll if it finds itself the start of his turn roll a D6 and
within the gas cloud at the start of its consult the chart below. Note if a
turn. Fighters can move into a gas cloud hallucinogen cloud dissipates it still
but must test to see if they are affected affects models within it at the start of the
as soon as they enter it and are 'hit' turn, and if a cloud drifts it affects all
following the usual template rules. hit by the gas as it drifts. If a
model fails the original Toughness test
Gas clouds can last for several turns, or when struck by the grenade then he's
slowly disperse or drift away altogether. automatically affected by the gas at the
Test at the start of the turn.
turns. At the start of each turn roll a D6.
Note if a cloud dissipates it still affects 1: Resist! Wild and dizzying visions spin
models within it at the start of the turn, before the s eyes as he battles to
and if a cloud drifts it affects all models overcome his inner madness. The model
hit by the gas as it drifts. must take a Leadership test.
1-2: The cloud shrinks to a blast
template in size. If the cloud has already

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NECROMUNDA SURVIVAL EDITION

If passed the victim resists the visions


and is unaffected. If failed, roll again on The fighter is immediately taken out of
this chart. action but is automatically assumed to
roll a Full Recovery result on the Serious
2 Over Me! The Injuries chart.
victim is convinced that he is covered
with spiders, plague rats, or other PHOTON FLASH FLARES
unpleasant creatures. The victim is Also known as the flash bomb, Photon
pinned in place by sheer horror just as if grenade or simply as a flare, this device
he had been hit by a shot. He cannot explodes with a burst of intense light,
test to avoid this and can do nothing for blinding or stunning those nearby. A
his next turn. Photon grenade can dazzle fighters and
damage sensitive range finding
3: Over There! The victim is convinced equipment such as Targeters.
the enemy is all around him, hiding
behind every piece of cover, lurking just Use: Throw the grenade and place the
out of sight, ready to drop from above. template as normal. Models hit by the
The victim doesn't move this turn but flash may be affected as described
must blast off a random weapon once in below, however, fighters hit by a flash
a random direction. The nearest model, are not pinned. In other words,
friend or foe that lies in the 90 degree hit the targets are not
arc becomes the shot's target. actually t
count the same as a regular weapon hit.
If there is no eligible target then roll a Each model hit by a photon flare must
dice anyway to see if an Ammo roll is take an Initiative test.
required.
If the fighter passes the Initiative test
4: Run For It! The victim is overcome then he is merely dazzled until the end
with terror, his eyes widen and he starts of his turn, counting his WS and BS as 1.
to dribble and gibber. Otherwise the fighter is unharmed.

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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NECROMUNDA SURVIVAL EDITION

PLASMA Grenades SMOKE BOMBS


Plasma is a dangerous and unstable A Smoke grenade or smoke bomb
matter in a highly energised state. When releases a cloud of oily smoke that is
a Plasma grenade explodes it creates a impossible to see through without
plasma ball like a miniature sun. special visual devices such as bionic
eyes.
Use: Throw the grenade as normal and
when you have established where it When you throw a Smoke grenade you
lands place a blast template on the spot. must aim at a specific point of ground.
Work out damage on the targets within Work out where the grenade lands and
the plasma ball in the usual way. Once place a gas cloud template to show the
casualties have been determined do not extent of the smoke cloud. You can use
remove the marker as you normally a patch of cotton wool to represent this
would but leave it in place. The area if you like. The height of the cloud is
indicated is undergoing a matter energy assumed to be 2".
transformation and is glowing like a
small sun. Models cannot see through smoke
unless equipped to do so, and therefore
A plasma ball can persist for several cannot fire through it. Models within a
turns. Test at the beginning of each smoke cloud can see nothing so cannot
s turn. At the start of each turn do anything except attempt to move out
roll a D6. of the cloud in their movement phase.
Models moving within a cloud always
1-3: The plasma ball collapses in upon move in a random direction (established
itself and disappears causing no further using the Scatter dice) and at half speed.
damage.
4-5: The plasma ball remains in place. A smoke cloud can last for several turns,
Any fighters that move into the ball or slowly disperse or drift away altogether.
end the turn in contact with it are hit At the beginning of both players' every
following the usual template rules. turn, roll a D6.
6: The plasma ball expands to a gas
cloud template size before collapsing in 1-2: The cloud shrinks to a blast
upon itself. Any models that come into template in size. If the cloud has already
contact with it are hit following the been shrunk then it dissipates with no
usual template rules. Any models that further effect.
started the turn inside the ball also 3-5: The cloud remains where it is.
suffer a hit. 6: The smoke cloud drifts D6" in a
random direction established using a
Because of the nature of the shining Scatter dice. If the cloud drifts from
plasma ball it's not possible to see or to above ground level off over a ledge,
shoot through it. The height of the then the cloud dissipates in mid-air
plasma ball is assumed to be 2". unless it reaches another ledge of the
same level.
Scare
A fighter affected by scare gas is sent TOX BOMB
into a mindless panic and is immediately The standard grenade rules apply for
broken, just as if he had failed a nerve throwing a tox bomb. Any models at
test. The effect of the gas wears off once least partially caught under the gas
he manages to recover his nerve. cloud template will be hit on a D6 roll
of 4+, or 6 if they are wearing a

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NECROMUNDA SURVIVAL EDITION

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.

Special Rules: Unless otherwise stated a


fighter can only wear one suit of armour
at a time.

Special: Armor comes in two forms:


regular and Enclosed. Enclosed armor is
more expensive; however it fully
protects the user from environmental
dangers. As such, enclosed armor is
considered to incorporate both a
respirator and photo-contacts/visor.

CAMELEOLINE
Cameleoline is a special type of fabric or
coating used to blend the wearer more
naturally into their environment.

Cameleoline may be taken by itself


(which represents its inclusion into the

(representing its coating onto the

wearers an additional -1 cover save from


shooting attacks (i.e. partial cover would
be -2, etc.). If the owner does not have a
save cover, then it is useless.

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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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

AMMUNITION which locks unto the target. If a shot


This section covers special types of gun with an Executioner misses, the firing
ammunition and advanced gunsights model may re-roll the to hit roll once.
which are rare and highly sought after in
FRAG MISSILES / Missile
the depths of the Underhive.
Launcher
This missile scatters shrapnel over a
Special Rules: Alternate ammo and
wide area making it ideal for scything
sights are specific to individual guns so
down groups of exposed fighters.
you must note down which weapon it's
for. A weapon can be fitted with any HELLFIRE BOLTS/ Bolt
number of sights, but a fighter can only Weapons
benefit from using one sight. Before The core of hellfire bolts contains highly
taking a shot you must declare which corrosive acids that inflict horrendous
sight and ammo type the model is using. wounds on unprotected flesh.
You can decide not to use a sight, which
can be useful to avoid the target Poorly maintained hellfire bolts are
spotting the dot from a laser sight. If a notoriously explosive as any leaking acid
gun is bought alternate ammo then the
fighter will still also have a supply of innards.
regular ammo. If a model can make
multiple ranged attacks in the same turn A hit from a bolt pistol or boltgun firing
then it must use the same weapon hellfire bolts inflicts D3 Damage.
combination for all shots. However, a gun firing hellfire bolts must
test to see if it explodes on an Ammo
BOLT SHELLS / Shotgun roll of 1, 2 or 3 instead of just a roll of 1.
This is a small self-propelled missile. In
fact it is a charge adapted from a HOTSHOT LASER POWER PACK
boltgun round, and has similar The hotshot pack uses a more expensive
properties including being somewhat and less robust power matrix, with the
temperamental. advantage that it can force more power
through a standard laser weapon.
DUM-DUM BULLETS / Pistols However, the risk of burning out the
A stub gun can be loaded with dum-dum weapon or exhausting the pack itself is
bullets. A supply of these powerful much greater.
hand-made bullets costs extra, but they
are more effective than standard A laspistol or lasgun firing hotshot packs
ammunition adding +1 to the Strength receive a +1 Strength bonus. In
of any hits (Strength 4 rather than 3). addition, if the target is hit then he will
However, a stub gun firing dum-dums catch fire on a roll of 6+. However, the
must test to see if it explodes on an s Ammo roll is reduced to 5+ if
Ammo roll of 1, 2 or 3 instead of just a a hotshot pack is fired.
roll of 1. Dum-dum bullets follow the
usual ammo rules as explained in the HOTSHOT SHELL / Shotgun
Ammunition & Gunsights section. Hot Shot shells are loaded with a small
promethium charge. Models hit by a Hot
EXECUTIONER SHELL / Shot shell may Catch Fire, as if hit by a
Shotgun Hand Flamer.(5+)
Executioner shells are Exotic shells.
They contain a small amount of INFERNO BOLTS/ Bolt
propellant and a tiny guidance chip Weapons

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NECROMUNDA SURVIVAL EDITION

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.

KRAKEN BOLTS/ Bolt


Weapons
A Kraken penetrator round is capable of
piercing the toughest hide thanks to its
adamantine core and improved
propellant. They add +1 Strength and -2
Armor save modifier.

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.

METAL STORM BOLTS / Bolt


Weapons
Metal storm bolts explode in proximity
to the enemy, their fragmentation casing
making pinpoint accuracy unnecessary.
Shot done with such ammo always test
for Stray Shots.

OVERCHARGE CELL / Laser


Weapons
Overcharge Cells negate any to hit
penalties suffered by the weapon they
are attached to, it adds +1 Strength and
-1 Armor save modifier.

PLASMA MISSILE / Missile


Launcher
This missile scatters plasma over a wide
area making it ideal for scything down
groups of exposed fighters.

PSYCANNON BOLTS

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NECROMUNDA SURVIVAL EDITION

GUNSIGHTS the image makes this sight useful only


INFRA-RED SIGHT from a stable platform, it is of no
An infra-red sight is calibrated to register advantage to a moving shooter.
infra-red rather than visible light. The
enhanced image appears in the scope A mono-sight can be fitted to either a
and makes it easier to pick out basic, special or heavy weapon. A
concealed targets behind cover. The stationary fighter using a weapon with a
sight works effectively from a stable mono-sight receives a +1 to hit bonus.
platform but offers no benefit to a
shooter whose own movement disrupts TELESCOPIC SIGHT
the sensor's image. A telescopic sight is a simple optical aid
to accuracy. The sight can be fitted to
An infra-red sight can be fitted to a basic most rifle type weapons to increase the
weapon. A stationary fighter using a shooter
weapon with an infra-red sight reduces extreme range. It requires concentration
the to-hit penalty when shooting at a to use and is only a benefit to shooters
model in cover by 1. So, partial cover is who stop and aim carefully.
ignored and cover counts as -1. The
fighter is also immune to the effects of A telescopic sight may only be fitted to a
smoke clouds when shooting. basic weapon. A stationary fighter using
a weapon with a telescopic sight
RED-DOT LASER SIGHT receives a +1 to hit bonus. This bonus
This sight shines a continuous low- may stack with others unless otherwise
powered red laser beam, placing a red explicitly stated.
dot wherever it's aimed. Wary fighters
look out for the glint of the laser beam
and take cover if they spy a red-dot
scanning nearby.

A red-dot sight can be fitted to either a


pistol, basic weapon or special weapon.
A fighter using a weapon with a red-dot
sight receives a +1 to hit bonus.

A fighter hit by a weapon with a red-dot


sight stands a chance of spotting the red
dot and ducking aside. If the shooter is
within the vision arc of the target then
he receives a 6+ special save. If the
target is a sentry and spots the dot then
the alarm will also be raised.

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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NECROMUNDA SURVIVAL EDITION

BIONICS and enable the fighter to see in darkness


The Underhive presents a weird mixture and through smoke. A fighter that is
of advanced technology and primitive Partially Blinded can be implanted with
technical improvisation. a bionic eye, in which case all serious
Conditions are rough and ready in the injuries to a chosen eye are struck from
settlements, and those who live there the gang roster. A fighter implanted with
are used to making compromises. a bionic eye counts as wearing a photo-
To the wealthy inhabitants of the Spire visor and infra-red goggles. The model is
bionic implants and transplants of living also unaffected by smoke clouds, though
tissue are readily available and any shots through the cloud suffer a -1
affordable solutions to disease and to hit penalty.
injury. In the Underhive people cope as
BIONIC LEG
best they can, making do with simple
A bionic leg is very much stronger than
prosthetics and putting up with
an ordinary leg and affords the fighter
debilitating injuries. However, even in
the opportunity of making a devastating
the Underhive there are a few skilled
kick attack. A fighter suffering from a Leg
bio-surgeons able to perform transplants
Wound can be implanted with a bionic
for those who are able to pay the price.
leg, in which case all Leg Wounds that a
chosen leg suffers from are struck from
the gang roster. A fighter implanted with
recruitment or to replace a damaged
a bionic leg gains +1 to his Attacks
limb or other body part if the model
characteristic in hand-to-hand combat.
suffers such from the Serious In-juries
In addition, if the fighter attempted to
chart (i.e. a bionic eye may replace a
jump down from a ledge and the
blinded eye, etc.). If used as a
Initiative test is failed, roll a D6. On a
replacement, it cancels out the negative
roll of 4+ the bionic leg takes the brunt
modifiers for that body part. Bionics
of the force. The fighter suffers no
may be damaged just as a body part can.
damage and may continue his move, just
If this happens, any positive effects
as if the Initiative test was passed.
provided by the bionic in question are
cancelled and, if not replaced with
BIONIC ARM
another bionic, the model is affected
A bionic arm is a particularly expensive
device which offers greatly amplified
body part. Once implanted, bionics may
strength, grip and dexterity compared to
not be removed and transferred to
a normal arm. A fighter suffering from
another model.
an Arm Wound or Hand Injury can be
implanted with a bionic arm, in which
BIONIC INJURY
case all Arm Wounds and Hand Injuries
If a model suffers a serious injury to an
that a chosen arm suffers from are
area replaced with a bionic arm, eye,
struck from the gang roster.
chest or leg then, roll a D6. On a roll of
4+ the bionic is repaired and the fighter
A fighter implanted with a bionic arm
suffers no lasting injury. On a roll of 1-3
receives a +2 Strength bonus when
the bionic is damaged and the fighter
using that arm. He also receives a +2
suffers from the serious injury following
Initiative bonus during hand-to-hand
the usual rules.
combat or when testing to see if the
BIONIC EYE fighter falls off a ledge.

BIONIC CHEST
protection against photon flash flares

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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

human with 2 Mechadendrites would assign a Ganger to help him. Both


have 3 Attacks at Strength 5 in HtH fighters must not have gone out of
combat). action in the previous game and the
Ganger cannot collect income from
SKULL CHIP territories or search for rare trade
It is a small neural microchip which goods.
improves reaction time and memory. A
model with a Skull Chip can reroll any In the next game, any weapon that fails
Initiative based test, but must accept the its Ammo roll may roll a D6 and ignore
second result, even if it is worse. the failed Ammo roll on a roll of 4, 5 or
6 regardless of the kind of weapon it is.
SHOULDER RIG Weapons which automatically fail an
Technically not a bionic, the shoulder Ammo roll can still ignore it on a 4 or
rig is used to mount an independent more.

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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NECROMUNDA SURVIVAL EDITION

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.

the start of a game to fighters who will CHARM


use them. A dose of blade venom will A charm can be anything from a lucky
envenom one weapon for one game, Aquila to a rat-bone necklace. A model
after which the venom loses its potency. with a charm can sometimes sense when
Blade venom can only be usefully danger is present. If a fighter equipped
applied to knives, Chains or Flails, with a charm is shot at and hit from
Clubs, Mauls or Bludgeons, Massive overwatch, roll a D6.
Weapons and Swords. Any hits inflicted
by a weapon coated in blade venom On a roll of 5+, the model avoids the
gains the TOXIC Attribute. shot. If the model fails, he takes damage
normally.
Blindsnake POUCH
The Ratskins milk venom from the CLIP HARNESS
albino Blindsnake, mix the toxin with Fighters who must constantly climb the
certain secret fungi, and place the sheer ruins and crumbling
resultant paste into a small leather superstructure of the Underhive often
pouch which is worn around the neck. choose to make use of a clip harness to
The spirit of the Blindsnake is said to save them from falling. The harness is
watch out for bad spirits and to guide its nothing more than a safety line that is
owner in the darkness. The mixture in fastened round the body, with a strong
the leather pouch is absorbed by the steel clip or magnetic clasp which can be
s skin and enhances his natural attached to a nearby object. If the
psychic sensitivity, endowing him with a wearer should fall the harness will save
sort of rudimentary sixth sense. him and enable the fighter to scramble
to safety.
A fighter who carries a Blindsnake
pouch can sense when an enemy is The end of the safety line must be
waiting to shoot at him. If a fighter is fastened for it to work. A model can
shot at and hit from overwatch, he has a fasten a harness if it does not move in its
chance of ducking or weaving to avoid movement phase. The fighter can still
the shot. The model receives a 4+ perform other actions in addition to
special save against overwatch shots. fastening the harness, such as shoot or
go onto overwatch. The harness is
BOTTLE OF WILDSNAKE automatically unfastened when the
Wildsnake is rare and potent liquor model moves or enters a hand-to-hand
brewed out in the bad zones where it combat.

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NECROMUNDA SURVIVAL EDITION

A concealed blade is only good for one


If the model becomes pinned or goes escape attempt.

not have to test to fall. The fastened CONTROL COLLAR


harness prevents him from falling, just A common misnomer for a control
as if he had passed the Initiative test. device and matching micro-processor
inserted into the brainstem of a beast to
COMM-LINK/MICROBEAD control its actions. Beasts fitted with
Comm-links are small personal control collars function exactly as
communications devices commonly friendly fighters so long as they remain
worn over an ear. Comm-links allow -Beast model
fighters to remain in constant contact, with a Control Collar item. If, for any
heightening situational awareness. reason, the beast
Warbands equipped with comm.-links away, it may do nothing else until
another non-Beast model with a Control
characteristic when taking tests no Collar
matter how far away they are. requires only the beast to be equiped
with 1 control collar.
However, friendly models within line of
sight of another friendly model which FILTER PLUGS
goes down or Out of Action, flugs , are simple filters
must test for breaking, even if they are which Necromundans stick firmly up
their nostrils to purify the air they
breathe. Cheap and disposable, these
CONCEALED BLADE are used in their millions throughout
Although it is possible to hide any small the lower regions of Hive City and the
blade about your person, the concealed Underhive, where hive smog, pollutant
blade is something a little different. This clouds and toxic gases are constant
tiny blade is cunningly concealed in a hazards.
specially designed boot heel, or inside a
small bio-compartment under the Flugs sieve out the worst of the
s skin. The blade is not used pollution including most harmful
unless the owner is captured, in which substances.
case he can use it to try and escape.
A fighter wearing flugs can re-roll a
A captured fighter can try and escape if failed Toughness test against dangerous
he has a concealed blade. Roll a D6. gases including Choke, Hallucinogen
and Scare.
1: The fighter is killed while trying to
escape. FLECTS
Flects are technically not a drug, though
2: The fighter is recaptured immediately. they function similarly. Flects are small
slivers of glass which have been exposed
3: The fighter escapes but loses all his to the Warp and, when a user looks into
weapons and equipment to the the glass, its mind is exposed to the
capturing gang. a drug and can be
consumed at any time during the
4-6: The fighter escapes together with
his weapons and equipment. last until the end of
may only be used by non-Construct

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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

transparent blob about the size of a vary tremendously, especially in the


fist. A mature slime seeks out a dangerous, sleazy environments where
living creature and positions itself on these are often used.

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.

millions of tiny Icrotic Slimes slither out. Results:


These are only a millimeter or so across, 1-The characteristic is unaffected.
but they grow quickly by enveloping and 2-3 Increase the characteristic by +1
digesting increasingly large creatures. points.
4-5 Increase the characteristic by +2
So great is the physical and mental point.
enhancement and general sense of 6- Increase the characteristic by +3
euphoria induced by Icrotic slime that points.
some people use it as a drug. They avoid
death either by ensuring there is
somebody ready to scrape off the slime characteristics are both doubled up, to a
at the last minute, or by use of anti- maximum of 10 each. In addition, the
parasite drugs that kill the Icrotic slime character is so deranged by the slime
before it has a chance to encyst. Once that he is never pinned by any hits.
encysted the tough outer shell makes Duration: Icrotic slime has an effect for
the slime immune to all but physical the whole game, after which it must be
removal involving major surgery. removed or the recipient will die. The
slime is destroyed by removal so it may
The risks of using icrotic slime are only be used once.
considerable, even when using drugs.
The efficacy and potency of antidotes

Page 73 of 361
NECROMUNDA SURVIVAL EDITION

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

Page 74 of 361
NECROMUNDA SURVIVAL EDITION

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).

MEDI-PACK You must commit to buying the vase


The medi-pack is a diagnostic medical before establishing the cost, which
computer that can alleviate the major represents the process of lengthy
symptoms of wounds by means of haggling involved. The vase is kept
electro-chemical impulses. hidden in a secret place known only to
s leader. If the leader is killed
A fighter who carries a medi-pack can the location of the vase is lost forever.
use it upon a friend who is down and in s cost is not included in the
base contact. The fighter must move gang s rating.
base-to-base, not run, and then spend
the rest of the turn attending to his

Page 75 of 361
NECROMUNDA SURVIVAL EDITION

You can sell the vase in any subsequent


trading session by sending a Ganger Note only the base cost of the weapon is
with it to the various specialist shops. used to determine its cost. The cost of
The Ganger must not have gone out of extra ammunition types is not doubled.
action in the previous game, and he
cannot perform any other post-game A Master-crafted weapon automatically
action, such as working a territory. If passes any Ammo Roll it is required to
you decide to do so, roll a D6.
Roll will pass on a roll of 4+.

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.

MASTER CRAFTED WEAPON A fighter wearing photo-contacts cannot


The One in a Million Weapon is a rare be blinded by a photon flash flare,
example of the art, instead they are always only dazzled.
made from the best materials to the
RATSKIN MAP
finest standards and the most exacting
It is commonly supposed that the
tolerances. Such weapons are prized
Underhive contains huge amounts of
beyond mere cash. Men have fought and
treasure: collapsed tunnels leading to
died to own a weapon such as this.
untapped mines, caverns containing
piles of gemstones and long lost domes
The weapon is normal for its type but
brimming with archeotech. It is also
automatically passes any Ammo roll it's
common knowledge that the Ratskins
required to make. Roll a D6 to find out
know of many such places as well as
what kind of weapon you have been
paths through and under the hive that
offered: 1-2 pistol, 3-4 basic, 5 special, 6
no ordinary man has ever travelled. It is
heavy. You can choose any weapon from
equally common knowledge that anyone
the category rolled.

Page 76 of 361
NECROMUNDA SURVIVAL EDITION

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.

3 Vague and inaccurate: The map is a SILENCER


vague and inaccurate copy but it does A silencer damps out the sound of
reveal some worthwhile information. weapons fire as well as any tell-tale
When you fight a battle you may add or muzzle flash.
subtract 1 from the Scenario chart to
decide which scenario is played. An autopistol, stub gun, autogun,
hunting rifle or autoslugger can be fitted
4 Worn and incomplete: Though badly with a silencer. When equipped with a
worn and incomplete the map is silencer the weapon is effectively silent,
essentially accurate. When you fight a a useful factor in some of the scenarios.
battle you may add or subtract up to 2
from the Scenario chart to decide which RESPIRATOR
scenario is played. Respirators are an essential item in the
lower regions of Hive City and the
5 Recent and accurate: The map is Underhive, where hive smog, pollutant
recently made and accurate. When you clouds and toxic dust are everyday
fight a battle you may add or subtract up hazards.
to 3 from the Scenario chart to decide
which scenario is played. Respirators remove the worst of the
pollution including most harmful
6 Ancient and faded: Barely legible substances.
though it is the map is a genuine ancient

Page 77 of 361
NECROMUNDA SURVIVAL EDITION

A fighter wearing a respirator is immune of its hideout in order to warn of


to the effects of dangerous gases approaching intruders.
including Choke, Hallucinogen and
Scare. Stummers look like screamers (see
above). They are spread about by
Weapon reload intruders as they move. Where
When a fighter carries a weapon such as screamers make a loud noise stummers
an autogun or bolter, which fires a great stop noise dead. Once stummers are
many individual shells in a short burst, activated all sound within a few metres
he is assumed to carry extra ammunition is momentarily muffled and even loud
to last most of the battle. However, a noises are barely audible.
fighter can, if he wants, carry additional
magazines, batteries, power packs and Screamers
fuel over and above the normal amount. Screamers can only be used for one
This extra ammo is carried in the form game after which they are expended.
of reloads. Carrying extra ammo is The cost at the Trading Post buys
expensive, but it goes some way to enough screamers to last for one game.
t run out of firepower
at the critical moment. Reloads are specific to individual
weapons; when a reload is bought the
If a fighter carries a reload for the player must note down which specific
weapon he is using and the weapon fails weapon the reload is for. When working
an Ammo roll then roll a D6. On a roll out the cost of a reload only the base
of 4+ the extra ammo comes in handy cost of the weapon is used. The cost of
and the failed Ammo roll is ignored. any extra ammunition types bought for
This only applies to the first failed the weapon are ignored and you only
Ammo roll. If the weapon fails a second need to buy a reload for the weapon
Ammo roll then it really has ran dry. itself, not for each individual ammo
Note even weapons with an 'Auto' type. Reloads which are used during a
Ammo Roll can be bought a weapon game will be replaced before the next
reload, such as grenades. game s usual
expenses.
Althou t
guarantee a fighter will pass an Ammo If a gang owns screamers they can be
roll. The Ammo roll t just deployed in the Raid and Rescue
represent the chance of running out of scenarios where the defenders are
ammunition or carrying a defective initially unaware of the intruders. If any
magazine, it also represents the intruder models move in their
possibility of a gun jamming, movement phase then roll a D6 for each
overheating or proving defective and of model that moved. On a roll of a 6 one
course extra ammo is useless if the gun of the intruders steps on a screamer and
explodes. sets off the alarm.

SCREAMERS & STUMMERS Screamers are not carried by any


Screamers are small proximity alarms particular model and their value is not
used to protect s hideout. included in the gang rating.
Individual screamers are tiny but the
noise they make is horrendous. A gang SKULL CHIP
will scatter dozens around the perimeter This is a small bio-chip that looks like a
tiny metal plate covered in circuitry. It is

Page 78 of 361
NECROMUNDA SURVIVAL EDITION

attached to the skull by means of a fine


needle-like pin which fixes straight into influence. Only a
the brain. The chip melds with the may be taken in a game or the
s mind improving his reaction cumulative effects would kill the user.
time and memory functions.
Side-effects: There are dangers
A fighter wearing a skull chip can re-roll associated with long-term use of
any failed Initiative tests, such as when de
testing to avoid pinning early or when for duration there is a chance that the
seeing if the model falls off a ledge. model will become addicted. On a roll
However, if the re-rolled dice fails the of double 1 the model has become
test then the chip's effect is exhausted dependent upon it. A dependent
and it will no longer have any effect for character no longer derives any benefit
the remainder of the game. from the drug but must continue taking
it in the future or he will suffer
Bionic: A skull chip is a bionic so cannot detrimental effects. If denied access to
be removed once implanted into a the drug a dependent character loses -
fighter. D3 points from his Initiative and from
his Weapon Skill until he receives his
SLAUGHT next dose. If either characteristic is
Slaught is officially known as Onslaught reduced to 0 the model cannot fight.
and it is a crude combat drug made Long-term slaught are called
from a dangerous combination of
mutant rat glands and a number of
synthetic adrenalin compounds. mental coherency if the drug is denied
them. These drooling, jerky-limbed
fighting abilities: increasing alertness madmen roam the Underhive, no longer
and speed, apparently slowing down the able to tell friend from foe or man from
mental monster.

unfortunate side-effects it would be an


ideal combat drug. Models without been used it must be struck from the
Injector Rigs may only use one type of gang roster.
drug per scenario
SPOOK
Effect: A model may take a dose of Spook is extracted from certain decayed

decayed synthidiet was dumped many


and Weapon Skill by D3 points each; thousands of years ago and stashes are
sometimes discovered in the Underhive
effects wear off, fighting abilities return or ash wastes by scavvies and ratskins.
to normal. The original synthidiet was probably
recycled from the bodies of dead hivers
Duration: Roll 2D6 in each recovery in times of food shortages and so may
act as a medium for carrying race-
characteristic to the result. If the total is memories locked in chemical form or
12 or less the model is still affected by DNA.
the dose. If the total is greater than 12
the dose wears off, the model collapses Over the millennia the decaying
in a heap, counting as being pinned, synthidiet was acted upon by the mutant

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NECROMUNDA SURVIVAL EDITION

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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NECROMUNDA SURVIVAL EDITION

the dose wears off and the model is no


nly effects of stinger are renowned and are
a single dose of spur may be taken in a heavily harvested for use in The Spire
game or the cumulative effects would and even off world.
kill the user. A stinger mould patch can be used in
one of two ways. It can be used to re-roll
Side-effects: There are no long-term a result on the Serious Injury Chart.
side-effects to using spur. Alternatively it can heal an existing
serious injury, but its restorative powers
One Use: Once a dose of spur has been are no miracle cure. If the patch is used
used it must be struck from the gang in this way then roll a D6. On a roll 3+
roster. the injury is fully healed and is crossed
from the roster.
Stummers
Stummers can only be used for one On any other roll the extent of the
game after which they are expended. injury is too significant and the serious
The price at the Trading Post buys injury remains, but further attempts to
enough stummers to last for one game. heal it can still be made.
If a gang has stummers they can be used
in the Raid and Rescue scenarios where
the defenders are initially unaware of
the intruders. If the intruding gang has from the gang roster.
stummers then any rolls when sounding
the alarm incur a -1 penalty. In addition, SUSPENSOR
if any attackers shoot or use a noisy Suspensors are sophisticated devices
weapon then the Strength of the that are able to manipulate magnetic
weapon is halved for the purposes of fields. They are used extensively within
setting off the alarm. Stummers also the industrial Hive City workshops to
nullify screamers completely. reduce the effects of gravity on heavy
loads, such as when moving large
Note the choice to use stummers is containers or machinery. Smaller
taken after your opponent decides personal units are used by nobles
whether or not to use screamers. throughout the Spire for recreation and
in everyday life. Naturally Underhive
Stummers are not carried by any gangs have found numerous ways to
particular model and their value is not exploit the suspensors unique magnetic
included in the gang rating. altering effects, one of which is to
lighten heavy weapons to allow gangers
STINGER POUCH to more easily bring them to bear on
Stinger mould is a rare and precious their rivals during a fight.
fungus that can only be found in areas
where radioactive waste mixes with Any heavy weapon can be fitted with a
organic sewage at a certain temperature. suspensor. A heavy weapon fitted with a
The mould blooms in a matter of hours, suspensor ignores the normal move or
swells and then explodes to scatter its fire restriction allowing the model to
dangerous poison spores into the air both move and shoot in the same turn,
currents. The mould then shrivels and just like a normal gun. However, if the
dies. If the mould is harvested before it model both moves and shoots then he
matures its spores can be rendered into suffers a -1 to hit penalty when firing the
a curative paste which vastly stimulates a heavy weapon.

Page 81 of 361
NECROMUNDA SURVIVAL EDITION

DRUM MAGAZINE characteristics and follows the rules for


A stinger pouch is a one use only item, frenzy. The effects of the chip last until
after it has been used it must be struck the start of the fighter's following turn.
from the gang roster. However, the chip is taxing to use so
once its effects wear off the model's
Many Underhive gunsmiths have the Initiative is reduced to 1 for the
expertise to modify an autogun's firing remainder of the game.
mechanisms to use larger ammo feeds.
Such guns commonly use 'drum' Bionic: A berserker chip is a bionic so
magazines capable of supplying a vast cannot be removed once implanted into
ammunition expenditure, though belt- a fighter.
fed devices are also used.

Any autopistol, autogun and autoslugger


can be modified and fitted with a drum
magazine. Before the fighter shoots you
can elect to use the full capabilities of
the gun mod. If you decide to do so
then the model receives a +1 to hit
bonus. However, the shot will always
cause an Ammo roll, even if the hit roll
didn't score a 1.

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.

If you decide to fit a bionic implant to a


model then you can choose for it to
nullify the effects of one serious injury.
A bionic implant is a one use only item,
after it has been used both the injury
and the bionic implant are struck from
the gang roster.

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

Page 82 of 361
NECROMUNDA SURVIVAL EDITION

you are playing a campaign game each


CREATING A gang has a number of territories which
GANG represent trading contacts, property
owned by the gang, and areas they
Before you are ready to play commonly have access to. As you fight
Necromunda, you need to start a gang. more games you may win new
territories, or even lose territory to the
GANG ROSTER enemy. Territories generate funds that
A gang can be any size from three you can spend on hiring more fighters
models upwards. or buying more weapons, as explained
later.
To start your gang refer to the Gang
Recruitment list printed at the end of GANG FIGHTERS
this section. The list explains how much There are four types of gang fighter
it costs to recruit and equip the different available for hire: Gang Leaders,
gang fighters. You have a total of 1000 Gangers, Heavies, and Juves.
Guilder credits with which to recruit
your gang. Some gangs such as Rogue Traders will
have different names for their respective
ll need a gang roster sheet to write fighter types. These however have been
down the ll associated with one of the four main
find a blank roster sheet at the fighter types.
beginning of this document. We suggest
you photocopy or copy as many sheets The Gang Leader
as you need, so that you can keep a neat Your gang must be led by a gang leader.
and accurate record of your gang as it This model represents the player himself
changes from game to game. in his guise as a ruthless Underhive
fighter. A gang can only have one leader.
When you have chosen your gang take a
gang roster sheet and write down the Gangers
details of each fighter in the spaces The ordinary gang fighters are called
s a good idea to work out gangers. Gangers can be found and
the gang on a piece of scrap paper first, hired in the Underhive bars and trading
as you will have to juggle the weapons stations. They are experienced,
and fighters to get as close to the competant and trustworthy fighters who
permitted 1000 points as possible. If you make up the bulk of most gangs.
have any credits left after choosing your
gang write this down in the space Heavies
stash . Fighters armed with special weaponry or
technical equipment are called heavies.
The gang roster is a record of your gang They are bigger and burlier than
and is useful to keep beside you as you ordinary gangers on account of the
play. During a battle you may wish to weight of the gear they carry! Heavies
make notes on the sheet itself, to record are also technicians - good at fixing or
incidental details such as exploding making things. This is necessary because
weapons, flesh wounds, and such like. their weapons are more complex than
those of other fighters and must be kept
TERRITORY RECORDS in a good state of repair.
The gang roster includes space to keep
track of your s territories. When

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NECROMUNDA SURVIVAL EDITION

Juves cannot unequip or sell their free knife


Juves are young inexperienced fighters. and their cost is not added to the gang
The settlements are full of wannabe rating. Any 'free' knives captured from
fighters eager for a chance to join a gang enemy fighters are treated as regular
and see some real action. Often juves knives that follow the usual rules.
are younger brothers or cousins of the
Full-blooded gangers, included by way ARMING YOUR MODELS
of teaching them how to fight. Juves are A gang fighter's weapons must be
inevitably poor shots and prone to represented on the model itself. The
running off. exceptions are knives and grenades,
which are assumed to be tucked inside
You will need to give your gang a name, clothing, and pistols contained in
and also name all your fighters. We leave holsters can represent any type.
it to you to invent suitable names, Otherwise models are armed as
ll find many examples and depicted, so it is a good idea to decide
ideas for Necromundan names in this how you d like to arm new recruits
book. before assembling and painting your
models.
GANG RECRUITMENT
The following list is used to recruit and A fighter who changes his weaponry
equip your gang. To start with you have after a game should be represented by a
1000 Guilder credits with which you new model, or can be converted to carry
must recruit at least three fighters the appropriate weapons. Other items
including a leader. Any credits unspent don't always need to be modeled onto
s stash and can be the miniature, such as photo-visors. It's
used later or hoarded to buy something up to the player to decide how much
more expensive. detail they want to add.
CHOOSING THE GANG Unless specifically mentioned otherwise,
You have 1000 Guilder credits to spend it's not possible for a gang fighter to
on recruiting and arming your gang modify or change his equipment mid-
within the following guidelines. game. For example, a fighter cannot
switch a telescopic sight from one gun
Minimum 3 Fighters: A gang must have to another, or give a weapon to a fellow
at least three models. gang member, nor can he steal the
equipment of enemy fighters.
Leader: Your gang must have one
leader. Not more. Not less!
OUTLAws
No-one sets out to become an outlaw, it
Gangers: You can include as many
gangers as you can afford. just works out that way. Of course, the
Redemptionists know that they will
place themselves beyond the laws of
Heavies: A gang can have up to two
House and Hive when they don that red
heavies but no more.
robe and mask but they don't care, they
Juves: No more than half the gang can refuse to even acknowledge the simple
rules of the settlements. Ratskins can't
be made up of juves.
help being born ratskins and Scavvies
Knives: All fighters are recruited can't help being the twisted scumsuckers
that they are. Spyrers don't think that
together with a free knife. Fighters
any Underhive law applies to them on

Page 84 of 361
NECROMUNDA SURVIVAL EDITION

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

Page 85 of 361
NECROMUNDA SURVIVAL EDITION

-1/+1 If your gang rating is between


2000-3000 (roll a D6 each game 1-3 =-1,
4-6 = +1).
-2/+2 lf your gang rating is over 3,000
(roll a D6 each game l-3 = -2, 4-6 =
+2).
+1 If none of the negative modifiers
above have ever applied to your gang
when ever reported.

Page 86 of 361
NECROMUNDA SURVIVAL EDITION

Underworld Special Rules


Elements All Underworld Element war bands may
select Commlinks/Microbeads at +5
Initial Resources Throne Geld per fighter. If selected, all
You have 1000 Throne Geld to spend on fighters must be equipped in this way.
recruiting and arming your war band.
You must have a minimum of 6 models. Underworld Connections:
Underworld Element war bands get a
Hired Guns 20% discount on the hire fee of Hired
Underworld Element war bands may Guns.
recruit up to 4 other Hired Guns.

Starting Experience & reduction to calculate the Rating


Skills: Increase (Hiring Fee*5). Underworld
All fighters start with the following Element war bands have access to all
experience point totals. All non types & species of Hired Guns.
Construct Underworld members gain
experience as normal. Underworld Underworld Element war bands add +1
Elements gain the Underdog Bonus as to the result of the Number of Rare
normal. Items they can get to a maximum of 3
during the trading sequence.
Unit Type NEC eq XP
Leader Leader 60+D6 Additionally, Underworld Element war
Heavies Heavy 60+D6 bands must select one of the following
Gangers Ganger 20+D6
Juves Juve D3 specialties upon creation. This specialty
may not be changed or removed once
Territory & Income: selected. Please note that some
Underworld Element war bands select specialties may have adverse effects
territories and collect income exactly as when facing certain opposing war
described in the Necromunda rulebook. bands.
They receive the Giant Killer Bonus as
listed. Smugglers
The war band is part of a smuggling ring
Subversion Rating: 7 which specializes in illegal, heretical, or
Investigation Rating: 7 Xenos weapons, equipment, and
substances.

The war band increases its Subversion


Rating by +1. In addition to their
normal equipment, Gangers, Heavies,
and Leaders may select nonExotic Xenos
weaponry and any drugs upon creation.
One non Juve model may be selected
from a Xenos species. During the
creation of the war band, one nonJuve
and non leader model may take the
Killer Reputation skill, increase the

by 10 TG.

Page 87 of 361
NECROMUNDA SURVIVAL EDITION

Pit Fighting Suppliers band. (Ex: A bounty Hunter war band


The war band works to provide slaves, has 11 Members, thus it has the right to
beasts, and equipment for the own 2 Web weapons)
underground pit fights of its home
world. They are three ways to get captured a
fighter:
In addition to their normal equipment, a) A roll on the Serious Injuries chart,
Juves may select Bionics, Implant b) A captured result in a HtH combat,
Weaponry, and drugs at any time.
The war band may also include up to 3 game that the bounty hunters won.
Beasts or Constructs at normal cost. If a fighter from the Bounty Hunters war
During the creation of the war band, band takes out of action an enemy in a
one non Juve and non Leader model HtH fight, roll D6.
may take the Combat Master skill, On a 14 nothing special happens.
Follow the standard rules.
the selected fighter by 10 TG. On a 56 the enemy fighter is considered
tied up. Place a loot counter on the
Mercenaries table where he was taken out of
The war band hires out its services to action to represent the captured fighter.
the highest bidder upon nearly any Any fighter from the Bounty Hunters
battlefield. may carry the loot. Follow the
standard loot rules. If at the end of the
The war band may select any nonExotic, game, the loot counter is carried by a
nonImplant weaponry from the Bounty Hunter fighter, and then
Expanded Armory. All Juves start the enemy model is considered
with +1 BS or +1 WS. Mercenaries captured. In all other cases, follow
Juves costs + 10TG upon recruitment. standard rules for the enemy fighter
During the creation of the war band, taken out of action.
one non Juve and non Leader model
may take the Weaponsmith skill; At the end of a game,
1. If both war bands hold captives then
the selected fighter by 10 TG. they must be exchanged on a one for
one basis with their gear, starting with
Bounty Hunters models of the highest value.
The war band is a well known Bounty 2. If there is no exchange, you can start
Hunter group. negotiations, and thus ransom the
captured fighters. There is no fixed
The war band increases its Investigation o the players
Rating by +1. The Bounty Hunter War to negotiate deals on captives, their gear
Band may never hire or get a Bounty and how they are paid either with TG,
Hunter Hired Gun. Only Bounty hunters equipment, etc. If the players do not
war band fighters possess the ability to reach an agreement, the enemy war
capture enemy fighters, it does not band must decide to attempt a rescue
extend to their Hired Guns. Constructs mission or not.
& Daemons cannot be captured. Bounty If yes, the captured fighter is held in the
bounty hunter cells until the rescue
weapons, and m mission is done.
weapon per 5 fighters within the war If not, roll D6.
1.2. = The captured fighter is sold to
Slavers.

Page 88 of 361
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

Page 89 of 361
NECROMUNDA SURVIVAL EDITION

-Astartes Human or Plasma Pistol1


Abhuman, Wyrd, Mutant
Basic1
weapons from the HtH, Pistols, Basic, Scatter Gun
and Grenades list. Autogun
Lasgun
equipment from the Equipment lists. Las Carbine
Hellgun
band must be made up of 50% Gangers. Bolt Carbine
If the war band roster ever falls below Bolter
this amount, the war band may recruit Shotgun (Solid/Scatter)
no other non-Ganger models until it Hunting Rifle
reaches 50%.
Special1
0+ - Juves Flamer
WS BS S T W I A Ld Melta-Gun
- - - - - - - - Grenade Launcher
Plasma Gun
Base +5 TG Long Las
Storm Bolter2
-Astartes Human or
Abhuman (except Ogryns), Wyrd, Heavy
Mutant Autocannon
Heavy Stubber
from the HtH, Pistols, and Grenades list. Heavy Bolter
Heavy Plasma Gun
Lascannon
Weapons & Missile Launcher
RPG Launcher
Equipment Lists Multi-Laser
All costs are included within the armory
Grenade & Ammo
Hand-to-Hand Frag Grenades
Knife Krak Grenades
Stiletto, Dirk Photon Flash Grenades
Throwing Knife Fire Bomb
Sword Tox Bomb
Club, Maul, Bludgeon Frag Missile
Chain, Flail Krak Missile
Massive Weapon Dum-Dums
Chainsword1 Man-Stoppers
Chain-Axe1 Overcharge Cell
Pistols ArmoUr
Autopistol Light Armour
Stubber Flak Armour
Hand Cannon Flak Armour (Enclosed)
Bolt Pistol1 Medium Armour1
Laspistol Medium Armour (Enclosed)1
Hellpistol1 Heavy Armour1
Hand Flamer Heavy Armour (Enclosed)1

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NECROMUNDA SURVIVAL EDITION

1. Not available to Juves


2. Only available to Leaders

Gun-Sights
Red-Dot Laser
Telescopic Sight
Mono-Sight
IR Sight

Equipment
Charm
Clip Harness
Liquid Courage (One Use)
Photo-Contacts/Visor
Respirator

Page 91 of 361
NECROMUNDA SURVIVAL EDITION

No HOUSE AGI COM FER MUS SHO STE TEC


Leader X X X X X X X
Gangers X X X X X X -
Heavies - X X X X - X
Juves X X - - X X -

CAWDOR AGI COM FER MUS SHO STE TEC


Leader X X X X X - X
Gangers X X X - - - -
Heavies - - X X X - X
Juves - X X - - - -

Escher AGI COM FER MUS SHO STE TEC


Leader X X X - X X X
Gangers X X - - - X -
Heavies X - - X X - X
Juves X X - - - - -

Delaque AGI COM FER MUS SHO STE TEC


Leader X X X - X X X
Gangers X - - - X X -
Heavies - - - X X X X
Juves - - - - X X -

Goliath AGI COM FER MUS SHO STE TEC


Leader X X X X X - X
Gangers - X X X - - -
Heavies - X - X X - X
Juves - X - - X - -

Orlock AGI COM FER MUS SHO STE TEC


Leader X X X - X X X
Gangers - X X - X - -
Heavies - X - X X - X
Juves - X - - X - -

VAN SAAR AGI COM FER MUS SHO STE TEC


Leader X X X - X X X
Gangers - X - - X - X
Heavies - X - X X - X
Juves - - - - X - X

Page 92 of 361
NECROMUNDA SURVIVAL EDITION

SCAVVIES Starting Experience &


Skills
Scavvies are the very dregs of humanity,
All fighters start with the following
though they are so devolved and twisted
experience point totals. All non-
that they can be hardly considered
Construct Mutant Mob members gain
human any more. They are severely
experience as normal. Mutant Mobs
deformed and often mutated by the
gain Underdog Bonuses as detailed in
toxic environment they live in. Scavvies
the Necromunda Community Edition
dress in rags and are caked in the most
Rulebook.
indescribable foulness.
Unit Type NEC eq XP
Their skin is a disgusting mass of sores, Boss Leader 50+D6
warts and blisters and their limbs so BlASTER Heavy 40+D6
withered that crude hooks and peg legs MASHER HEAVY 40+D6
are common. Any Scavvy too crippled to Spook HEAVY 20+D6
defend himself is easy prey for his DREG GANGER 10+D3
fellows. SUB Juve 0

Scavvies scratch out an existence in the


Subversion Rating: 9
most foul and polluted Underhive Investigation Rating: 5
wastelands, hungrily watching for
an opportunity to murder, rob and
pillage anyone and anything nearby. SPECIAL RULES
Scavvies have to band together to Outlanders
survive and a typical band will be made Scavvies are outlanders so all of the
up of several extended and severely usual outlaw rules apply to them unless
inbred families. The dominant male in stated otherwise. As outlanders, Scavvies
the band rules through brute strength, do not have a guild price and so cannot
low cunning and having as many ever pay off their outlaw status.
siblings as possible to exert his will.
Though individual scawies pose little Scavvies cannot occupy territory and
threat to a well-armed gang they are instead must always loot them. Note
cunning enough to use traps, ambushes Scavvies cannot use Sump Dynamos and
and weight of numbers to even the Isotropic Fuel Rods.
odds.
So Many Mutated Mouths To
Feed
Initial Resources
Scavvies need to eat like everyone else,
You have 1000 Throne Geld to spend on
though they are infamously broad-
recruiting and arming your warband.
minded when it comes to deciding what
You must have a minimum of 3 models.
counts as food. Each fighter only
Hired Guns needs 2 credits worth of supplies to
Mutant Mob warbands may recruit up to keep him going instead of the usual 3.
3 Hired Guns.
Cannibal Stew
Scavvies aren't above cannibalism when
starvation looms. Instead of supplying
fighters normally you can feed them on
scavvy members or prisoners whose
gang doesn't attempt a rescue or failed.
If this foul practice is observed then

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NECROMUNDA SURVIVAL EDITION

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.

If Scavvies capture territory then their


degenerate way of life quickly reduces
the finest territory to a similar level of
degradation as their former home.

One Foot On The Slippery


Slope
Mutant Mobs may use Summoning. If
so, they are considered a Radical
warband. Mutant Mobs can only ever
summon Warp Predators or Daemons of
Tzeentch.

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.

Page 94 of 361
NECROMUNDA SURVIVAL EDITION

Recruitment This is subject to the normal limitations


in their species listing.
1 – Scavvy BoSS
WS BS S T W I A Ld
+2 +1 - - - +1 - +2 0-2 – Scavvy SPooks
WS BS S T W I A Ld
Base +85 TG +1 +1 - - +1 - +1 +1

-Astartes Human, Base +40 TG


abhuman Beastman, Wyrd, or Mutant.
-astartes human,
weapons from the HtH, Pistols, Basic, abhuman Squat, abhuman - Ratling,
Special, and Grenades list. abhuman - Beastman, or mutant.

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.

Leadership characteristic when taking


0-2 – Scavvy Blasters
any Leadership-based test.
WS BS S T W I A Ld
Mutations: The Boss can be purchased +1 - - - - - - +1
as a mutant as explained below.
However, to reflect the rarity of this the Base +20 TG
cost of the mutation is doubled. Note
the normal cost is still used when Squat,
working out the Boss's value for abhuman Beastman, or Mutant.
purposes of gang rating.
from the HtH, Pistols, Special, Heavy,
0-4 – Scavvy MASHERS
and Grenades list.
WS BS S T W I A Ld
+1 - - - +1 +1 - +1
equipment from the Armor and
Base +40 TG Equipment lists.

- 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

Page 95 of 361
NECROMUNDA SURVIVAL EDITION

to reduce his number of Attack dice by


from the HtH, Pistols, Basic, and 1, to a minimum of 1.
Grenades list.
Eyestalks (10cr): Count an extra -1 to hit
modifier when the mutant is benefiting
0+ – Scavvy Subs from cover or partial cover.
WS BS S T W I A Ld
- - - - - - - - Extra Arm (10cr): The mutant may use
up to three pistols and/or hand-to-hand
Base +5 TG weapons in hand-to-hand combat (+2
attack dice), or hold a basic weapon
-Astartes Human, with one hand and still use 2 close
abhuman Squat, abhuman Ratling, combat weapons with the others (+l
abhuman - Beastman or Mutant. attack dice).
from the HtH, Pistols, and Grenades list. Bloated (15cr): The mutant gains a +1
t: None. Wounds characteristic bonus.

SCAVVY MUTATIONS Long Legs (15cr): The mutant is no


Note the rules effect of a mutation only longer slowed by Difficult Terrain but is
extends to that written below. Although otherwise affect.
it's logical to think a Two Heads
mutation would have many other Spikes (15cr): The mutant has a 5+
ramifications, such as Head Wounds armour save.
being treated differently, for the
purpose of rule simplicity they are Two Heads (15cr): Allows them to make
treated like a regular fighter. an extra ranged attack following the
usual shooting rules, but only when
Claw (5cr): The mutant's hand is a huge firing two pistols.
claw. It can be used as a hand-to-hand
weapon instead of holding a regular Wings (15cr): The mutant can fly.
weapon, in which case it counts as
having User+2 Strength. Any Scavvy may be purchased as a
mutant when he is recruited by
Forearm Spines (5cr): The mutant gains choosing a mutation from the Mutations
a 6+ armour save against any hand-to- list and paying the appropriate cost. A
hand combat hits and allows the mutant mutant may only have one mutation and
to make a parry. it is rare for mutations to be duplicated
within the same gang, as such a Scavvy
Hideous (5cr): The mutant causes fear. cannot be purchased with a mutation
that has already been given to a scavvy
Suckers (5cr): The mutant treats any gang member.
sloping or vertical surfaces as if it was
open ground allowing it to freely move Plague Zombies
up and down terrain. Long ago Necromunda was swept by a
mysterious neurone plague which
Tentacle (5cr): The mutant may re-roll boiled up from the Underhive and
Initiative tests for falling and in hand-to- touched even the highest peaks of the
hand combat may grapple his opponent Spire. Victims of the plague fell ill for
weeks, days or hours depending on

Page 96 of 361
NECROMUNDA SURVIVAL EDITION

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

Page 97 of 361
NECROMUNDA SURVIVAL EDITION

Zombie 'charges' into base contact with Weapons &


an enemy model then he automatically
inflicts a S3 hit before the bases being Equipment Lists
separated as per the catching fire rules. All costs are included within the armory

No Fear: Zombies lack the intellect to be Hand-to-Hand


afraid as the reasoning parts of their Knife
brains are long gone. They are immune Stilleto, Dirk5
from nerve tests. Throwing Knife
Sword1
Plague!: Naturally, Plague Zombies carry Club, Maul, Bludgeon
the dreaded neurone zombie plague. If Chain, Flail
a model is taken out of action by a Massive Weapon
Zombie he may contract the disease and Chainsword5
(gulp) turn into a Plague Zombie. At the Chain-Axe5
end of the game, each affected model Man-Catcher5
must roll a D6 to see if they are infected. Electro-Flail3
Note this roll is made before the Serious Force Staff4 (Max. 2)
Injury roll.
Pistols
Hand Bow
D6 Result Autopistol
Stub Gun
1-2 Clear: After a few tense days no Hand Cannon5
symptoms of zombie plague have Laspistol
emerged and the gang member is in the Hellpistol3
clear. Hand Flamer5
Web Pistol3
3-5 Sickness: The victim feels weak and Plasma Pistol2
ill for days and must miss the gang's Web Pistol
next fight while he recovers.
Basic5
6 Zombie Time! The gang member is Bow
infected and suffers brain death within Musket
hours. Roll a further D6: on a roll of 4-6 Scatter Gun
the new Zombie wanders off into the Autogun
wastes to join his fellows. On a roll of Lasgun
1-3 the Zombie attacks a randomly Las Carbine
determined gang member, fight out the Bolt Carbine5
close combat immediately. In either Bolter3
event all of the model's equipment is Shotgun (Solid/Scatter)
infected and counts as destroyed. Hunting Rifle

Special5
Flamer
Autoslugger
Grenade Launcher
Ripper Gun
Scatter Cannon
Spear Gun
Webber3

Page 98 of 361
NECROMUNDA SURVIVAL EDITION

Scatter Cannon Flak Armor


Pistol Sword4 Mesh Armor5
Webber Carapace Armor5
Needle Rifle4
Gun-Sights
Heavy5 Red-Dot Laser
Heavy Stubber Telescopic Sight
RPG Launcher
Multi-Laser Equipment
Heavy Flamer Charm
Clip Harness
Grenade & Ammo Control Collar
Frag Grenades5 Liquid Courage (One Use)
Krak Grenades5 Photo-Contacts/Visor
Smoke Grenades5 Respirator
Fire Bomb
Tox Bomb 1. Not available to Subs
Dum-Dums 2. Only available to Heavies & Bosses
Man-Stoppers 3. Only available to Bosses
Bolt Shell 4. Only available to Wyrds
Hotshot Shell
Overcharge Cell

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

Page 99 of 361
NECROMUNDA SURVIVAL EDITION

Ratskin RenegadeS finally get in trouble with the watchmen


Ratskins are normally a shy, peaceful and are driven out of the settlement for
people who are inclined to avoid the good. There can be no return home for
noisy, raucous downhivers and their ratskins tainted by their contact with
settlements. They need nothing from 'civilisation' so they drift from place to
the settlers and stay hidden in small place until they can join a renegade
communities far from the hivers and band and be with their own people
their guns. If hivers start working near again.
the ratskins' settlements they will pack
Scenario Table
their gear and quietly slip away deeper
Ratskins can rapidly move between
into the wastes. Ratskins find the hivers
domes due to their intimate knowledge
strange and bewildering and would
of hidden passageways.
rather not have anything to do with
them.
A Renegade can add or subtract 2 from
any Scenario Table rolls. Note
Sadly, the ratskins' peaceable ways make
Renegades do not gain any benefit from
them vulnerable to exploitation by
Ratskin Maps.
unscrupulous Guilders or gangs.
Outlaws may run riot and murder a
Resilient
whole ratskin settlement, leaving a few
Ratskins are remarkably resilient to
embittered survivors thirsting for
injury and have incredible survival
vengeance on all hivers. These fierce
instincts. Ratskins who go out of action
ratskins turn their backs on their own
can re-roll the result when rolling on the
people and become renegades, hunting
Serious Injuries Chart.
and killing the hivers wherever they can
to free the Underhive from intruders. SPECIAL RULES
Ratskin Renegades are an outlander
Foraging
gang so all outlaw rules apply to them
Ratskins are expert hunters and as such
unless otherwise stated. As outlanders,
receive a +1 credit bonus when
Renegades don't have a guild price so
foraging.
cannot pay off their outlaw status.
Isolationists
They also start the campaign with one
Renegades are bitterly distrustful of all
piece of territory generated on the
nonratskins. Due to this Renegades
Outlaw Territory Table
cannot use hired guns. In addition,
usually a gang is offered D3 rare items
Native
after each game, but a Renegade is not
Ratskins are utterly at home within the
offered any. Ratskins can still be sent in
Hive Bottom's environments as they are
search of rare items following the usual
born and bred in unimaginably harsh
trading post rules.
conditions. Due to this, Ratskin
Renegade members are immune from
Other ratskins go to the hivers'
the effects of Treacherous Conditions. If
settlements out of curiosity or to look
a Blind Fight scenario is being fought
for work as trappers or guides and
then Ratskins are immune from the
become corrupted by contact with the
Vision and Running special rules and
hivers. The ratskins themselves
don't receive the usual bonus +D6
dispossess these individuals and call
Experience points for surviving.
them badskins. Badskins spend all their
money drinking and gambling until they

Page 100 of 361


NECROMUNDA SURVIVAL EDITION

Captured Territory Recruitment


If the Renegade captures territory then it
You have 1000 credits to spend on
must be looted. However, Archeotech
recruiting and arming the Renegade.
sites are sacred to Ratskins and they will
Just like a House gang it must have at
try to drive Underhivers away from
least three models and all fighters come
them. If a gang owning an Archeotech
with a free knife.
Hoard loses a territory to the Renegade
then it will always be an Archeotech Starting Experience
Hoard. Unless stated otherwise below, all
members of a Ratskin Renegade gain
Archeotech sites captured by the experience and advance just like regular
Ratskins are left unmolested so won t gang members.
generate income, instead they are
hidden and guarded to stop greedy Fighter Type Initial
Underhivers disturbing them. They can Experience
hold any number of Archeotech Hoards Brave 0
in addition to their camp, using traps Ratskin 20 +1D6
and hidden tunnels to keep them safe Totem 40 + 1D6
and rapidly move between them. Warrior
Ratskins derive no direct financial Ratskin 60 + 1D6
benefit from possessing Archeotech Shaman
sites, but these special places do give Ratskin 60 + 1D6
Chief
them the favour of the hive spirits.

Gangers & Juves Ratskin Chief: A renegade must


For purposes of rules that specifically have a Chief.
reference Gangers, such as working a
territory or searching for rare trade, the Ratskin Shaman: A renegade can
Ratskin fighter type count as Gangers. have one.
Likewise, Braves count as Juves.
Totem Warrior: A renegade can
have up to four.

Braves/Ratskins: The renegade


can have any number of Braves and
Ratskins.

Ganger – Ratskin Chief


WS BS S T W I A Ld
4 4 4 3 1 4 1 8

Cost to recruit: 140 TG

A ratskin chief is not born to the


position but is elected by his elders and
his peers. A chief is always a skilled
warrior who is an expert in the ways of
the Underhive and a natural leader of
men. Some renegade chiefs are driven
by a passionate hatred of the hivers who
desecrate their homeland; others feel

Page 101 of 361


NECROMUNDA SURVIVAL EDITION

sympathy for the deluded settlers and


will even help them on occasion though Spirit Lore: The Shaman is in
they ultimately want them to leave. The communion with the hive spirits and
chief's words are always listened to with may call upon them to help the
respect by the ratskins, and even once renegade. When the Shaman is recruited
he has become a renegade, braves and roll up one power for him on the Spirit
warriors will seek him out to gain the Lore table. The whimsical nature of the
honour of fighting in his warband. hive spirits and its shaman caller means
this power is re-rolled at the end of each
Weapons: A Ratskin Chief may be given post game sequence. Each Archeotech
equipment chosen from the Leader Hoard the Ratskins control brings favour
Only, Hand-to-Hand, Pistols, Basic with the hive spirits conferring an extra
Weapons, Primitive Weapons, Spirit power (re-roll duplicates). If the
Items and the Extras sections of the Archeotech Hoard is lost then the extra
Ratskin Weapon List. power is also lost.
Leader: A Ratskin Chief commands
respect from his followers and they are Ganger – TOTEM WARRIOR
heartened by his presence. The Chief WS BS S T W I A Ld
counts as Gang Leader so has the Leader 3 3 3 4 1 4 1 7
special rule as detailed in the Gang
Recruitment. Cost to recruit: 80 TG

Ganger – Ratskin SHAMAN Totem warriors seek entirely to purify


WS BS S T W I A Ld their body and mind in the eyes of the
3 3 3 4 1 4 1 7 hive spirits. To this end they spend
much of their time in prayer trances,
Cost to recruit: 120 TG fasting or undertaking insanely
dangerous treks across the uncharted
Ratskin shamans are mysterious and labyrinthine wastes of the
individuals seldom seen outside ratskin Underhive.
enclaves. They are rumoured to dwell in
hidden caves filled with archeotech, They are revered by ratskins as
acting as guardians of these sacred wandering holy men and protectors of
places. Shamans are credited with the hallowed shamanic elders.
supernatural powers which they claim
come from the hive spirits themselves, a Weapons: Totem Warriors may be given
potent form of ritual magic which defies equipment chosen from the Hand-to-
explanation by wyrds. A shaman whose Hand, Primitive Weapons, Spirit Items
archeotech cave has been desecrated and Extras sections of the Weapon List.
may join a renegade to exact revenge on
those responsible, or he might be drawn Spirit Faith: Totem Warriors believe
by visions of another holy place in need themselves to be blessed and protected
of saving. by the hive spirits. To reflect this, if the
Warrior needs to take a nerve test, roll
Weapons: A Ratskin Shaman may be 3D6 and choose the two lowest rolls.
given equipment chosen from the
Leader Only, Hand-to-Hand, Pistols, Ganger – RATSKIN
Basic Weapons, Primitive Weapons, WS BS S T W I A Ld
Spirit Items and the Extras sections of 4 3 3 3 1 3 1 7
the Ratskin Weapon List.
Cost to recruit: 60 credits

Page 102 of 361


NECROMUNDA SURVIVAL EDITION

Ratskin braves are young, fierce warriors


Ratskins are fully fledged fighters and who follow the renegades looking for
hunter from the ratskin tribes. Many of excitement and glory. Ratskin
those who follow a renegade chief are settlements always have a few braves
bitter, dispossessed men who have lost dissatisfied with the quiet, peaceful ways
friends and family to raiding outlaws or of their elders and they will quickly rally
avaricious hivers stealing their territory. to join a successful chief who fights the
Others have become brutalised by hivers. Braves are inexperienced fighters
working in hiver settlements and but they are already experts at surviving
suffering the ignorant contempt of the in the harsh environment of the
downhivers for their race and ancient Underhive.
culture.
Weapons: Braves may be given
Weapons: Ratskins may be given equipment chosen from the Hand-to-
equipment chosen from the Hand-to- Hand, Pistols, Primitive Weapons, and
Hand, Pistols, Primitive Weapons, Extras sections of the Ratskin Weapon
Basic Weapons and Extras sections of List.
the weapon list.
Experience: Once a Brave reaches 21+
GANGER – RATSKIN BRAVE Experience points he becomes a full
WS BS S T W I A Ld Ratskin gaining the usual benefits a
2 2 3 3 1 3 1 6 Ratskin has like better skills and
weapons.
Cost to recruit: 30 credits

AGI COM FER MUS SHO STE TEC


BraVE X - - - - X N
RATSKIN X X - - - X N
TOTEM X X X - - X N
WARRIOR
SHAMAN X - X - - X N
CHIEF X X X - -X X N

Page 103 of 361


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

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combat then the dance will stop having


any effect immediately.

4 Blessings Ritual: As long as the


Shaman didn't go out of action that
game he can undertake a blessings ritual
to gain the favour of the hive spirits. If
the Shaman successfully passes a
Leadership test then he creates a
Blindsnake Pouch, Spirit Ward, or Spirit
Totem for free. You may choose which
item is created.

5 Spirit Walk: The Shaman can project


his spirit from his body by entering a
trance. If the Shaman doesn't move or
do anything else that turn and passes a
Leadership test at the start of the hand-
tohand phase then he can free his spirit.
The spirit can attack an enemy fighter
within line of sight of the Shaman, just
as if they were fighting a round of hand-
to-hand combat. The spirit causes fear,
counts as charging and uses the same
profile, weapons and skills as the
Shaman himself. Any wounds inflicted
are real for the victim but if the spirit
loses then no real harm is done to the
Shaman. The spirit is instantly sucked
back into the Shaman's body at the end
of his turn.

6 Transfer Prowess: As long as the


Shaman didn't go out of action that
game he can undertake a slow and
painful ritual to transfer the spirit
energies of two ratskins. If the Shaman
passes a Leadership test then two
Renegade members must swap a skill or
characteristic experience advance of
your choosing between themselves. The
fighters cannot exceed the normal
characteristic advance maximums and
characteristics cannot be reduced below
their original starting level.

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SPYRER HUNTERS often return to the Underhive as part of


Even in the living nightmare of the a new team.
Underhive the spyrers are spoken of
with a shudder. Parents scare small Spyrers are sent below the wall in teams.
children into obedience with a mention Once in the Underhive they can expect
of their name and grown men fall silent no help, no money and no resources:
at tales of their attacks. To Underhive they have only the equipment they bring
dwellers they are demons of the with them and their own native wits to
darkness, blood-soaked fiends who prey help them survive. Of course a spyrer
upon the warring gangs without hunting rig is no ordinary set of armour.
compunction or pity.
Spyrers use ritualised combinations of
These creatures are not devils or ghosts weapons and armour which favour
as Underhivers know all too well. They different combat styles. Each rig is
are the sons and daughters of the Noble meticulously crafted off-world, a
Houses that rule Hive Primus and the wondrous device of half-forgotten
whole of Necromunda from the fastness technologies worth its weight in credits.
of the Spire. These siblings of noble
blood are cast down into purgatory to The rig is self-sustaining and self-
prove themselves tough and resourceful repairing, with integral weaponry and,
enough to take their place amid the most importantly of all, built-in power
ruling families. In a hive containing so boosters which activate as the wearer
many billions of souls only the most gradually masters the suit's functions.
dynamic and merciless can expect to These power boosters make each spyrer
rule, or indeed to survive. evolve in a subtly different way, creating
a diverse and powerful group of
Vow individuals in each hunt.
A Spyrer team must commit itself to
achieving a specific aim during its time When the Spyrers return above the wall
in the Underhive. The Spyrers' vow must all serious injuries are removed. You can
be made when the team is started and also replace dead Spyrers or any you
may be chosen from the following: wish to retire with a fresh Spyrer of your
choosing. You must then pick a different
A) To kill 5 enemy gang fighters. A kill vow and the hunt heads back down into
will only count if the model dies from the gloom of the Underhive.
rolling a Dead serious injury result or if
the Spyrers capture a fighter and isn't A spyrer team can only cross back above
rescued. the wall when it has achieved its stated
objective, which might be to slay a half-
B) To earn a total of 250 Experience dozen Underhive warriors or to survive
points. in the wastes for a certain period of time
or some similar vow.
C) To survive a total of ten games.
Their fighting suits record all that occurs
in the depths and verifies their kills so
Once the hunt has achieved its vow they
no duplicity is possible; the spyrers
return victorious to the Spire ready to
must succeed in their quest or die
start new lives in the Noble House
trying. In the Underhive itself they are
hierarchy. However, many aspirants
hated and feared, but in the Spire they
develop such a taste for the excitement
will be lionised on their return and the
and bloodletting of the hunt that they

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NECROMUNDA SURVIVAL EDITION

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

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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

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CHOOSING THE HUNT JAKARA


The Jakara is the lightest of all the spyre
Spyrer teams always consist of five
hunters, emphasising agility and speed
Spyrers, no more, no less. Each spyrer is
over heavy armour.
recruited with the profile below and you
must then choose which type of Spyrer
The suit itself is armoured with flexible
suit the noble will wear. Note Spyrers
plates like snake scales which are
cannot change their suit type once
overlaid with the tubes and cables that
chosen, even if they fulfil their vow and
feed power to the spyrer's limbs. The
return to the Underhive they must use
Jakara buckler is inset with energy
the same suit.
absorbing devices that look like faceted
Ganger – SPYRER jewels, each one can drain the force
WS BS S T W I A Ld from an attack and hurl it back at the
3 3 3 3 1 3 1 6 aggressor.

MALCADON Weapons: Jakara Spyrers are equipped


Malcadon are cunning and subtle in with the monomolecular sword and
their hunting, trapping their victims in mirror shield.
webs of iron-hard silk before tearing
them apart with steely claws. Two Boosts: The Jakara suit confers a +1
bulbous spinarets for creating the web characteristic bonus to Weapon Skill and
threads are mounted on the suit's arms Initiative and Attacks.
and connect to the Malcadon's hunched
back amidst a snake's nest of tubes. The The Jakara suit allows the Spyrer to
rest of the elongated limbs and back of move through Difficult terrain without
the Malcadon are covered with penalty. Rules for Very Difficult and
downward pointing spines and Impassable terrain still apply.
overlapping plates of armour. Its arms
and legs are boosted by pistons and Armour: Jakaras have a 5+ armour
hydraulics which permit it to climb saving throw.
swiftly and leap great distances so that it
can move quickly among the mass of ORRUS
broken pipes and struts which form the The Orrus embodies the most brutal
dark canopy of the Underhive. aspects of the spyre hunt. Its
distinctively oversized powered arms
Weapons: Malcadon Spyrers are and hulking shoulders betray the Orrurs'
equipped with the web spinner. fearsome combat style, that of crushing
and battering their opponents to a
Boosts: The Malcadon suit confers a +1 bloody pulp. Ranks of armoured pistons
bonus to Weapon Skill, Initiative and power the arms and its blunt, claw-
Attacks. fingered hands and each fist is backed
by a rack of bolt launchers to blast apart
The Malcadon suit allows the Spyrer to opponents at a distance.
move through Difficult and Very Difficult
terrain without penalty. Rules for Though the Orrus is the slowest of the
Impassable terrain still apply. spyres it is also the most indomitable.
Not only are the powered arms and
Armour: Malcadons have a 5+ armour shoulders heavily armoured but a force
saving throw. field protects the Orrus as he lumbers
forward.

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Weapons: Orrus are equipped with bolt SPYRER EQUIPMENT


launchers. Only Spyrers of the appropriate type can
use the following items and no other
Boosts: The Orrus suit confers a +1 gang can use any Spyrer gear.
characteristic bonus to Weapon Skill, Note a Spyrer's ranged weapons cannot
Strength and Attacks. be used in hand-to-hand combat, but for
all other purposes, such as for
Armour: Orrus suits have a 4+ armour skills, they count as pistols.
saving throw and are protected by a
force field which confers a 6+ MONOMOLECULAR sWORD
invulnerable save against any ranged
attacks. WEB SPINNER
YELD
Monomolecular swords are marvels of
The Yeld is the most bizarre of the spyre
molecular
hunters: a winged fiend with pinions of
engineering. The blade is a living
chameleonic metal and claws of laser
crystalline structure
energy. When not in use the Yeld's
which constantly renews its edge as it is
wings sweep back to form a pinioned blunted. The
cloak of steel and reveal the heavy sword's edge is only one molecule thick
forearm units bearing laser tubes that and can slice
are its primary weapons. Its wings are through any but the densest of matter.
jagged with edges sharp as razors so it As the Jakara's
can slice its victim as it swoops power boosts kick in the sword's edge
overhead. When stealth is needed the renews more
Yeld's wings curl around to mimic the regularly and evenly to make it ever
hues surrounding its body, concealing sharper still.
the spyrer until it takes flight again.
The spinarets of a Malcadon's web
Weapons: Yeld Spyrers are equipped spinner spew out
with laser gauntlets and chameleon silky threads of gossamer which harden
wings. with the
strength of steely wires. A victim of the
Boosts: The Yeld suit confers a +1 web is left
characteristic bonus Ballistic Skill. hopelessly ensnared and at the mercy of
the
The Yeld suit allows the Spyrer to move Malcadon's ripping claws. The Malcadon
through Difficult terrain without can also use
penalty. Rules for Very Difficult and its spinner to create threads which it
Impassable terrain still apply. uses to climb
vertical surfaces or lower itself down
Armour: Yelds have a 5+ armour saving sheer drops.
throw.
Strength

Damage

Save Mod.

As user +1

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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.

Abseil: The Malacadon can use its 0-8


spinner threads to
help it move as long it hasn't run out of +2
ammo. This
means he can move up or down even if Entangle: If a model is hit by a web
there is no spinner then he
ladder or vertical surface. The distance automatically becomes entangled - there
is counted is no roll for
against the Spyrer's movement that turn wounds and no armour saving throw is
and he must allowed.
end its move on the ground, not
dangling in mid-air. MIRROR SHIELD

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Range except the enemy firing weapon's


To Hit Strength, Damage
Short Long Short Long and Save Modifer values are used
instead. The Jakara's
6-12 Ballistic Skill is still used to see if the
blast hits.
Save Ammo
Str. Damage Mod. Roll Range
To Hit
2+ Short Long Short Long

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.

Mirror: If the mirror shield saves against


any ranged
attacks with a Strength value then the
shield can
absorb its power and fire it back
immediately. The
energy blast uses the standard mirror
shield profile,

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NECROMUNDA SURVIVAL EDITION

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

Range Characteristic Increase: Roll again


To Hit 1-3 = +1 Strength; 4-6 = +1 Attacks.
Short Long Short Long
6
0-8
Characteristic Increase: Roll again
8-16 1-3 = +1 WS; 4-6 = +1 BS.

+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

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NECROMUNDA SURVIVAL EDITION

5-6 = +1 Initiative spotted via non-visual means, such as


being within
8 Initiative distance of an enemy model.
The chameleon
Characteristic Increase: Roll again effect also makes a Yeld difficult to
1-3 = +1 Initiative; 4-6 = +1 Leadership. track. Any ranged
attacks against a Yeld suffers an
9 additional -1 penalty
if the weapon firing is at long range.
Characteristic Increase: Roll again
1-3 = +1 Wounds; 4-6 = +1 Toughness. 11-12 Power Boost: Randomly roll a
boost from the
10 appropriate Spyrer's Power Boost table.

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
✓

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- The laser gauntlet's Armour Penetration


Rating is now AP4
✓ 3: Boosted Laser Power
✓ The suit's laser gauntlets become more
✓ focused and deadly, receiving a +1
bonus to its Strength and Save Modifier.
✓ 4: Enhanced Chameleon Powers
✓ The chameleon circuits in the Yeld's
wings become faster and more accurate.
- The Yeld's chameleon effect now confers
a -2 to hit penalty instead of -1.
MALCADON POWER BOOST 5: Improved Motive Power
1: Combat Neuroware The suit's power output for speed is
The suit links up new neuroware which boosted, allowing the model to run and
sharpens the wearer's fighting skills. The shoot without penalty.
suit confers a +1 bonus to a 6: Sharpened Wings
characteristic of your choosing. Molecules flake away from the edge of
2: Claw Growth the suit's wings to make them razor
The Malcadon's claws extend and sharp. If the spyrer charged into hand-
sharpen. The Spyrer's suit gains a +1 to-hand combat then he gains a +1
Strength bonus to any hits made in bonus to his Weapon Skill and Attacks
hand-to-hand combat and confers a that turn.
parry.
3: Shade Plates JAKARA POWER BOOST
The Malcadon suit's armour begins to 1: Combat Neuroware
absorb and refract light. Any ranged The suit links up new neuroware which
attacks made against the Spyrer suffers sharpens the wearer's fighting skills. The
an additional -1 to hit penalty. suit confers a +1 bonus to a
4: Thickened Armour characteristic of your choosing.
The suit's armour thickens and hardens 2: Sharpened Mono Sword
increasing its armour saving throw to Molecules flake away from the edge of
4+. the mono sword to make it even
5: Improved Motive Power sharper. The Jakara's monomolecular
The suit's power output for speed is sword gains a +1 Strength bonus and
boosted, allowing the model to run and now ignores all non-invulnerable
shoot without penalty. armour saves.
6: Weaving Spinners 3: Heightened Reflexes
The suit's web spinner is now capable of The suit's reflexes sharpen incredibly so
firing with 1 sustained fire dice. the Jakara can swing its shield around to
face enemies with greater ease. The
YELD POWER BOOST Jakara's mirror shield special save can
1: Combat Neuroware now protect him against ranged attacks
The suit links up new neuroware which that originate in the forward 180º arc.
sharpens the wearer's fighting skills. The 4: Enhanced Mirror Field
suit confers a +1 bonus to a The mirror shield's force field
characteristic of your choosing. strengthens increasing its special saving
2: Laser Magnifier throw to 4+.
The laser beam of the Yeld's gauntlet 5: Improved Motive Power
becomes more focussed and intense.

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NECROMUNDA SURVIVAL EDITION

The suit's power output for speed is


boosted, allowing the model to run and
shoot without penalty.
6: Containment Purge
Once per game the Jakara can release
the mirror shield's stored reserves when
shooting it normally. The attack's
Strength and Save Modifier is increased
by +D6 and if hit inflicts D6 Damage.

ORRUS POWER BOOST


1: Combat Neuroware
The suit links up new neuroware which
sharpens the wearer's fighting skills. The
suit confers a +1 bonus to a
characteristic of your choosing.
2: Power Field Strengthened
The Orrus suit's force field generator
boosts its energy output increases its
invulnerable save to 5+.
3: Enhanced Pistons
The suit's pistons become more
powerful conferring a +1 characteristic
bonus to Strength and Toughness.
4: Thickened Armour
The suit's armour thickens and hardens
increasing its armour saving throw to
3+.
5: Bolt Ignitors
The fuel inside the bolts fired by the
suit's launcher burn with much greater
ferocity. The bolt launcher's Armour
Penetration Rating is now AP4
6: Salvo Launch
Once per game the spyrer can make an
extra D3 ranged attacks following the
usual shooting rules.

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PIT SLAVES Guilder Loathing


Pit slaves are hivers who have been Pit slaves are bound together by their
captured by the warring gangs and sold bitter
to the Merchant Guild. enmity of the Merchant Guild. Pit Slave
They are little more then property in the gang
guilder's hands, doomed to work in the members follow the rules for hatred
mines, fighting pits, on against all
the pack trails or any other menial job members of Watchmen gangs and any
for the rest of their lives. Most pit slaves defenders
are outlaws, thieves when playing a Caravan scenario.
and renegades who have finally been
brought to justice, but others are simply Determined slaves eventually escape
unlucky individuals from captivity in
who had nobody to pay their ransom. ones or twos or in mass breakouts if a
Guilders often augment slaves with mine collapses or
crude bionic tools, a caravan is attacked. The vast
saws and blades for fighting or drills and wastezones provides
hammers for ample hiding places for these desperate
working in the mines and forges. Plugs souls so few are
and connection recaptured. Guilders write off any lost
points pockmark their flesh and they are slaves and simply
pierced with buy more from trading posts and courts,
steel rods and metal plates to though they
strengthen their bodies. If still impose a bounty on all escaped
a slave proves useful to the Guilders slaves implanted
then their implants with their insignia. Unaugmented slaves
are progressively upgraded so they can return to a
become hardened life of normality in distant settlements or
and more efficient, eventually becoming uphive where
inhuman their faces won't be recognised, but
caricatures of the hivers they once were. slaves that can't hide
Outsiders often the familiar Guilder implants that
note that the more cybernetic parts a exposes their past are
slave is grafted to destined for a mistrusting and
the more their humanity seems to be persecuted existence.
leeched away.
Bionics
Capture Pit Slaves don't share the aversion to
Their experience of absconding means cybernetic
all Pit implants other hivers have. Pit Slave
Slave gang members have the Escape gangs can
Artist skill. freely implant and remove bionic chips,
Experienced such as
Pit slaves are already hardened fighters skull chips, and can graft bionics to
having models that
fought before and during their haven't suffered a serious injury to that
imprisonment. All part. If the
Pit Slave gang members start with one Pit Slaves capture any enemy fighters
randomly with bionics
determined experience advance.

Page 117 of 361


NECROMUNDA SURVIVAL EDITION

that aren't rescued, then they can


remove any Outlanders
bionics before selling them to the night Pit Slaves are outlanders so all outlaw
trains. rules apply
to them unless stated otherwise. Pit
Heavily augmented slaves band Slaves don't
together for mutual have a guild price so cannot pay off their
support subsisting at the fringes of the outlaw
badzones. These status. They start the campaign with one
pit slave gangs raid Guilder caravans, territory
holesteads and generated on the Outlaw Territory Table.
settlements for food, weapons and
implants to replace All Pit Slave Weapons must test to
damaged parts, but closest to their sound the
hearts is causing the alarm when used in scenarios such as
Merchant Guild as much trouble as The Raid.
possible. The pit
slaves brandish their bio-weapons as Foraging
symbols of the Due to their industrial cybernetic
torturous misery they have overcome weapons, pit
and for the slaves are better able to exploit valuable
overwhelming hatred they feel for all materials
Guilders. found in the wastes. Pit Slave Gang
members
Pit Slave Weapons receive a +1 credit bonus when foraging.
Guilders augment their slaves with an
array of Gangers
mechanical bio-implant tools. For purposes of rules that specifically
Pit Slave Weapons replace the fighter's reference
whole arm Gangers, such as working a territory, the
so can only be replaced by another Pit Slave
Slave Weapon. fighter type count as Gangers.
A Pit Slave Weapon cannot hold or use
a regular 58
weapon. For example, it cannot hold a
sword to
be used in close combat, or to throw a
grenade.

SPECIAL RULES

If a Pit Slave Weapon suffers a Hand


Injury or Arm
Wound, then the roll is treated as a Full
Recovery
result instead. It's automatically
assumed any
damage to pit slave weapons are
repaired in time
for the next game.

Page 118 of 361


NECROMUNDA SURVIVAL EDITION

OUTLANDERS
CHOOSING THE GANG WS

TECHNO BS

You have 1000 credits to spend on S


recruiting and
arming the Pit Slave gang. Just like a T
House gang
it must have at least three models and W
all fighters
come with a free knife. I

Cost to recruit: 80 credits A


Technos manage the upkeep and
maintenance of the Ld
pit slaves, whether it be as simple as
oiling gears and 4
tightening chains or as complex as
transplanting 3
bionic limbs. Most technos are members
of House 3
Van Saar who have been captured in
the constant 3
gang skirmishing and enslaved by the
Guilders before 3
escaping with a pit slave revolt. When a
group of pit 1
slaves make a break for freedom, a wise
chief will 3
always ensure that they take a techno
with them to 1
make repairs and keep the gang
functioning. 7

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

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NECROMUNDA SURVIVAL EDITION

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.

T Weapons: A Pit Slave Chief may be


given equipment
W chosen from the Leader Only, Hand-to-
Hand, Pistols,
I Basic Weapons, Special Weapons and
Extras sections
A of the Pit Slave Weapon List.
Leader: A Pit Slave Chief commands
Ld respect from his
followers and they are heartened by his
4 presence. The
Chief counts as Gang Leader so has the
4 Leader special
rule as detailed in the Gang Recruitment
4 section of
the Necromunda Community Edition.
3
M
3
WS
1
BS
4
S
1
T
8
W
PIT FIGHTER

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NECROMUNDA SURVIVAL EDITION

I Pit Slave Weapon: Pit Fighters must be


equipped
A with two pit slave weapons. Note unlike
a Chief the
Ld Fighter's two slave weapons will replace
both arms.
4 Advances: Due to a Pit Fighters unusual
armaments
4 they cannot gain Shooting and Techno
skills and must
- re-roll any Ballistic skill advances.

3 59

Weapons: Pit Fighters rely exclusively


on their pit
slave weapons so cannot use any other
weaponry.
However, they do still have access to
armour plates,
tool upgrades and miscellaneous
equipment.

Pit Slave Weapon: The Pit Slave Chief


must be
equipped with a pit slave weapon. The
Chief can also
use an additional pit slave weapon
which is fitted
separately, effectively giving the Chief
an extra 'arm'.
In hand-to-hand combat this allows the
Chief to use
three close combat weapons (+2 Attack
dice), or hold
a basic/special weapon with one hand
and still use
two close combat weapons (+1 Attack
dice).

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Hot Shot Shells ✓


Krak Grenades
Manstopper Shells X
Tool Upgrade ✓
✓
10
5 -
25
5 X
40 ✓
5 ✓
15
60
SKILL TYPES AVAILABLE
Fighter Type

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Pit Slave
Pit Fighter
Techno
Pit Slave Chief

✓
✓

✓
✓
✓

✓
✓
✓
✓

✓
✓
✓

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NECROMUNDA SURVIVAL EDITION

OUTLANDERS
5
pit slave EQUIPMENT
Only Pit Slave gang members can use 1
the following items as other gangs lack
the required expertise. -2

CHAINSAW Parry: A chainsaw allows the fighter to


make a parry.
BUZZ SAW
ROCK DRILL
Chainsaws are long, razor edged and Mining slaves are commonly fitted with
comparatively massive drills
easy to wield so have become popular for borrowing into slag, metals and
weapons for minerals. It also
pit fighters. The most widely known makes a fearsome weapon, its piercing
advocate being strikes can
Bull Gorg the most fearsome of all slave bore into an opponent causing horrific
leaders. injuries.

Buzz Saws are fitted to scrap slaves and CLAW


unsubtle pit Large claws are used in a variety of
fighters. A whirling disk of toothed steel, mining, loading
it can part and excavation jobs. When used as a
steel or flesh just as easily with a single weapon its keen
swing. tipped talons can grip and smother
opponents.
Range Range
Close Combat Close Combat

Strength Strength

Damage Damage

Save Mod. Save Mod.

4 3

1 1

-1 -

Range Range
Close Combat Close Combat

Strength Close Combat

Damage Save Mod.

Save Mod. 3

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NECROMUNDA SURVIVAL EDITION

Strength
1
Range
- Close Combat

4 Strength

D3 Damage

-3 Save Mod.

Huge shears are used for harvesting 4


fungi and scrap
metals. Their fearsome sharpened 1
blades are quite
capable of snipping bits off an -1
unfortunate human.
Snip: If a shears hit wounds on a roll of
Giant hammers are fitted to mining, 6, roll another
demolition and D6. If this roll is also a 6 the Pit Slave
foundry slaves. Their blunt pile driver has snipped his
force can knock opponent's head clean off unless the
opponents senseless as they are beaten wound is saved.
to their knees. Fighters that suffer this fate are
Damage automatically dead so
are crossed off the roster along with
Save Mod. their equipment.

SHEARS Pummel: When fighting in hand-to-hand


combat the
HAMMER Pit Slave's opponent suffers a -1
Combat Score penalty
Strength for each hammer the fighter wields.

Damage ARMOUR PLATES

Demolition: If a rock drill is used against TOOL UPGRADE


a stationary
target (e.g. a Gateway), then its Pit slaves often fashion crude plates of
Strength is doubled. armour from
scrap debris. These give effective
Grapple: When fighting in hand-to-hand protection but are
combat the heavy and cumbersome to wear. Pit
Pit Slave's opponent suffers a -1 Attack Slave gang
dice penalty members can carry up to three armour
(to a minimum of 1) for each claw the plates, each
fighter wields. confering a cumulative 6+ armour save.
However,
Range each plate reduces the Pit Slave's
Initiative by -1 to a

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NECROMUNDA SURVIVAL EDITION

minimum of 1. Note that armour plates


cannot be
combined with flak, mesh or carapace
armour.

Pit slaves often cannibalise machinery to


upgrade their cybernetic weapons. Tool
bits are replaced with larger more
destructive versions, or augmented with
supercharged motors. Pit Slave Weapons
can be fitted with any number of tool
upgrades, each conferring a +1 bonus
to its Strength and Save Modifier. Note
tool upgrades can be freely refitted
between weapons during the post-game
sequence like any other item.

Page 127 of 361


NECROMUNDA SURVIVAL EDITION

ADEPTUS MECHANIUS The Amesa Thallax was developed from


the Astartes Power Armour, though in
EXPLORATORS the case of the Thallax this protection
only covers organs, nervous systems,
Initial Resources: You have 1000 Throne and brain. The skeleton and limbs of
Geld to spend on recruiting and arming Thallax warriors are replaced entirely
your war band. You must have a with
minimum of 5 models. powered by an internal reactor. The
agony of this process, along with the
Hired Guns: AdMech war bands may replacement of most human sensory
recruit up to 3 Hired Guns. organs, leaves Thallax warriors
notoriously cold and calculating
Starting Experience & Skills: All fighters killing machines. The Amesa Thallax
start with the following experience point bodyguard is a less refined version of
totals. All non-Construct AdMech the Lorica Thallax that was seen in the
members gain experience as normal. Dark Ages of the Heresy.
AdMech gain the Underdog Bonus as
normal. Amesa THALLAX
WS BS S T W I A Ld
Unit Type Equiv. XP 2 4 4 3 2 2 2 8
Magos Leader 60+D6
Enginseer Heavy 60+D6 Cost to Recruit: 175 TG
Electro-Priest Ganger 20+D6
Skiitari Ganger 20+D6
Sicarian Heavy 60+D6 pped
Menials Juve D3 with an Autoslugger and a knife.

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

listed. Extra Clip: Ignore the first Failed Ammo


Roll per game.
Subversion Rating: 6
Investigation Rating: 8 Deployed onto the battlefield as elite
shock troops or the bodyguards of their
Special Rules: All Admech war bands magos overseers, Mechanicum Scyllax
may select Comm-links/Micro-beads at Guardian-automata have been adapted
+2 Throne Geld per fighter. If selected, with a wide variety of mechadendrites
all fighters must be equipped in this and servo-arms for dissecting living
way. matter with murderous speed. With an
armoured carapace as durable as
Construct Bodyguards: Magos/Genetor Legiones Astartes battle plate and
may purchase 1 construct bodyguard if powered by a rad furnace which can
they are equipped with a MIU. There vent debilitating radiation at will,
can be only 1 Construct Bodyguard per the Scyllax Guardian-automata are a
war band at any time. The construct is force to be truly feared on the
bound to the War Band leader. battlefield.

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NECROMUNDA SURVIVAL EDITION

SCYLLAX BODYGUARD cost. War bands led by a Genetor may


WS BS S T W I A Ld replace their Sicarian allowance with 0-3
4 2 4 3 2 2 2 8 Gholams or Chimerics (Check the
constructs entries)
Cost to Recruit: 150 TG
Recruitment
is equipped with
1 - Magos
Mechadendrite Combat Array. WS BS S T W I A Ld
is equipped with a +2 +2 - - +1 +1 - +2
heavy armor granting it 4+.
Base +110 TG

Rad Furnace: All models locked in OR


combat with one Scyllax suffer -1 to
their Toughness characteristic for the 1 - GENETOR
duration of the combat. Scyllax models WS BS S T W I A Ld
are themselves immune to this effect. +2 +2 - +1 - +1 - +2

Additionally, Admech war bands may Base +110 TG


select one (1) of the following factions
upon creation. This faction may
not be changed or removed once
selected. Please note that some factions weapons from the HtH, Pistols, Basic,
may have adverse effects when Special, and Grenades list.
facing certain opposing war bands.
any equipment from the Armor,
Gunsights, and Equipment lists.
follows the strict Universal Laws laid
down by the Ommnisiah. The war band as having
may not be equipped with any Xenos Additionally, friendly models
weaponry or equipment and will never of the leader may use its Leadership
employ non-human Hired Guns. When when taking any Leadership test.
facing any war bands possessing Xenos
weaponry or equipment or Radical 0-3 – Enginseer
WS BS S T W I A Ld
Admech war bands or including a
+1 +1 - - - +1 - +1
Xenos, the entire war band may choose
to be affected by Hatred when the
Base +50 TG
scenario begins. The Magos and
Enginseers/Secutors may select 1 servo-
skull each, at normal cost.
weapons from the HtH, Basic, Pistols,
Special, Heavy, and Grenades lists.
band seeks to extend its knowledge
nt: Enginseers may select any
regardless of the consequences. The
equipment from the Armor, Gunsights,
war band may be equipped with Xenos
and Equipment lists.
weaponry and equipment and may hire
non-Human Hired Guns. The Genetor
and Enginseers/Secutors may select 1
servo-skull or Drone each, at normal 0-2 – Electro-PRIEST

Page 129 of 361


NECROMUNDA SURVIVAL EDITION

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.

0+ – Menials weapons from the HtH, Pistols, Basic,


WS BS S T W I A Ld Special, Heavy, and Grenades list.
+1 - - - - - - +1
equipment from the Equipment lists.
Base +20 TG
save.
-Astartes Human or Praetorian have the bulky or giant
Abhuman. attribute depending on the model.
Bulky models may have up to 2 Implant
from the HtH, Pistols, and Grenades list. Weapons, and Giant models may have
up to 3 Implant Weapons.
equipment from the Equipment list. Slow and purposeful: Counts as being
equipped with suspensors and
0-2 – Sicarian may never run or climb ladders.
Infiltrators
WS BS S T W I A Ld
+1 +1 +1 - +1 - - +1

Base +100 TG

Page 130 of 361


NECROMUNDA SURVIVAL EDITION

Weapons & Bolt Pistol1


Laspistol
Equipment Lists Hellpistol1
All costs are included within the armory Hand Flamer
Plasma Pistol1
Hand-to-Hand Inferno Pistol2
Knife
Stilleto, Dirk Grenade & Ammo
Throwing Knife Frag Grenades
Sword* Krak Grenades
Club, Maul, Bludgeon Melta-Bomb1
Chain, Flail Photon Flash Grenades1
Massive Weapon Frag Missile
Chainsword1 Krak Missile
Chain-Axe1 Dum-Dums
Power Sword2 Man-Stoppers
Power Axe2 Metal Storm3
Power Fist2 Inferno3
Shock Maul1 Kraken3
Buzzsaw Overcharge Cell1
Chainsaw Overcharge Cell
Pneumatic Hammer
Rock Drill/Breacher Basic
Shears Autogun
Lasgun
Special Las Carbine
Flamer Hellgun
Melta-Gun Bolt Carbine
Melta-Lance Bolter
Grenade Launcher Shotgun (Solid/Scatter)
Plasma Gun Shotgun (Solid/Scatter)
Long Las
Storm Bolter*** Armour
Ripper Gun Flak Armor
Rad-Cleanser Flak Armor (Enclosed)
Carapace Armor1
Heavy Carapace Armor (Enclosed)1
Autocannon Mesh Armor1
Assault Cannon Mesh Armor (Enclosed)1
Heavy Stubber Power Armor2
Heavy Bolter Power Armor (Enclosed)2
Heavy Plasma Gun Refractor Field3
Lascannon Conversion Field3
Missile Launcher Displacer Field3
Multi-Melta
Multi-Laser Gun-Sights
Red-Dot Laser
Pistols Telescopic Sight
Autopistol Mono-Sight
Stubber IR-Sight
Hand Cannon1

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NECROMUNDA SURVIVAL EDITION

Equipment 1. Not available to Menials


Bio-Scanner (1/warband)1 2. Not available to Menials or Skiitari
Clip Harness 3. Magos/Genetors Only
MIU2 4. Only available to Servitors or models
Mechadendrites/Servo-Arm2 with Bionics
Photo-Contacts/Visor
Respirator
Weapon Reloads
Shoulder Rig2
Skull Chip1
Silencer

Agi Com Fer Mus Sho Ste Tec


Menials X - - X - X -
Skiitari - X - X X X -
Electropriest - X X X - - X
Sicarian - X - X X X X
Enginseer - X X X X - X
Magos X X - X X X X
Genetor X X X X X X X

Page 132 of 361


NECROMUNDA SURVIVAL EDITION

Arbites/Expurgat described in the rulebook. They receive


ors
Expurgator warbands receive D6+3
Initial Resources: Throne Geld per model after every
You have 1000 Throne Geld to spend on scenario. Expurgators never own
recruiting and arming your warband. territory. They receive half (rounded up)
You must have a minimum of 3 models. of
Hired Guns: Subversion Rating: 6
Arbites Squads may recruit up to 2 Hired Investigation Rating: 8
Guns. These may not be Xenos.
Special Rules:
Expurgator Squads may NEVER employ All Arbites/Expurgators warbands may
Hired Guns. select Comm-links/Micro-beads at +2
TG per fighter. If selected, all fighters
Starting Experience & must be equipped in this way.
Skills:
All fighters start with the following There can be only 2 Psykers/Wyrds per
experience point totals. All non- warband. Maximum level of 2.
Construct members gain experience as
normal. Arbites/Expurgators gain the Law Enforcement Armory
Access:
Arbites / Expurgators benefit from the
NEC eq Unit XP access to the best armories of the
Type underworld. To reflect that
Marshal/ Boss 60+D6
Arbites/Expurgators war bands add +1
Leader
to the result of the Number of Rare
Proctor/S Heavy 40+D6 Items they can get to a maximum of 3
pecialist during the trading sequence.

Detective Ganger 30+D6 Recruitment Process:


Arbites / Expurgators that suffer from a
Arbitrato Ganger 20+D6 Dead result in the Serious Injuries chart
R/Troope must roll a D6. Do not apply this rule if
r the dead fighter is the leader.
Wardens Heavy D6 1.2.3.4 = Administrative documents are
Penal Juve D6 sent to the local precinct to replace the
Legionnair casualty and nothing happens. His team
e members will perform his last rituals.
5.6 = Administrative documents are sent
Recruits Juve D3 to the local precinct to replace the
casualty. Luckily the local precinct just
Judge/Exe Heavy 70+D6 finished training new recruits. Replace
cutor the dead fighter with a new one of the
same Unit Type for free. You can buy
Territory & Income: him Weapons & Equipment as if you just
Arbites warbands select territories (their recruited him.
tithes and

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NECROMUNDA SURVIVAL EDITION

Arbites Warband Special captured and any Capture roll means


Rules: the fighter is killed and his equipment
The Riot shield is a special piece of permanently lost.
equipment used extensively by law
enforcement agencies all across the Expurgators may never employ any
Imperium. In consists of a metal or Hired Guns and may never select
fibre-alloy shield that has a built-in weaponry or equipment outside of their
generator. When the generator is lists below.
activated a glowing blue field of energy,
called a suppression field, surrounds the If a Telepathic psychic power targets an
shield. A suppression field diverts and Ex purgator model, the fighter rolls D6.
stores away the energy of an attack. In On a roll of 4+ the power is negated
hand to hand combat the shield can be and has no effect.

point the stored charged is released as a Expurgators may never be Wyrds.


powerful electrical discharge that is
perfectly capable of stunning or even Expurgators warbands add +1 to their
killing an opponent. Subversion Rating.

Riot Shield: Arbites & Wardens Only


Recruitment
Cost : 30 TG
1 Marshal/Leader
WS BS S T W I A Ld
Arbites armed with a riot shield receive a +2 +2 - - - +1 - +2
+2 save modifier against any shooting
attack. In addition, a riot shield counts Base +100 TG
as a close combat weapon with a
Strength of 3 and a save modifier of -1. -
High Impact weapons disable the force Untouchable, Human Wyrd (Level I or II
field of the shield cancelling its armor only)
bonus. The riot shield is genetically
bound to its “bearer thus no other war weapons from the HtH, Pistols, Basic,
band type ”may possess a Riot Shield. Special, and Grenades list.

Arbites warbands add +1 to their equipment from the Armor, Gunsights,


Investigation Rating. and Equipment lists.

Expurgators Warband having a


Special Rules : friendly models
Expurgators are mind-scrubbed, highly- may use its Leadership when taking any
trained teams of killers under the direct Leadership test.
authority of the High Lords of Terra.
Their uniforms carry no insignia or A Marshal/Leader may select one (1)
markings and their weapons are of the Servo-Skull or Psyber-Familiar, at normal
highest quality available. cost.
Expurgators may not select the
Detective, Wardens, and/or Legionnaire
unit type and are limited to a total of 2
Recruits at all times. They may never be

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NECROMUNDA SURVIVAL EDITION

0-2 Detectives equipment from the Armor, Gunsights,


WS BS S T W I A Ld and Equipment lists.
+1 +1 - - - - - +1
must be made up of
Base +40 TG Arbitrators/Troopers. If this number ever
falls below 50%, you may recruit no
- further non-Arbitrator models until this
Untouchable, Human Wyrd (Level I or II number is over 50%.
only)

weapons from the HtH, Pistols, Basic, 0-3 WARDENS


and Grenades list. WS BS S T W I A Ld
+1 - - - - - - +1
equipment from the Armor, Gunsights,
and Equipment lists. Base +15 TG

Infiltration Skill. If a Detective rolls this - Ogryn,


skill again, re-roll the result. Abhuman-Untouchable

0-3 PROCTOS/SPECIALISTS weapons from the HtH, Pistols, and


WS BS S T W I A Ld Basic lists.
+1 +1 - - - - - +1
equipment from the Armor and
Base +40 TG Equipment lists.
- selected if at least one (1) Penal
Untouchable Legionnaire is part of the warband. If
there are no Legionnaires in an Arbites
weapons from the HtH, Pistols, Basic, warband, the Custodian will not fight
Special, Heavy, and Grenades list. until more Legionnaires are hired.
equipment from the Armor, Gunsights, 0+ Penal Legonaires
and Equipment lists. WS BS S T W I A Ld
+1 - - - - - - -
armed with a Heavy weapon, it may
select (1) one Cyberhound or Base +5 TG
Grapplehawk, at normal cost.

- 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.

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NECROMUNDA SURVIVAL EDITION

While Legionnaires may earn Weapons &


experience, gain new skills, etc, they
may never advance in rank beyond that Equipment Lists
of Legionnaire. All costs are included within the armory

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

0-1 JUDGE/EXECUTOR Special


WS BS S T W I A Ld Flamer
+2 +2 - - - - - +1 Melta-Gun5
Ripper Gun (Ogryn Only)
Base +70 TG Grenade Launcher
Plasma Gun
- Long Las
Untouchable Needle Rifle5
Storm Bolter3
may select weaponsfrom the HtH, Webber (Arbites only)
Pistols, Basic, and Grenades list.
Heavy
may select equipment from the Armor, Heavy Stubber
Gunsights, and Equipment lists. Heavy Bolter
Heavy Plasma Gun5
the Killer Reputation Skill. If the Judge Missile Launcher
rolls this skill again, re-roll the result. Multi-Laser
Multi-Melta5
I am the Law! (Arbites) / You are my Heavy Flamer5
Target ! (Expurgators): Before any game Heavy Webber (Arbites Only)
begins, select an enemy fighter from the
opposing War Band. This fighter is Pistols
sentenced to death. The Judge/The Autopistol
Executor hates the selected fighter. If Stubber
the Judge/executor takes the target out Hand Cannon
of action, he receives 2D3 XP bonus. Bolt Pistol1
Laspistol
Hellpistol1
Needle Pistol5
Hand Flamer1
Plasma Pistol2

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NECROMUNDA SURVIVAL EDITION

Web Pistol (Arbites only) Hexagrammic Wards6


Refractor Field3
Grenade & Ammo Conversion Field2
Frag Grenades
Krak Grenades Equipment
Photon Flash Grenades Bio-Scanner (1/warband)6
Melta-Bombs1 Blade Venom (One Use)5
Scare Gas Grenades1 Charm (Arbites Only)
Choke Gas Grenades1 Clip Harness
Smoke Grenades Frenzon4
Hallucinogen Grenades1 5 Injector Rig4
Frag Missile Kalma4
Krak Missile IR Goggles5
Dum-Dums Photo-Contacts/Visor
Man-Stoppers Respirator
Hot Shot Shells Reloads2
Executioner Shells Silencer5
Overcharge Cell Spur4
Stummers (One Use)5
Basic
Autogun Gun-Sights
Lasgun Red-Dot Laser
Hellgun1 IR Sight
Bolter1 Telescopic Sight2
Shotgun (Solid/Scatter)
Hunting Rifle2 1. Not available to
Bolter2 Recruits/Legionnaires
Shotgun (Solid/Scatter) 2. Not available to Recruits,
Legionnaires, Custodians, or
Armor Arbitrators
Flak Armor 3. Marshal/Leader only
Flak Armor (Enclosed) 4. Legionnaires only
Carapace Armor1 5. Detective, Legionnaire, and/or
Carapace Armor (Enclosed)1 Expurgators only
Mesh Armor1 6. Expurgator Leader/Specialist only
Mesh Armor (Enclosed)1

Agi Com Fer Mus Sho Ste Tec


Recruits X - - X X - -
LEGIONAIRE X - X X - X -
CUSTODIANS - X X X X - -
ARBITRATOR X X - X X - -
DETECTIVES X X - X X X X
PROCTORS X X X X X - X
MARSHALS X X X X X X X
JUDGE/EXECUTOR - X X X X - -

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NECROMUNDA SURVIVAL EDITION

CHAOS COVENS Special Rules:


All Coven war bands may select Comm-
Initial Resources: links/Micro-beads at +5 Throne Geld
You have 1000 Throne Geld to spend on per fighter. If selected, all nonDaemon
recruiting and arming your war band. fighters must be equipped in this way.
You must have a minimum of 4 models.
All Puritan war bands fighting Chaos
Territory & Income: Covens are subject to Hatred.
Chaos Coven war bands select territories
and collect income exactly as described. Summoning: Before each game begins,
They receive the Giant Killer Bonus as Chaos Coven player may try to summon
listed. a Daemon. Adjust the War
accordingly.
Hired Guns:
Chaos war bands may recruit up to 3 Captured Fighter: War Band fighters
Hired Guns. captured by a Chaos Coven have two
choices: convert or die. War Bands can
Starting Experience & get back captured members by playing a
Skills: Rescue and fighters will still be
All fighters start with the following exchanged if both War Bands have
experience point totals. All non- captured models, but Chaos Coven will
Construct Coven members gain never pay or ask for ransom demands
experience as normal. Chaos Covens from Puritan war bands.
gain the Underdog Bonus as normal.

Unit Type NEC Eq XP a rescue mission or fails it, then the


Magus Leader 60+D6 Magus can try to convert the prisoner to
Acolytes Heavy 60+D6 the Dark Gods. The Chaos Coven player
Cultists Ganger 20+D6 rolls 2D6 and adds the Magus
Noviciate Juve D3 Leadership characteristic to the score;
host Heavy 60+D6
the opposing player rolls 2D6 and adds
Beastman Heavy 60+D6
Rogue Heavy 60+D6
Psykers score. Any Member of Ecclesiarchal
Chaos Ganger 40+D6 Delegations or Inquisition Cells add s 2
Zealots to his result. Any mutant type prisoner
will reduce his result by 2.
Subversion Rating: 9
Investigation Rating: 5 If the Magus scores higher than the
prisoner, the prisoner becomes a faithful
Cultist.. Copy his profile, skills,
experience, etc, onto the Chaos Coven
roster. Note the fighter is now classed as
a Cultist, meaning he may lose access to
skill sets, weaponry and special abilities.

destroyed to cleanse his new dark path,


but he will keep implanted bionic
equipment.

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NECROMUNDA SURVIVAL EDITION

If the prisoner equals or beats the Chaos Undivided:


The war band is dedicated to Chaos in
refuses to convert to the Dark Gods. all its forms. Undivided war
bandsreceive an additional D6 worth of
If a prisoner will not devote himself to income after every scenario, win or lose;
the dark gods, cannot be rescued by his and may have a maximum of 4 Hired
war band or cannot be traded back then Guns. Undivided war bands may only
he is cannibalized. Their tainted summon Warp Predators.
equipment is thrown away.

Chaos Marks: To reward their Grant +2 Subversion & +1


dedication and obedience, Chaos Gods Investigation, and can only be given to
may mark an individual with a physical the leader.
mark or item. This may take many
forms; from oddly shifting tattoos to a Khorne:
ring that burns, or an archaic item that Khorne is the Blood God, Lord of Rage,
should not exist in the material world. Taker of Skulls. He is wrath incarnate,
All Coven war bands may select one the embodiment of a never-ending lust
fighter to bear the mark of his God. The to dominate and destroy. It is his sole
Mark must be aligned with the Covens desire to drown the galaxy in a tide of
God. There can be only one (1) Mark slaughter, to conquer and kill every
per Warband. living thing until there is nothing left
but spilt blood and shattered bone.
The selected fighter cannot be the
leader of the ward band except for Khornate war bands despise the use of
undivided Warband. The selected fighter sorcery and psychic powers and, as
must have more than 20 Experience such, no psychic powers or Wyrds may
point. be selected for this war bands fighters
(they may not even employ Psyker Hired
The Mark may never be destroyed, Guns). Instead of Rogue Psykers,
traded away, or sold. Hired guns cannot Khornate war bands may select 0-3
bear a mark. If the bearer dies, a new Beastmen, who may be armed similarly
mark can be bought. The stat boost and begin with the same starting
given by the Marks can lead to go above experience and skill tables (replace
but never Stealth with Muscle) as Rogue Psykers.
above the overall game stats maximum. The Chain Axe is a favored weapon
If the fighter gains a skill he has already among the Khornate War bands;
acquired with his mark again, reroll the Khornate fighters are experts in wielding
result. such weapon. A Khornate fighter
equipped with a Chain Axe and using it
Additionally, Chaos Covens must select in HtH combat gains the parry attribute.
one (1) of the following dedication The cost of Chain Axes is reduced by
upon creation. This specialty may not be 5TG. Khornate war bands may only ever
changed or removed once selected. summon Bloodletters and Juggernauts.

The fighter gains permanently +1 Attack


and +1 Weapon Skill and the Frenzy
rule.

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NECROMUNDA SURVIVAL EDITION

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

Page 140 of 361


NECROMUNDA SURVIVAL EDITION

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!

Slaaneshi warbands increase their


Subversion Rating by +1. Slaaneshi
The fighter gains permanently +1 Ld warbands may only ever summon Warp
and +1 BS and the Ambush skill. Predators & Steeds & Daemonettes.
Slaaneshi warbands get a 25% discount
At the end of each game during which to buy drugs, but adjust the rating with
the fighter did not take out an opponent the normal price. Slaaneshi fighters may
using psychic powers, and that he is not take up to two drugs without using an
down or out of combat, his blood lust Injector Rig. Slaaneshi warbands take
makes him loose his mind. Roll 2D6 to pleasure in pain, for each flesh wound a
test his Ld. If the test fails, the fighter fighter has, he gains +1A & +1Ld.
falls into madness.

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.

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NECROMUNDA SURVIVAL EDITION

Recruitment 0-3 ROGUE PSYKERS


WS BS S T W I A Ld
1 MAGUS
- - - - - +1 - +2
WS BS S T W I A Ld
+2 +2 - - - +1 - +2
Base +30 TG
Base +110 TG
-Astartes Human
-Astartes Human, Wyrd Only
Wyrd, or Mutant. ykers
may select weapons from the HtH,
weapons from the HtH, Pistols, Basic, Pistols, and Grenades list.
Special, and Grenades list.
equipment from the Armor and
equipment from the Armor, Gunsights, Equipment lists.
and Equipment lists.
0-2 CHAOS ZEALOTS
WS BS S T W I A Ld
having a +1 - - - +1 - - +1
friendly models
may use its Leadership when taking any Base +35 TG
Leadership test.
-Astartes Human,
option aligned with the Coven type : Mutant.
Nurgle: The leader gains +1T.
Tzeentch: The leader gains +1 Ld. from the HtH, Pistols, and Grenades list.
Khorne: The leader gains +1A.
Slaanesh: The leader gains +1M. equipment from the Equipment lists.
Undivided: Select randomly one of the
above stat boost and apply. rules for Frenzy. Zealots May never wear
Armor.
1-3 ACOLYTES
WS BS S T W I A Ld 2+ CULTISTS
+1 +1 - - - - - +1 WS BS S T W I A Ld
+1 - - - - +1 -
Base +40 TG
Base +20 TG
-Astartes Human,
Mutant, or Big Mutie -Astartes Human,
Wyrd (level-I), Mutant, Big Mutie or
weapons from the HtH, Pistols, Special, Abhuman Ogryn (Max:2).
Heavy, and Grenades list.
from the HtH, Pistols, Basic, and
equipment from the Armor and Grenades list.
Equipment lists. : Cultists may select
equipment from the Equipment list.

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Heavy Carapace Armor (Enclosed)


Heavy Stubber Mesh Armor
RPG Launcher Mesh Armor (Enclosed)
Multi-Laser
Heavy Flamer Equipment
Charm
Grenade & Ammo Clip Harness
Frag Grenades1 Liquid Courage (One Use)
Krak Grenades2 Photo-Contacts/Visor
Smoke Grenade1 Respirator
Fire Bomb Silencer4
Tox Bomb
Dum-Dums
Man-Stoppers 1. Not available to Initiates.
Bolt Shell 2. Only available to Heavies &
Hotshot Shell Bosses.
Overcharge Cell 3. Only available to Bosses.
4. Only available to Slaaneshi
Armor warbands.
Flak Armor
Flak Armor (Enclosed)
Carapace Armor

Agi Com Fer Mus Sho Ste Tec


Noviciates X - X - - X -
DAEMONHOSTS X X X X - - -
CULTISTS X X X X - X -
ROGUE PSYKERS X X X - - X -
ACOLYTES X X X X X X -
MAGUS X X X X X X X

Page 144 of 361


NECROMUNDA SURVIVAL EDITION

Ecclesiarchal Guilders. A crusade moves constantly


through the badzones, stopping off at
Delegations Redemption settlements and holesteads
Redemption! Redemption! Through fire from time to time in order to
and through blood! The cries of the fiery reprovision and rearm.
priesthood of the Redemptionist
movement resound through the hive in The Priest will preach to the settlers and
a hot pulse of anger. On street corners reaffirm their faith while the brethren
and boulevards Redemptionist take a tithe of their produce or make a
preachers rally the masses with their collection. Then the crusade moves on
clarion call of intolerance and hatred. to battle the forces of darkness, keeping
In packed meeting halls and temples the settlers safe from the mutant devils,
Redemptionist priests lead the populace witches and gangs of heretics wandering
in prayers of hatred and xenophobia, the wastes by shooting them on sight.
calling for the Emperor's divine wrath to
descend upon the galaxy. For Sin comes in many forms: drinking,
Redemptionists the whole of creation is gambling, lying, cheating, profanity,
riven with vile coruption that can only lechery, fornication and shooting
be cleansed through fire, blood and innocent, hardworking folk like
faith. Redemptionists. The worst sinners of all
are mutants and witches, the spawn
The creed of the Redemption derives of evil, and the second worst are the
from the mainstream Imperial cult of the heretics who tolerate sin and refuse to
Ecclesiarchy. They worship the Emperor heed the word of Redemption.
as a divine being, the supreme Man Redemptionists also believe the Spire
whose very existence proves the and Guild are riddled with sinners as
manifest destiny of mankind to rule the there they find little support; with the
galaxy. The Redemptionists believe that majority of followers coming from Hive
mankind has fallen from the path of City.
righteousness and that the sins of
mankind will drown the human race Initial Resources
in filth and depravity. As long as You have 1000 Throne Geld to spend on
mankind is unable to control its sinful recruiting and arming your war band.
nature it will not be able to unite and You must have a minimum of 5 models.
conquer the stars as the Emperor truly
wishes them to. Sin must be purged by Hired Guns
fire, blood and faith. Redemptionists would never pay sinners
to do the work of salvation, hence they
Due to a number of bloody and well- may not use Hired Guns of any kind.
publicised incidents the Guild has
declared that brethren on such crusades Starting Experience &
are outlanders, much to the ire of the Skills
Redemption. If anything, outlawing the All fighters start with the following
crusades has made them all the more experience point totals. All non-
savage as they now fight without any Construct Ecclesiarchal Delegations
rules and, officially at least, beyond the members gain experience as normal.
remit of the Redemption itself. This has Ecclesiarchal Delegations gain the
led to attacks on Guilder caravans, Underdog Bonus as normal.
settlements and holesteads whose only
crime has been to deal with the

Page 145 of 361


NECROMUNDA SURVIVAL EDITION

Unit Type Equiv. XP purest with regular public witch hunts


Confessor Leader 60+D6 and mass burnings of heretic and
Archdeacon Heavy 60+D6 mutants. The brethren of Cawdor are so
Templars Ganger 20+D6 pure that they view even Redemptionists
Preacher Heavy 60+D6 from other Houses as little better than
Zealots Ganger 20+D6 sinners.
Sages Ganger 20+D6
Militia Juve D3 Unfortunately sinning is rife on
Sister Repentia Heavy 70+D6 Necromunda, especially in the
Underhives. The Redemption councils
Outlanders wage a constant war to bring the word
Redemptionists are outlanders so all of of righteousness to the benighted lower
the usual outlaw rules apply unless layers. Many devotees from Hive City
stated otherwise. They do not have a go down into the Underhive to start a
guild price and so may never pay off new life and set up holesteads far from
their outlaw status. the main settlements, which they see as
being full of sin and damnation. These
Territory & Income: isolated communities have little to do
Redemptionists start with one territory with the outside world and only visit
generated on the Redemptionist trading stations occasionally for
Territory Table. Additional captured supplies.
territory is looted and burnt as a matter
of course. The Redemptionists move on The Redemption also sends "crusades"
after each game, spreading the word of of their most dedicated and fanatical
righteousness and making their brethren into the Underhive to purge it
pilgrimage to another location. After of sin with the holy fires of battle. A
collecting any income from the territory crusade is led by a Confessor Militant
it is leaving behind, the Crusade rolls on who has the blessings of the council and
the Redemptionist Territory Table to see is supplied with weapons and followers.
where its path takes it in the next game. A crusade patrols the Underhive,
Note any income collected from destroying abominations and battling
territories is not halved as it is for heretics as they find them.
ordinary outlaws when working non-
outlaw territories; the partisan support All Ecclesiarchal Delegation war bands
of Redemptionist settlers means they may select Comm-links/Micro-beads at
can collect money far more easily than +5 Throne Geld per fighter. If selected,
other outlaws. Redemptionists cannot all fighters must be equipped in this
use Sump Dynamos and Isotropic Fuel way.
Rods.
“I find your lack of faith
Subversion Rating: 7 disturbing”
Investigation Rating: 7 Ecclesiarchal Delegations that must pass
a bottle test may choose instead of
SPECIAL RULES rolling dices, to perform a sacrifice of
The Redemption has active or covert one of their own. This will increase the
followers in all of the Hive City Houses. fervor of their troops.
House Cawdor has dedicated itself to
the Redemption entirely and is If the Confessor Militant is not down or
effectively run by the Redemption. out of action, select a fighter within his
There the path of righteousness is at its line of sight that is not down.

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NECROMUNDA SURVIVAL EDITION

The confessor militant urges the Cult of The Red Redemption


selected fighter to prove his faith! The (Radical)
selected fighter starts to spill The war band is part of the
inflammable liquid on his clothes and underground Redemptionist Cult and
sets himself on fire! Remove from the adheres to all its common tenets. The
game the selected fighter; you will war band raises its Subversion Rating by
perform a Serious Injuries roll at the +2 but lowers its Investigation
end of the game for him. The Bottle test Rating by -2. Redemptionist war bands
is passed automatically. lower the cost for ALL flame weaponry &
Fire Bombs by 5 points.
This action can be performed only once
per game. Additionally, all war band members
automatically suffer from Hatred when
“Pure Blood and Pure facing an opposing Radical. The
thoughts” war band has access to 0-2 Preachers but
Ecclesiarchal Delegations cannot hire not to Sages.
any Xenos or mutant or Wyrds/
Psykers Hired Guns or members. Captured Territory
Ecclesiarchal Delegations may never use The Crusade may be so heavily defeated
combat drugs, Flects, or Liquid Courage. that the piece of territory it was moving
Additionally, Delegation war bands must to is lost to another gang. If this occurs
select one of the following Orders upon the opposing gang gains the territory
creation. This specialty may not be and may collect income from it as
changed or removed once selected. normal. In the case of holesteads,
Please note that some specialties may settlements etc, the people will be
have adverse effects when facing certain sullen, impolite and do their best to
opposing war bands. make the gang feel unwelcome but
they won't cause any trouble. The only
Ecclesiarchy (Puritan) exceptions are the Seminary which is
The war band is part of the Ecclesiarchy treated as a Settlement instead and
and adheres to all common tenets. The weapon caches must be crossed off
war band increases its Investigation when the income is collected.
Rating by +1 and lowers its Subversion
Rating by -1. The war band has access Inspire Hatred
to 0-6 Zealots. The Redemption fundamentally believes
mutants and witches are the spawn of
Temple Tendency Cult evil, so much so that the mere sight can
(Radical) provoke a crusade into a seething
The war band is part of the now hatred. Redemptionists are subject to
heretical Temple of The Savior Emperor the rules for hatred against Wyrds,
and adheres to all its common tenets. Ratskin Shamans, and all scavvy gang
Declared apostates after the Age of members.
Apostasy, the war band increases
its Subversion Rating by +1 and lowers Trading
its Investigation Rating by -1.The war The armaments of the Crusade are
band has access to 0-2 Sister usually sought out by seemingly
Repentia and 0-3 Preachers but not to harmless Underhivers secretly
Sages. supporting the Redemption. Because of
this, Redemptionists use the normal
Trading Post instead of the Outlaw
Trading Post.

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NECROMUNDA SURVIVAL EDITION

the score; the opposing player rolls 2D6


Capture and adds the captured model's
Gang fighters captured by the Leadership to the score.
Redemptionists have two choices:
repent or die. Gangs can get back If the Redemptor scores highest then the
captured members by playing a Rescue prisoner becomes a faithful convert.
and fighters will still be exchanged if Copy his profile, skills, experience, etc,
both gangs have captured models, but onto the Redemptionist roster. Note the
Redemptionists will never pay or ask for fighter is now classed as a Templar,
ransom demands from heretics. If the meaning he may lose access to skill sets,
enemy gang doesn't attempt a rescue or weaponry and special abilities (e.g.
fails then the Redemptor Priest can try Ratskins lose their Resilient ability). All
to convert the prisoner as explained of the convert's equipment is also
below. If a prisoner will not repent or destroyed to cleanse his new
cannot be redeemed then they are burnt enlightened path, but will keep
together with their tainted equipment. implanted bionic equipment, such as
lobo-chips.
Redeem
If the Crusade captures any enemy If the prisoner equals or beats the
fighters who are not a Wyrd, Ratskin Priest's score then he resists and refuses
Shaman or a scavvy gang member, then to repent.
the Redemptor Priest can try to convert
them to the Redemption's cause. The
Redemptionist player rolls 2D6 and adds
the Priest's Leadership characteristic to

REDEMPTIONIST TERRITORY TABLE


D66 Result Territory Income
11-16 Wastes 0 The Crusade can find nothing better
than a hole in the wastes to operate
from until they move on again.
21-26 Old Ruins 10 The Crusade stops at a ramshackled
Redemptionist hideout in an exposed
area of ancient ruins containing scrap
pieces of archeotech, bits of old metal
and interesting old curios.
31-36 Slag 15 The Redemptionists visit a small
mining outpost out in the wastes who
are supporters of the Redemption.
Before moving on the Crusade offers
prayers to reaffirm their faith and and
take a tithe from the occupants.
41-46 Settlement 30 The Crusade shelters in a settlement
with strong ties to the Redemption,
strengthening their faith through
catechisms and prayers. There's also
chance of a fiery young Novice joining
the Crusade as detailed in the
Settlement territory of the
Necromunda Community Edition.

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NECROMUNDA SURVIVAL EDITION

51-53 Holestead D6x10 The Crusade stops at a holestead out


in the wastes which belongs to
Redemptionist settlers. They receive
shelter, nourishment and donations to
the Redemption cause in return for
prayers and teachings.
54-56 Weapons 2D6x10 The Crusade uncovers one of the
Cache Redemption's weapon caches out in
the wastes. When a Crusader is sent to
retreive the cache all of the money
must be spent immediately on
common items available at the Trading
Post. It cannot be supplemented from
the Crusade's stash or saved for later so
any unspent credits are wasted.
61-63 Seminary D6x10 The Crusade visits a Redemption
school Operating under the guise of a
settlement where they receive shelter
and assistance from the Priests. There's
also a chance fiery young Novices will
join the Crusade as detailed in the
Settlement territory of the NSE,
however, 3D6 are rolled instead of the
usual 1D6.
64-66 Hidden 3D6x10 The Crusade uncovers a hidden
Weapons Redemption weapon cache. When a
Cache Crusader is sent to retreive the cache
all of the money must be spent
immediately on common items
available at the Trading Post or can
also be used to purchase rare items
offered to the Crusade that game. It
cannot be supplemented from the
Crusade's stash nor saved for later so
any unspent credits are wasted.

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NECROMUNDA SURVIVAL EDITION

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.

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NECROMUNDA SURVIVAL EDITION

equipment from the Armor and from the HtH, Pistols, Basic, and
Equipment lists. Grenades list.

having a friend within 2 . Additionally, equipment from the Equipment lists.


friendly models within 4 of the Each Sage adds +1 to the war
Preacher may use its Leadership when Investigation Rating.
taking any Leadership test.
Militia
Zealots Militia are often ordinary Hive City
Zealots are crazed fanatics touched by workers driven to the path of
the Emperor's fury and are so filled with Redemption by the assuring calls of a
bile and anger that they are in an almost charismatic priest. Filled with devout
permanent state of rage. They test their zeal they can be seen launching
faith by plunging headlong into combat themselves at the forefront of any
with the greatest sinners they can find. fight eager to prove their worthiness.
They even lash at themselves to savour
the pain of purgation, but they would 0+ – MILITIA
rather carve the path of redemption into WS BS S T W I A Ld
their enemies' hearts. Zealots carry only - - - - - - - -
pistols or close combat weapons,
preferring their battle of faith to be Base +5 TG
fought face to face with the sinners.
-Squats,
0-3 – ZEALOTS Abhuman-Ogryn (Max: 1)
WS BS S T W I A Ld
+1 - +1 - - - - +1 weapons from the HtH, Pistols, Basic,
and Grenades list.
Base +35 TG

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.

0-2 – SageS weapons from the HtH and Grenades


WS BS S T W I A Ld list.
- +1 - - - - - -
any equipment from the Equipment
Base +15 TG lists.

-Squats. wear Armor.

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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

AGI COM FER MUS SHO STE TEC


Confessor X X X X - - X
Archdeacon X X X X X - X
Templars X X X X X - -
Preacher X X X X X - -
Zealots X X X X - - -
Sages X - - - X X -
Militia X X X - - - -
Sister Repentia X X X X - - -

Page 153 of 361


NECROMUNDA SURVIVAL EDITION

ELDAR STRIKE FORCE collect income exactly as described in


the
• Initial Resources: Necromunda rulebook. They receive the
You have 1000 Throne Geld to spend Giant
on recruiting Killer & Underdog Bonus as listed.
and arming your war band. You must
have a Subversion Rating: 6
minimum of 4 models. Investigation Rating: 8
• Hired Guns:
Eldars Strike force war bands may • Special Rules:
recruit up to 2 All Eldars Strike force war bands may
other Hired Guns, which must be Eldar. select Commlinks/Microbeads at +4
• Starting Experience & Skills: Throne Geld per fighter. If
All fighters start with the following selected, all fighters must be equipped
experience in this way.
point totals. All non-Construct Eldars
members • Specific Items:
gain experience as normal. Eldars Strike Death Spinner (Special Weapon) –
forces gain Cost: 45 TG
the Underdog Bonus as normal The Death Spinner emits a cloud of
Unit Type deadly monofilament wire, slicing the
Leader target apart unless they somehow
Warlock manage to avoid its entangling strands.
Specialist Range: Tear/Drop Template, Strength
Aspect Warrior Special, DMG 1, S/M -, Ammo 4+
Ranger Special: Monofilament - Roll 1D6 for
Warrior each model fully or partially covered by
Recruit the template. If the roll is
higher than the model’s Initiative, the
NEC eq model has been hit and must make a
Leader successful armor save or take
Heavy a Wound. On a roll of 6 the target is hit
Heavy automatically regardless of Initiative,
Heavy and an Ammo Roll must be
Ganger made.
Ganger Shuriken Cannon (Heavy Weapon) –
Juve Cost: 190 TG
Short 0-16”, long 16-32”, S5, DMG 1,
XP S/M -2, 2d3 Sustained Fire, 4+ ammo,
60+D6 Move or Fire
60+D6 Aspect Armor (Armor) – Cost: 60 TG
60+D6 The armor worn by Aspect Warriors is
60+D6 moulded to perfection from a psycho-
20+D6 sensitive material, providing
20+D6 unparalleled flexibility as well as
D3 superior protection.
Aspect Armor grants an Eldar wearer a
• Territory & Income: 4+ Armor Save.
Eldars Strike force war bands select
territories and 114

Page 154 of 361


NECROMUNDA SURVIVAL EDITION

Recruitment within 6” of the leader may use its


Leadership when
Each Eldar warband may choose 0-5: taking any Leadership test.
Specialists, Aspect Warriors or Rangers.
1 Leader WS
M +1
-
BS
WS +1
+2
Base +50 TG
Base +100 TG S
BS -
+1
T
S -
-
W
T -
-
I
W +1
-
A
I -
+1
Ld
A +1
-
• Species: Eldar Craftworld Only and
0-1 Warlock Wyrd (Lvl 1-3).
Ld • Weapons: Warlocks may select
+2 weapons from the
HtH, Pistols, and Grenades list.
M • Equipment: Warlocks may select any
- equipment
from the Armor and Equipment lists.
• Species: Eldar Craftworld Only.
• Weapons: The leader may select • Path of the Warrior - The Leader may
weapons from choose
the HtH, Pistols, Basic, Special, and the path of an Aspect Warrior. If he
Grenades list. does, choose
• Equipment: The leader may select any one Aspect (Warp Spider, Dire Avenger,
equipment Swooping
from the Armor, Gunsights, and Hawk, Dark Reaper, Fire Dragon,
Equipment lists. Howling
• Special: The leader always counts as Banshee, and Striking Scorpion) and
having a pay the points
friend within 2”. Additionally, friendly cost indicated below. The Leader does
models not gain any

Page 155 of 361


NECROMUNDA SURVIVAL EDITION

additional characteristic increases, but Aspect Warriors:


inherits all
weapon and equipment 0-5 Warp Spiders
restrictions/permissions M
and all special rules from that Aspect. -
Points cost for Aspect upgrade:
Warp Spider - 40 points WS
Dark Reaper - 20 points +1
Dire Avenger - 5 points
Swooping Hawk - 70 points BS
Fire Dragon – 10 points +1
Howling Banshee - 10 points
Striking Scorpion -10 points Base +70 TG
0-5 Specialists S
M -
-
T
WS -
+1
W
BS -
+1
I
Base +30 TG -
S
- A
-
T
- Ld
+1
W
- • Species: Eldar Craftworld Only.
• Weapons: Must purchase a
I Deathspinner. May
- select weapons from the HtH, Pistols,
and
A Grenades list.
- • Equipment: Must purchase Aspect
Armor.
Ld • Warp Jump: A Warp Spider may
+1 choose to make
a Warp Jump in the movement phase
• Species: Eldar Craftworld Only. instead of
• Weapons: Specialists may select moving normally. This does not prevent
weapons from the model
the HtH, Pistols, Special, and Grenades from shooting in the Shooting phase. To
list. make a
• Equipment: Specialists may select any Warp Jump, roll 2D6+2 and move the
equipment model up to
from the Armor and Equipment lists.

Page 156 of 361


NECROMUNDA SURVIVAL EDITION

that many inches in any direction, • Special: Reaper Rangefinder - Unless


ignoring terrain, they are
models and other obstacles. A model being charged, Dark Reapers ignore the
making a To Hit
Warp Jump cannot be seen at any point penalty from firing Overwatch.
during the
Jump except at the final position. If a Aspect Warriors:
double one is
rolled for the Warp Jump, the model is 0-5 Dire Avenger
lost in the M
warp and immediately killed. -

0-5 Dark Reaper WS


M +1
-
BS
WS +1
+1
Base +35 TG
BS S
+1 -

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

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NECROMUNDA SURVIVAL EDITION

always get the +1 combat score modifier BS


for +1
charging in the first round of combat,
even if they Base +40 TG
have been charged. S
0-5 Swooping Hawk -
M
- T
-
WS
+1 W
-
BS
+1 I
-
S
- A
-
Base +100 TG
T Ld
- +1

W • Species: Eldar Craftworld Only.


- • Weapons: Must purchase 1 Melta OR
Flamer
I weapon. May select weapons from the
- HtH, Pistols,
and Grenades list.
A • Equipment: Must purchase Aspect
- Armor.
• Special: Deadly Accuracy - Fire
Ld Dragons firing
+1 Melta weapons add +1 when rolling on
the Injury
• Species: Eldar Craftworld Only. Chart. Note that since Melta weapons
• Weapons: Must purchase Lasgun OR are High
Lascarbine. Impact weapons, this means that an
May select weapons from the HtH, opponent will
Pistols, and be taken out of action on a 4+.
Grenades list.
• Equipment: Must purchase Aspect Aspect Warriors:
Armor.
• Special: Flight. 0-5 Banshee
0-5 Fire Dragon M
M -
-
WS
WS +2
+1
BS

Page 158 of 361


NECROMUNDA SURVIVAL EDITION

- T
-
Base +40 TG
S W
- -

T I
- -

W A
- -

I Ld
- +1

A • Species: Eldar Craftworld Only.


- • Weapons: Must purchase a Chain HtH
weapon
Ld and Shuriken Pistol. May select
+1 weapons from the
HtH, Pistols, and Grenades list.
• Species: Eldar Craftworld Only. • Equipment: Must purchase Aspect
• Weapons: Must purchase a Power HtH Armor and
weapon Holo-Field.
and Shuriken Pistol. May select • Special: Mandiblasters - These deadly
weapons from the face-mounted weapons grant the
HtH, Pistols, and Grenades list. Striking Scorpion
• Equipment: Must purchase Aspect a +1 combat score modifier.
Armor.
• Special: Banshee’s Howl - A Howling 0+ Rangers
Banshee M
does not trigger Overwatch during a -
Charge move,
and causes Fear in Hand-to-hand WS
combat. -

0-5 Scorpion Base +20 TG


M BS
- +1

WS S
+2 -

BS T
- -

Base +40 TG W
S -
-
I

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NECROMUNDA SURVIVAL EDITION

- HtH, Pistols, Basic, and Grenades list.


• Equipment: None.
A 0+ Recruit
- M
-
Ld
+1 WS
-
• Species: Eldar Craftworld Only.
• Weapons: Rangers may select Base +5 TG
weapons from the BS
HtH, Pistols, Basic, and Grenades list. -
• Equipment: Rangers may select any
equipment S
from the Armor and Equipment lists. -
• Special: Rangers may purchase a
Needle Rifle at T
recruitment. -
0+ Warriors
M W
- -

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

Page 160 of 361


NECROMUNDA SURVIVAL EDITION

Needle Rifle, should they ever find one. Frag Grenades


Haywire Grenades
Weapons & Equipment Lists Krak Grenades
All costs are included within the armory Plasma Grenades
Smoke Grenades
•Hand-to-Hand Photon Flash
Knife Melta Bombs
Stiletto, Dirk Frag Missile
Throwing Knife Krak Missile
Sword Plasma Missile
Club, Maul, Bludgeon •Armor
Chain, Flail Flak Armor
Massive Weapon Flak Armor (Enclosed)
Chainsword Mesh Armor
Chain-Axe Mesh Armor (Enclosed)
Power Sword1 Carpace Armor
Power Axe1 Carapace Armor (Enclosed)
Power Fist1 Ghost Helm2
Force Staff2 Aspect Armor9
Dire Sword3 Holo-Field10
Witchblade2
Singing Spear2 •Gun-Sights
Triskele4 Telescopic Sight
Web of Skulls5 Mono-Sight
•Pistols 1.
Shuriken Pistol 2.
Laspistol 3.
Hand flamer 4.
Plasma Pistol 5.
Needle Pistol1 6.
Fusion Pistol1 7.
•Basic 8.
Shuriken Pistol 9.
Lasgun 10.
Las Carbine
Not usable by Recruits
•Special Warlock only
Flamer Dire Avengers only
Melta-Gun Howling Banshee only
Melta-Lance6 Dark Reaper only
Fusion Gun6 Fire Dragons only
Long Las Warp Spiders only
Plasma Gun Rangers only
Death Spinner7 Aspect Warrior only
Needle Rifle8 Leader, Striking Scorpions and Rangers
•Heavy only
Reaper Launcher
Shuriken Cannon Leader
Missile Launcher Warlock
•Grenade & Ammo Specialist

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NECROMUNDA SURVIVAL EDITION

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 -

Page 162 of 361


NECROMUNDA SURVIVAL EDITION

Imperial Guard KILL which cannot be removed.


TEAM Correction Collars allow all equipped
models to re-roll failed nerve tests,
Initial Resources including those caused by fear, terror,
You have 1000 Throne Geld to spend on hatred and frenzy, however any model
recruiting and arming your war band. with a Correction Collar that fails a
You must have a minimum of 3 models. nerve test is immediately removed as a
Hired Guns casualty and must roll for a serious
IG Kill Team war bands may recruit up injury.
to 4 other Hired Guns.
Chem-dogs
Starting Experience & This upgrade gives all members of the
Skills warband except the sergeant access to
All fighters start with the following an injector rig filled with Slaught, Kalma,
experience point totals. All non- and Frenzon at +25 Throne Geld per
Construct members gain experience as fighter. Fighters with this upgrade may
normal. IG Kill Team gain the Underdog not select Heavy Weapons or any Heavy
Bonus as normal. armor.

Unit Type Equiv. XP Drop Troops


Sergeant Leader 60+D6 This upgrade costs +35 TG per fighter
Gunner Heavy 60+D6 and the entire Kill Team MUST select
Troopers Ganger 20+D6 these upgrades.
FNG Juve D3
All kill team members are equipped with
Territory & Income: a grav chute and the kill team may set
IG Kill Team war bands select territories up models using the special deployment
and collect income exactly as described rules given by possession of a single
in the Necromunda rulebook. They
receive the Giant Killer Bonus as listed. to as vents in nce).

Subversion Rating: 6 They always benefit from the special


Investigation Rating: 8 deployment rules granted by a single

Special Rules matter what territory they actually hold.


All IG Kill Team war bands may select
Commlinks/Microbeads at +2 Throne Deathworld Veterans
Geld per fighter. If selected, all This upgrade costs +2 TG per fighter
fighters must be equipped in this way. and the entire warband MUST select
these upgrades. Upon creation, select
Upon creation, the Kill Team may select one non-Void category from the
one of the following doctrines: Treacherous Conditions table. Any
scenario where Treacherous Conditions
Penal Legion are used for that category, the
This upgrade must be taken by every conditions have no effect upon Kill
non-sergeant fighter, and the gang may Team members. Treacherous Conditions
not select any member with the Gunner affect Hired Gun models normally.
rank. All non-sergeant fighters are fitted
with the Correction Collar item at +5TG

Page 163 of 361


NECROMUNDA SURVIVAL EDITION

Xenos Fighters purposes of recovering from pinning.


This warband has fought for many long Additionally, friendly models within
bitter years against a particular Xenos
race. This upgrade costs +2 TG per S Leadership characteristic
fighter and the entire warband MUST when taking any Leadership-based test.
select this upgrade. Upon creation, the
warband may select one Xenos species 0-4 – Gunners
type from the Species list. All models in WS BS S T W I A Ld
the warband gain the Hatred special rule +1 +1 - - - - - +1
against this race. Note that warbands
selecting Orkoid gain this against ALL Base +40 TG
Orkoid models and if selecting Eldar
gain this against both Eldar and Dark -Astartes Human or
Eldar models. Abhuman.

Subs weapons from the HtH, Pistols, Basic,


This warband is from a planet where Special, Heavy, and Grenades list.
mutation is rife and the mutant
underclass is conscripted to fight in equipment from the Armor, Gunsights,
battle. This upgrade costs nothing; the and Equipment lists.
entire warband MUST select these
upgrades and this doctrine also includes 2+ – Troopers
Deathworld Veterans as described WS BS S T W I A Ld
above. Gunners, Troopers and +1 +1 - - - - - +1
replace their species option with the
following: Abhuman, Human Mutant, or Base +30 TG
Big Mutie.
-Astartes Human or
The Kill Team lowers its Investigation Abhuman.
Rating by -1 and increases its Subversion
Rating by +1. weapons from the HtH, Pistols, Basic,
and Grenades list.
Equipment: Troopers may select
Recruitment equipment from the Armor and
Equipment lists.
1 – Sergeant
WS BS S T W I A Ld
of 50% Troopers. If the warband roster
+2 +2 - - - +1 - +2
ever falls below this amount, the
warband may recruit no other non-
Base +100 TG
Trooper models until it reaches 50%.
-Astartes Human.
0+ – FNG
WS BS S T W I A Ld
weapons from the HtH, Pistols, Basic, +1 +1 - - - - - +1
Special, and Grenades lists.
Base +15 TG
any equipment from the Armor,
Gunsights, and Equipment -Astartes Human or
lists. Abhuman.
Special: The Sergeant always counts as
having

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Heavy Mesh Armor


Autocannon Mesh Armor (Enclosed)
Heavy Stubber Carapace Armor
Heavy Bolter Carapace Armor (Enclosed)
Heavy Plasma Gun
Lascannon Equipment
Missile Launcher Bio-Scanner (1/warband)
RPG Launcher Blade Venom (One use)
Multi-Laser Charm
Heavy Flamer Clip Harness
Liquid Courage (One Use)
Grenade & Ammo Medi-Pack (1/warband)
Frag Grenades Photo-Contacts/Visor
Krak Grenades Respirator
Photon Flash Grenades Reloads
Fire Bomb Silencer
Tox Bomb
Melta-Bombs Gun-Sights
Demo-Charge Red-Dot Laser
Frag Missile Telescopic Sight
Krak Missile Mono-Sight
Dum-Dums IR-Sight
Man-Stoppers
Hot Shot Shells 1. Not available to FNGs
Overcharge Cell 2. Not available to Troopers & FNGs
3. Sergeant only
Armor 4. Gunners only
Flak Armor
Flak Armor (Enclosed)

AGI COM FER MUS SHO STE TEC


Sergeant X X X X X X X
Gunners - X X X X X X
Troopers - X X - X X -
FNG - X - - X - -

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NECROMUNDA SURVIVAL EDITION

INQUISITION CELLS Special Rules


All Inquisition Cell warbands may select
Initial Resources: Comm-links/Micro-beads at +2 Throne
You have 1000 Throne Geld to spend on Geld per fighter. If selected,
recruiting and arming your warband. all fighters must be equipped in this
You must have a minimum of 5 models. way.

Hired Guns Well-Equipped


Inquisition warbands may recruit up to Inquisition Cells may purchase bionics
5 Hired Guns. and drugs from the bazaar at any time
when purchasing items is normally
Starting Experience & allowed.
Skills
All fighters start with the following Crusader Shield
experience point totals. All non-
Construct Cell members gain experience Cost : 20 TG
as normal. Inquisition Cells gain the
Underdog Bonus as normal. A fighter armed with a Crusader shield
receives a +1 save modifier against any
Unit Type Equiv. XP attack that originates on the 90 degree
Interrogator Leader 60+D6 forward arc of the model using it. In
Acolyte Ganger 30+D6 addition, a crusader shield counts as a
Disciple Heavy 60+D3 close combat weapon with a Strength of
Assassin/Scum Ganger 20+D6 3 and an AP Rating of 6. High Impact
Tech-Adept Heavy 60+D6 weapons will disable the shield
Cleric/Zealot Ganger 20+D6 cancelling its armor bonus.
Sage Ganger 20+D6
Recruit Juve D3 Ordos
Additionally, Inquisition Cell warbands
Territory & Income must select one (1) of the following
Inquisition Cells select territories and Ordos upon creation.
collect income exactly as described in
the Necromunda rulebook. This This specialty may not be changed or
represents the Ordos agents working removed once selected. Please not that
the territories for information and some specialties may have
gaining resources from their Conclave adverse effects when facing opposing
based on such information. Only warbands.
Acolytes, Assassins/Scum and Sages may
Ordo Hereticus (Radical)
The warband is part of the Ordo
Hereticus but adheres to radical tenets.
Subversion Rating: 5 The warband may select any non-Exotic
Investigation Rating: 9 (Xenos), non-Implant weaponry from
the Bazaar at base price at creation and
one non-Recruit model may take the
Weaponsmith skill upon creation. The
warband increases its Subversion Rating
by +2 and lowers its Investigation
Rating by -1. Due to the ease of access to

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NECROMUNDA SURVIVAL EDITION

unsanctioned psykers for the Ordo attempt to summon a Daemonhost


Hereticus, Radical Ordo Hereticus (while Radical Malleus Warbands can
Wyrds may reroll one of their Wyrd summon, they can only summon
powers during recruitment, but must Daemonhosts), choose a friendly model
accept the second result, even if it less that you wish to possess (you may also
favorable. use a captive model whose gang has
failed to rescue or ransom back from
Ordo Hereticus (Puritan) you). If you succeed your Summoning
The warband is part of the Ordo Roll, choose one of your
Hereticus and adheres to all common Daemons and apply that template to
tenets. your chosen model, overlaying its
current stats and
The warband lowers its Subversion abilities. This model loses all of its
Rating by -2 but increases its equipment and counts as fighting with a
Investigation Rating by +1. The Knife in HtH. No more than one
warband may never hire any Xenos, Daemonhost may be in the warband at
Abhuman, or Mutant Hired Guns or
members (this includes Psykers!). rating by the cost of the template for this
Puritan Ordo Hereticus Interrogators, scenario and treat the daemonhost as an
Acolytes, and Priests/Zealots have hatred ordinary gang fighter for the purposes of
of any Mutant or Wyrd (even those deployment and gameplay.
in other Puritan bands!).
At the end of the game in which a
This warband may recruit up to two (2) Daemonhost was summoned, the
Priests/Zealots.
bind the Daemonhost by making a LD
Ordo Malleus (Radical) test on 3D6. If successful, the
The warband is part of the Ordo Malleus Daemonhost is permanently added to
but adheres to radical tenets. The warbands roster. If the test is failed, the
warband increases its Subversion and Daemon leaves the host, and the host
Investigation Rating by +1. model is killed and struck from the gang
roster. The template is kept on the
Daemonhost Posession: During roster, no longer counts toward the
Warband creation, you may create up to warband rating, and cannot be
3 Daemonhost templates (selected summoned again until D3 games have
without choosing a race). These passed. If a Daemonhost is ever taken
Daemonhost templates represent out of action in a game, the Daemon will
Daemons which your warband has made leave its host, and the possessed model
pacts with and should be named as will die, exactly as if the warband leader
such. When the Daemonhost profile is had failed the binding roll, detailed
made, generate wyrd powers as above.
normal. These powers are
permanent and are not generated each Ordo Malleus (Puritan)
time the Daemonhost is summoned. The warband is part of the Ordo Malleus
You must pay the cost for the templates and adheres to all common tenets. The
as normal to represent the resources warband increases its Investigation
spent in making the pact. These Rating by +1.
templates do not count towards your
warband rating unless you have The warband may never hire any Xenos
successfully summoned them. If you or Mutant Hired Guns or members (but

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NECROMUNDA SURVIVAL EDITION

may select Psykers). The Ordo Malleus is Recruitment


incredibly well-equipped and as such
may add +3 to their search for rare 1 – Interrogator
items in the post-game sequence as WS BS S T W I A Ld
opposed to +1. +2 +2 - - - +1 - +2

The members of this warband may reroll Base +100 TG


any failed Fear save caused by Daemons.
Puritan),
Ordos Xenos (Radical) Abhuman Untouchable, or Wyrd
The warband is part of the Ordo Xenos
but adheres to radical tenets, such as weapons from the HtH, Pistols, Basic,
consorting with xenos and/or using their Special, and Grenades list.
technology. The warband increases its
Subversion Rating by +1. select any equipment from the Armor,
Gun sights and Equipment lists. The
In addition to their normal equipment, Interrogator may have one (1)
all non-Recruit members may purchase Construct. Choose between: Psyber
non-Rare Xenos weaponry and any Familiar or Servo Skull
drugs from the Bazaar at base cost upon
creation. One Acolyte model may be counts as having
selected from a Xenos species. The Additionally, friendly models within 6 of
warband may select Xenos Hired Guns. the leader may use its Leadership when
taking any Leadership test. The
Ordo Xenos (Puritan) Interrogator may select one Exotic
The warband is part of the Ordo Xenos weapon upon creation, at normal
and adheres to all common tenets. The cost.
warband increases its Investigation
Rating by +1. 2+ – Acolytes
WS BS S T W I A Ld
The warband may never hire any Xenos +1 +1 - - - - - +1
Hired Guns or members. Ordos Xenos
Puritan Interrogators and Acolytes are Base +40 TG
subject to hatred when fighting Xenos,
In addition they may purchase implant
weaponry from the Bazaar at any time. Abhuman Squat, Abhuman -
Untouchable, Wyrd ( lvl I-II),
(Mutant allowed for Radical Cells)

weapons from the HtH, Pistols, Basic,


and Grenades list.

equipment from the Armor, Gun sights,


and Equipment lists.

roll for an upgrade.

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NECROMUNDA SURVIVAL EDITION

0-2 – Disciples -Adepts may select


WS BS S T W I A Ld any equipment from the Armor, Gun
+1 +1 - - - - - +1 sights, and Equipment lists.
-Adepts automatically
Base +40 TG receive one (1) Bionic upon creation.
Tech-Adepts may select up to two (2)
Constructs at any time, purchased at
Abhuman Squat, Abhuman - normal cost.
Untouchable, Wyrd, (Mutant
allowed for Radical Cells) 0-1 – Cleric/Zealot
WS BS S T W I A Ld
weapons from the HtH, Pistols, Basic, +1 - - - +1 - - +1
Special, Heavies and Grenades list.
Base +40 TG
equipment from the Armor, Gun sights,
and Equipment lists. -Astartes Human
/Zealots may select
0-3 – Assassins/Scum weapons from the HtH, Pistols, Special,
WS BS S T W I A Ld and Grenades list.
+1 +1 - - - - - +1
any equipment from the Equipment
Base +40 TG lists.
-Astartes Human or flame or melta weaponry from the
Abhuman, Wyrd (Lvl-I), (Mutant allowed Special list, upon creation. Clerics may
for Radical Cells) re-roll one failed Fear test per scenario.
Zealots are subject to the rules for
weapons from the HtH, Pistols, and Frenzy.
Grenades list.
0-2 – Sages
any equipment from the Armor, WS BS S T W I A Ld
Gunsights, and Equipment lists. - - - - - - - +1

receive the Sneak Up skill upon Base +20 TG


creation. Scums automatically
receive the Gunfighter skill upon -Astartes Human,
creation. Abhuman Squat, Abhuman - Ratling,
Wyrd, (Mutant allowed for Radical Cells)
0-1 – TECH-ADEPT
WS BS S T W I A Ld from the HtH, Pistols, Basic and
- +1 - +1 - - - +1 Grenades list.
Base +30 TG equipment from the Equipment lists.
-Astartes Human, Investigation Rating.
Abhuman Squat, Abhuman Untouchable
-Adepts may select
weapons from the HtH, Pistols, Special,
and Grenades list.

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NECROMUNDA SURVIVAL EDITION

0+ – Recruits Weapons &


WS BS S T W I A Ld
- - - - - - - +1 Equipment Lists
All costs are included within the armory
-Astartes Human or
Abhuman, (Mutant allowed for Radical Hand-to-Hand
Cells) Knife
Stiletto, Dirk
weapons from the HtH, Pistols, Basic, Throwing Knife
and Grenades list. Sword
Club, Maul, Bludgeon
equipment from the Armor and Chain, Flail
Equipment lists. Massive Weapon
Chainsword1
more than Chain-Axe1
models. If there is ever more than 25%, Eviscerator1
no more Recruits may be hired until Electro-Flail1
they make up less than this. Shock Maul1
Man-Catcher1
Power Sword1
Power Axe4
Power Fist4
Force Weapon6
Thunder Hammer5

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

AGI COM FER MUS SHO STE TEC


Recruits X X - - - X -
SAGE X - - - X X -
CLERIC - X X - X X -
ZEALOT
TECH-ADEPT - X - X X - X
ASSASSIN/ X X X - - -
SCUM
ACOLYTE X X X X X -
Interrogator X X X X X X
Discipl - X X X X X

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NECROMUNDA SURVIVAL EDITION

NOBILIst Factions normal. Because of their extensive


Version 2.0 connections and
wealth, Nobilist Factions never need to
• Initial Resources: pay the cost
You have 1050 Throne Geld to spend for upkeep or to avoid starvation. They
on recruiting receive the
and arming your warband (higher than ‘Giant Killer Bonus’ as listed.
other
warbands due to the Nobilist’s wealth). Subversion Rating: 6
You must Investigation Rating: 8
have a minimum of 3 models.
• Hired Guns: • Special Rules:
Nobilist warbands may recruit up to 2 All Nobilist warbands may select Comm-
Hired Guns. links/Micro-beads at +4 Throne Geld per
• Starting Experience & Skills: fighter. If selected, all
All fighters start with the following fighters must be equipped in this way.
experience Information network: Nobilist Factions
point totals. All non-Construct Nobilist have extensive networks of spies and
members contacts in all levels of society.
gain experience as normal. Nobilist To represent this awareness, all Nobilist
Elements gain Factions warbands may choose to re-roll
the ‘Underdog’ Bonus as normal one (1) Investigation or one
Unit Type (1) Subversion Test during each game.
Duke/Duchess Additionally, Nobilist warbands must
Noble select one of the following specialties
Custodian upon creation. This specialty may
Footman not be changed or removed once
Retainer selected. Please note that some
Slave specialties may have adverse effects
when
NEC eq facing certain opposing warbands.
Leader • Interstellar Commerce Guild: The
Heavy warband is part of a vast commercial
Ganger organization dealing in nearly
Ganger any trade item. The warband receives
Ganger an additional 3D6 income after every
Juve scenario. In the Bazaar, the Guild
always reduces the cost of Uncommon
XP and Rare items by 1D6 TG. However,
60 + D6 the Guild’s Investigation and
60 + D6 Subversion Rating is lowered by -1.
20 + D6 • Planetary Governor’s Court (Puritan):
20 + D6 The warband consists of the Imperial
20 + D6 Governor and his court,
D3 rulers of an entire world within the
Imperium. The Court lowers its
• Territory & Income: Subversion Rating by -1 but increases
Nobilist Factions collect income from its Investigation Rating by +2. The
territory as warband may never hire any Xenos
members or Hired Guns and may not

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NECROMUNDA SURVIVAL EDITION

include any non-Human model (except • Tainted Bloodlines (Radical): The


Psykers) above the rank of Footman. warband is part of an ancient and
The Court is the only specialty genetically twisted lineage; its history
with access to the Custodian rank (see filled with whispers of insanity and
recruitment below). decadence. The warband’s Investigation
• Safari beyond the Imperium: The Rating is lowered by -2 but
warband travels beyond the boundaries its Subversion Rating is increased by
of the Imperium in search of +2. The cost for mutations for all models
lost human colonies, STC technology, is decreased by -5 Geld (to a
riches, and more. The warband minimum of 5 Geld), the cost for all
increases its Investigation Rating by +1 Abhumans and Wyrds is lowered by -5
and lowers its Subversion Rating by -1. to their base cost (to a minimum
A Safari warband may take Xenos of 10 Geld). The warband may take
models in the Footman, Retainer mutants in all ranks and Big Muties in
and Slave ranks and may hire Xenos the Retainers and Footman ranks.
Hired Guns. Up to two (2) Nobles may However, the cost for any normal
select weapons from the Heavy Human models is increased by +5 Geld
Weapons list. Models may use any non- per model and the warband may
Rare weapons from both the Xenos and never hire any model of the Ecclesiarchy
Human weapon lists (so long or Redemption. Moreover, Human Hired
as their rank allows it). However, Puritan Guns cost +5 Geld for
factions view the warband with each game. A warband with Tainted
suspicion: When battling Puritan Bloodlines may use Summoning but
warbands, the Safari’s Subversion may only summon Warp Predators.
Rating is lowered by -1 for each Puritan warbands fighting against
opposing Puritan faction. Tainted Bloodlines are subject to
• Ancient lineage: The warband is led by Hatred.
a family as old as Humanity’s expansion • Hunting Rig Expedition (Radical): The
into the stars, perhaps even most commonly encountered Nobilist
older. A warband of Ancient Lineage warband throughout the
increases its Investigation rating by +1. galaxy, the Hunting Rig Expedition
Being around for a considerable consists of a few high-ranking nobles
amount of time has allowed the Ancient armed and armored in specialized
Lineage warbands to establish strong suits of powered armor of mysterious,
links with several population non-Mechanicus origin.
levels, they get an additional +1D6 TG Hunting Rig Expeditions do not follow
income when working the following this warband list description; instead
territories: 11-12 (Chemical they conform to the Spyrer
Producer), 21-24 (A small favor), 25-26 Hunters warband list from the Outlaws
(Information broker), 45-46 Community Edition book in all aspects
(Tradesman), 53-54 (Weaponsmith), 66 except for Investigation and
(Local Cells). Subversion ratings.
The Duke/Duchess may be of Specie
‘Abhuman – Squat’ and if so, all Nobles,
Footmen and Retainers must
also be ‘Abhuman – Squat’: the warband
is an ancient Squat Household that
somehow survived their race’s
extinction.

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NECROMUNDA SURVIVAL EDITION

Recruitment having a friend within 2”. Additionally,


1 Duke/Duchess friendly
M models within 6” of the Duke/Duchess
- may use its
Leadership when taking any Leadership
WS test.
+2 The Duke /Duchess may select one (1)
Beast or
BS Construct model.
+2 The Duke /Duchess must always have a
total cost of
0-4 Custodians 180 Geld or more (Base cost, Rank
cost, weapons,
Base +110 TG & equipment). If its cost ever falls below
S 180 Geld,
- it may not participate in any scenario
until its total
T cost is above 180 Geld.
- 2+ Nobles
M
W -
+1
WS
I +1
+1
WS
A +1
-
BS
M +1
-
Base +30 TG
Ld S
+2 -

• Species: Non-Astartes Human, T


Abhuman – -
Untouchable, Wyrd.
• Weapons: The Duke/Duchess may W
select weapons -
from the HtH, Pistols, Basic, Special,
and Grenades I
list. -
• Equipment: The Duke /Duchess may
select any A
equipment from the Armor, Gunsights, -
and
Equipment lists. Ld
• Special: The Duke /Duchess always +1
counts as

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NECROMUNDA SURVIVAL EDITION

• Species: Human, Abhuman – Ogryn, Construct model.


Human Up to three (3) Nobles may select
Wyrd. weapons from
• Weapons: Custodians may select the Special list.
weapons from Each Noble must always have a total
the HtH, Pistols, Basic, Special, Heavy cost of 80
and Geld or more (Base cost, Rank cost,
Grenades list. weapons, &
• Equipment: Custodians may select equipment). If its cost ever falls below
equipment 80 Geld, it
from the Armor, Gunsights and may not participate in any scenario until
Equipment lists. its total
• Special: Custodians may only be cost is above 80 Geld.
selected as part
of a Planetary Governor’s Court. 0+ Footmen
M
Base +40 TG -
BS
+1 WS
+1
S
- BS
-
T
- Base +30 TG
S
W -
-
T
I -
+1
W
A -
-
I
Ld +1
+1
A
• Species: Non-Astartes Human, -
Abhuman –
Untouchable, Wyrd. Ld
• Weapons: Nobles may select weapons +1
from the
HtH, Pistols, Basic and Grenades list. • Species: Any non-Astartes Human or
• Equipment: Nobles may select Abhuman,
equipment from Wyrd.
the Armor, Gunsights and Equipment • Weapons: Footmen may select
lists. weapons from the
•Special: Each Noble may select one (1) HtH, Pistols, Basic, Heavy and
Beast or Grenades list.

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NECROMUNDA SURVIVAL EDITION

• Equipment: Footmen may select any


equipment WS
from the Equipment lists. -
• Special: Footmen of a Planetary
Governor’s Base TG
Court cannot select weapons from the BS
Heavy list. -

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
-

• Species: Any non-Astartes Human or


Abhuman,
Wyrd.
• Weapons: Retainers may select
weapons from the
HtH, Pistols, Basic and Grenades list.
• Equipment: Retainers may select any
equipment
from the Equipment lists.

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NECROMUNDA SURVIVAL EDITION

Weapons & Equipment Lists Scatter Cannon


All costs are included within the armory Pistol Sword4
Webber
•Hand-to-Hand Needle Rifle4
Knife •Heavy
Stiletto, Dirk Autocannon
Throwing Knife Assault Cannon
Sword Heavy Stubber
Club, Maul, Bludgeon Heavy Bolter
Chain, Flail Heavy Plasma Gun
Massive Weapon Lascannon
Chainsword* Missile Launcher
Chain-Axe2 RPG Launcher
Electro-Flail3 Multi-Melta
Shock Maul3 Multi-Laser
Power Sword4 Heavy Flamer
Power Axe4
Power Fist3 •Grenade & Ammo
Force Weapon4 Frag Grenades1
•Pistols Krak Grenades2
Autopistol Melta-Bomb3
Stubber Photon Flash Grenades2
Hand Cannon2 Choke/Scare Gas Grenades3
Dueling Pistol3 Smoke Grenades2
Bolt Pistol2 Fire Bomb
Laspistol Tox Bomb
Hellpistol2 Frag Missile3
Hand Flamer2 Krak Missile3
Plasma Pistol2 Dum-Dums
Web Pistol Man-Stoppers1
Overcharge Cell1
•Basic Hotshot Shell1
Musket Man-stopper Shell1
Scatter Gun Bolt Shell1
Autogun
Lasgun •Gun-Sights
Las Carbine Red-Dot Laser
Hellgun3 Telescopic Sight
Bolt Carbine3 Mono-Sight
Bolter3 •Equipment
Shotgun (Solid/Scatter) Bio-Scanner (1/warband)2
Hunting Rifle3 Injector Rig (1/warband)
•Special Charm
Flamer Clip Harness
Melta-Gun Control Collar
Ripper Gun (Ogryn Only) Liquid Courage (One Use)
Grenade Launcher Lobo-Chip
Plasma Gun Master-crafter Weapon3
Long Las Kalma
Storm Bolter MIU

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Ork Gang • Special Rules:


Version 2.0 Waaagh!: Once per game for 1 turn
models with this rule gain the berserk
• Initial Resources: charge skill, models that have this
You have 1000 Throne Geld to spend rule already gain +1 attack (this can take
on recruiting number of attacks above maximum).
and arming your war band. You must Oi get up!: An ork roling 1 in the
have a recovery phase is placed upright and
minimum of 5 models. can act normal on the orks next turn.
• Hired Guns: Feral: During recruitment Orks with this
Orks may not take non-ork hired guns rule subtract -1 from their Bs and add +1
• Starting Experience & Skills: to their Ws, may not be
All fighters start with the following taken by models that start with Bs1,
experience Yoofs may make this change when they
point totals. All non-Construct members reach the level of boyz.
gain
experience as normal. Ork Gang gain Upon creation an ork gang may become
the a clan; a clan follows one of the 6 clan
Underdog Bonus as normal. types:
Unit Type
Nob
Oddboyz
Boys
Yoofs • Goff: These are the biggest and most
Grots violent Orks they love shouting at
smaller orks
NEC eq and kicking them around.
Leader Goff ’s make take 0-3 skarboyz.
Heavy May not take kommando’s.
Ganger May take 1 extra Nob, this nob is not the
Ganger gang leader and will never challenge for
Juve leadership, however should the leader
ever be killed this model will
XP automatically become the leader
60+D6 regardless of other models leadership. A
60+D6 2nd Nob may be recruited
20+D6 if there is only ever 1.
20+D6
D3

• Territory & Income:


Orks take starting territories as normal • Deathskulls: These orks will steal
for gangs. anything that is not bolted down and will
Oddboys or models substituted by steal the
specialists may bolts of anything that is; they are known
not scavenge. for having a great number of loota’s.
Make take 0-3 ‘Eavy’s.
Subversion Rating: 8 ‘Eavys may take Deffguns.
Investigation Rating: 6 May re-roll 1 failed ammo check each
game.

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

- 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.

Base +5 TG Base +30 TG


BS BS
- +1

S WS
- -

T Base TG
-
Ld

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NECROMUNDA SURVIVAL EDITION

- equipment from the Armor, Gunsights,


and
• Species: Ork only. Equipment lists.
• Weapons: Yoof ’s may only take • Special: Waaaagh!
weapons from the Oi get up!
CC and Pistol list. ‘Eavy: An ‘Eavy has access to the ork
• Equipment: None. heavy
• Special: Waaaagh! weapons list, also orks love to bash
Oi get up! people around
the head with something “gud n ‘eavy”
Oddboyz: orks
carrying heavy weapons are not classed
0-2 ‘Eavy’s and being
M encumbered. ‘Eavy’s gain access to
- shooting skills.

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

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NECROMUNDA SURVIVAL EDITION

I A
- -

A • Species: Ork only.


- • Weapons: Skarboyz may select
weapons from the
Ld CC, Pistols, and basic weapons.
+1 • Equipment: Skarboyz may select any
equipment from the Armor, Gunsights,
WS and
- Equipment lists.
• Special: Waaaagh!
BS Oi get up!
- ‘Ard Case: This ork has been there and
seen it
Base +30 TG twice, he will not be affected by an ork
S going down
- within 2” of him, and also the ork has the
Iron jaw
T skill (and often will have an iron jaw).
- 0-1 Weirdboy

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:

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NECROMUNDA SURVIVAL EDITION

0-1 Burna
M WS
- -

WS BS
- +1

Base +20 TG Base +40 TG


BS S
+1 -

S T
- -

T W
- -

W I
- -

I A
- -

A Ld
- +1

0-1 Painboy • Species: Ork only.


Ld • Weapons: Painboyz may take
+1 weapons from the
CC, Pistols and basic weapons.
M • Equipment: Painboyz may select
- equipment from
the Armor list.
• Species: Ork only. • Special: Waaaagh!
• Weapons: Burna may select weapons Oi get up!
from the Painboy: A Painboy may attempt to “fix”
CC, Pistols, and basic weapons. orks that
• Equipment: Burna may select any are wounded, in the shooting phase a
equipment from the Armor, Gunsights, down ork
and with a painboy in base contact may
Equipment lists. become healed.
• Special: Waaaagh! Roll a d6, on a 5+ the ork is healed and
Oi get up! is returned
Burna: A Burna may take Burna’s and to his feet but may not act this round, on
Skorcha the roll
Weapons. Add +1 to the result to see if of a 1 the ork goes out of action. A Dok’s
a ork using assistant
a burner/skorcha is set on fire when hit allows a re-reoll. A Painboy counts as
with a having the
flame weapon. medic skill.

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NECROMUNDA SURVIVAL EDITION

Oddboyz: 0-1 Stormboy


M
0-1 Mekboy -
M
- WS
+1
WS
- BS
+1
BS
+1 T
-
Base +40 TG
S W
- -

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

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NECROMUNDA SURVIVAL EDITION

Equipment lists. Weapons & Equipment Lists


• Special: Waaaagh! All costs are included within the armory
Oi get up!
Kommando: A Kommando gains access •Hand-to-Hand
to the Knife
stealth skill table. Kommando’s may not Stiletto, Dirk
take any Throwing Knife
armour other than ‘Ardhat. Sword1
Club, Maul, Bludgeon
Base +80 TG Chain, Flail
S Massive Weapon1
- Chainsword1
Chain-Axe1
WS Electro-Flail3
+1 Shock Maul3
Power Sword2
Base +50 TG Power Axe2
Power Fist3
Ld •Pistols
+1 Dueling Pistol3
Autopistol
• Species: Ork only. Stubber
• Weapons: Stormboyz may take Hand Cannon
weapons from the Bolt Pistol1
CC, Pistols and basic weapons. Laspistol
• Equipment: Stormboyz may select Hellpistol1
equipment Hand Flamer1
from the Armor list. Plasma Pistol2
• Special: Waaaagh! •Basic
Oi get up! Musket
Stormboy: A stormboy come equipped Autogun
with a Lasgun
rokkit pack. Las Carbine
Hellgun1
Bolt Carbine2
Bolter2
Shotgun (Solid/Scatter)
Hunting Rifle1

•Special
Flamer
Melta-Gun
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun4
Long Las4
Storm Bolter3
•Heavy
Autocannon
Heavy Stubber

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

goes out of action remove the grot also. -


A grot with an ammo box will let the ork
automatically pass its ammo role unless Stealth
the fail is automatic, If the X
fail is automatic the roll passes on a 4+. X
Once this ability has been used remove -
the grot.
Techno
Nobz X
Boyz
Yoof Orks are not known for their willingness
Grot to learn new things, they already know
Oddboyz everything they need to.
Kommando Orks may never select a skill from a
‘Eavy different table above for their type
Mek unless it is listed on their profile.
Example: A painboy has the medic skill
Agility at selection, he may never roll on the
- Techo skill chart ever, even
though he has a skill from this group
Combat already.
X
X 157
X
X
X
X
-

Ferocity
X
X
X
X
X
X
X

Muscle
X
X
X
X
X
X
-

Shooting
X
X

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NECROMUNDA SURVIVAL EDITION

Rogue traders exactly as described in the Necromunda


Version 2.0 rulebook.
They receive the ‘Giant Killer Bonus’ as
• Initial Resources: listed.
You have 1000 Throne Geld to spend
on recruiting Subversion Rating: 7
and arming your Warband. You must Investigation Rating: 7
have a
minimum of 4 models. 158
• Hired Guns:
Rogue Trader warbands may recruit up
to 3 Hired
Guns.
• Starting Experience & Skills:
All fighters start with the following
experience
point totals. All non-Construct Rogue
Traders
members gain experience as normal.
Rogue
Traders gain the Underdog Bonus as
normal.
Unit Type
Rogue Trader
Representative
Arch Militant
Navigator
Crewmen
Rating

NEC eq
Leader
Heavy
Heavy
Ganger
Ganger
Juve

XP
60+D6
60+D6
60+D6
20+D6
20+D6
D3

• Territory & Income:


Rogue Traders select territories and
collect income

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NECROMUNDA SURVIVAL EDITION

Rogue Traders are unique and powerful bazaar price


individuals who serve as a combination Pirate’s scums: Rogue traders present
freelance explorer, conquistador an inviting target for pirates and are
and interstellar merchant for the constantly under threat of pirate
Imperium of Man. They are hereditary raiding parties. As such, non-Construct
Imperial servants and nobles, given a Rogue Trader warband members suffer
starship, a crew, and sometimes troops from hatred when fighting
of the Imperial Guard and carte blanche members of a Void Pirate warband.
to roam those worlds of the Profit Factor: The prestige and pedigree
galaxy that still lie beyond Imperial of a Rogue Trader’s Warrant of Trade is
control or knowledge. In their task of measured in terms of raw
exploring and exploiting the profit and influence. Most Rogue Trader
still-uncharted regions of the galaxy for dynasties control vast amounts of
Mankind, Rogue Traders might come capital, from hard currency like
across worlds harboring Thrones to large networks of agents,
long-forgotten human civilizations which contacts, and investments across a
will be later incorporated into the dozen worlds. These resources are all
Imperium by official Adeptus tied to the Rogue Trader’s Warrant of
Mechanicus Explorator fleets and Trade, the priceless document that
expeditions of the Imperial Navy and grants him his authority and provides
Imperial Guard. Other times they find almost endless opportunities for
empty or alien-dominated planets ripe success. Each charter (see below for
for colonization, conquest or exploitation further details) has its own profit
by the Imperium and factor:
themselves. Charter of Commerce: After each game
the warband gains an additional 2D6 TG
• Special Rules: income.
All Rogue Trader Warbands may select Charter of Exploration: After each game
Commlinks/Microbeads at +5 Throne the warband gains an additional 3D6 TG
Geld per fighter. If selected, all income.
fighters must be equipped in this way. Unknown Charter: After each game the
Xenos Friendly: While strictly forbidden warband gains an additional 1D6 TG
by the Imperium, many Rogue traders income, add +1 to the result of
allow Xenos members to the Number of Rare Items they can get
become part of their crew. Any Rogue to a maximum of 3 during the trading
Trader warband may start with up to 1 sequence.
Xenos in any of the following Xenos Trader: After each game the
ranks: Arch-Militant, Crewman. That warband gains an additional 2D6 TG
model may select weapons appropriate income.
to its rank and race from the
Xenos weapons lists, at maximum cost. 159
Traders: In a campaign setup, the
Rogue Trader might use his Warrant of
Trade with other players, thus he
can trade at the end of each game with
other players to buy and sell what is in
their stash. The price of goods
traded is up to the players involved in
the negotiation, but the rating increase is
adjusted by the standard

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NECROMUNDA SURVIVAL EDITION

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.

• Xenos Trader: The Rogue trader is a


freelance trader. His focus is to create
new commercial agreements for

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NECROMUNDA SURVIVAL EDITION

Recruitment taking any Leadership test. Rogue


1 Rogue Trader Traders may
M select one (1) Beast or Construct model.
-
WS
WS -
+2
BS
BS -
+2
Base +25 TG
Base +100 TG S
S -
-
T
T -
-
W
W -
-
I
I +1
+1
A
A -
-
Ld
1 Navigator +1
Ld
+2 • Species: Human Wyrd Only!
• Weapons: Navigators may select
M weapons from
- the HtH, Pistols, and Grenades list.
• Equipment: Equipment: Navigators
• Species: any non-Astartes Human or may select
Abhuman any equipment from the Armor and
• Weapons: Rogue Traders may select Equipment
weapons lists.
from the HtH, Pistols, Basic, Special, • Special: Once each scenario, a
and Grenades Navigator may
list. reroll one Perils of the Warp result.
• Equipment: Rogue Traders may select
any equipment from the Armor, 161
Gunsights, and Equipment
lists.
• Special: The Rogue Trader always
counts as having a friend within 2’’.
Additionally, friendly models
within 6’’of the Trader may use its
Leadership when

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NECROMUNDA SURVIVAL EDITION

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
- -

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NECROMUNDA SURVIVAL EDITION

-
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

• Species: any non-Astartes Human or


Abhuman,
Mutant
• Weapons: Arch-Militants may select
weapons
from the HtH, Pistols, Basic, Special,
Heavy, and
Grenades list.
• Equipment: Arch-Militants may select
equipment from the Armor, Gunsights,
and Equipment lists.

Base +20 TG
S
-

WS
+1

Base +40 TG

Ld

Page 196 of 361


NECROMUNDA SURVIVAL EDITION

Weapons & Equipment Lists Missile Launcher


All costs are included within the armory RPG Launcher
Multi-Laser
•Hand-to-Hand Heavy Flamer
Knife Multi-Meta
Stiletto, Dirk •Grenade & Ammo
Throwing Knife Frag Grenades1
Sword Krak Grenades1
Club, Maul, Bludgeon Photon Flash Grenades1
Chain, Flail Fire Bomb
Massive Weapon Tox Bomb
Chainsword1 Melta-Bomb2
Chain-Axe1 Scare Gas Grenades2
Electro-Flail2 Smoke Grenades1
Shock Maul2 Frag Missile2
Power Sword3 Krak Missile2
Force Staff4 Dum-Dums
•Pistols Man-Stoppers
Dueling Pistol2 Overcharge Cell1
Autopistol
Stubber 163
Hand Cannon
Bolt Pistol1
Laspistol
Hellpistol1
Hand Flamer
Plasma Pistol1
•Basic
Scatter Gun
Autogun
Lasgun
Las Carbine
Hellgun2
Bolt Carbine2
Bolter2
Shotgun (Solid/Scatter)

•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

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NECROMUNDA SURVIVAL EDITION

•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

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NECROMUNDA SURVIVAL EDITION

Muscle
X
X
X
-

Shooting
X
X
X
X

Stealth
X
X
X

Techno
X
X
-

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NECROMUNDA SURVIVAL EDITION

vOID pIRATES Special Rules


Void Pirates have no qualms about
Initial Resources mixing human and Xenos races, so long
You have 1000 Throne Geld to spend on as everyone does their job and performs
recruiting and arming your war band. well in battle. As such, upon creation,
You must have a minimum of 3 models Void Pirates may select humans and
Xenos models as listed.
Hired Guns
Void Pirate war bands may recruit up to All Void Pirates war bands (except
4 Hired Guns. Orkoid) may select
Commlinks/Microbeads at +5 Throne
Starting Experience & Geld per fighter. If selected, all fighters
Skills must be equipped in this way.
All fighters start with the following
experience point totals. All non- Plunder: If a Void pirate war band wins
Construct Void Pirates gain experience a scenario, it triggers additional 2D6 TG
as normal. Void Pirates gain the profit.
Underdog Bonus as normal.
Captured Fighter: War Band fighters
Unit Type NEC XP captured by Void Pirates have three
Equiv.
Captain Leader 60+D6 choices: convert or be sold to slavers or
Quarter Ganger 20+D6 be traded back. Follow the below steps:
Master
Void Ganger 20+D6 1. If both war bands hold captives then
Master they must be exchanged on a one for
Master Heavy 60+D6 one basis with their gear, starting with
Gunner models of the highest value. If there are
Bosuns Heavy 60+D6 some remaining captured fighters, move
Crew Ganger 20+D6 on to step 2.
Swabies Juve D3
Slaves Juve 0
2. If there is no exchange possible, you
Territory & Income can start negotiations, and thus ransom
Void Pirates war bands select territories the captured fighters. There is no fixed
and collect income exactly as described
in the Necromunda rulebook. They to negotiate deals on captives, their gear
receive the Giant Killer Bonus as listed. and how they are paid either with TG,
equipment, etc. If the players do not
Subversion Rating: 8 reach an agreement, the enemy war
Investigation Rating: 6 band must decide to attempt a rescue
mission or not.

2. A. If the captured fighter owning


player wants to play the rescue mission,
the captured fighter is held in the
rescue mission is
done.

2. B. If the captured fighter owning


player does not want to play the rescue
mission or if the rescue mission is

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NECROMUNDA SURVIVAL EDITION

a failure, the captured fighter can Eldar


convert to piracy or be sold to Slavers. Sometimes the rigid constraints of the
Eldar Path are intolerable even for an
3. The Void Pirates player rolls 2D6 and Eldar to bear; such individuals leave
adds the Captain Leadership their Craftworlds and become known as
characteristic to the score; the opposing Outcasts. There are many bands of so-
player rolls 2D6 and adds the captured called Corsairs scattered across the
galaxy, and all are savage and deadly
Member of Ecclesiarchal Delegation or raiders. Outcasts from the strict confines
Inquisition Cells adds 2 to his result. of the Craftworlds, the Corsairs live in
self-imposed exile, seeking to explore
3. A. If the Captain scores higher than the galaxy and experience the full gamut
the prisoner, the prisoner becomes a of emotion and sensation accessible to
pirate. Copy his profile, skills,
experience, etc, onto the Void Pirates young and adventurous Eldar who will
roster. Note the fighter is now classed as eventually return to their homes older,
a crew member unit type if it is a Mixed wiser and tempered by warfare. Some,
Races war band, or a slave if it is an
Eldar/Orkoid war band meaning he may completely and fall further still,
lose access to skill sets, weaponry and becoming ever more bloodthirsty and
psychotic, indulging their darkest
equipment is also destroyed to fully impulses and eventually seeking out the
embrace his new life, but he will keep infamous Dark City. It is known that
implanted bionic equipment. sometimes foolish and wealthy Humans
are known to hire the services of
3. B. If the prisoner equals or beats the Corsairs who demand an extortionate
Capt price for their cooperation. In battle,
refuses to convert to piracy. If a Corsairs emphasize speed and surprise
prisoner will not convert, cannot be over firepower and armor.
rescued by his war band or cannot be
traded back then he is sold to If a player selects Eldar Corsairs, the war
Slavers for D6*5 profit. His equipment is band must consist entirely of Eldars and
kept by the pirates. Slaves. Eldar Corsairs war bands may not

Replace the Swabies with the Slaves


entry. Hired Guns of different races may
be used as normal. Eldar Corsairs war
bands add 1 to their Subversion rating
and subtract 1 from the Investigation
rating. Eldars Corsairs war bands

equipment not rare, to reflect their


fighting style, thus take out the 4D6
price add on if you buy it. Eldar Corsairs
may select Eldar and/or Human
Weapons/Equipment. Eldar Corsairs do
not have access to Carapace and Power
Armor.

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NECROMUNDA SURVIVAL EDITION

Orkoid (Freebooterz) Mixed Races


Freebooterz are Orks who have Usually dwelling in isolated regions of
separated themselves from their clan (by space, these areas naturally attract
choice or through being exiled) and go renegades, exiles, and mercenaries.
off to live the life of pirates and Without the guidance of the Emperor,
mercenaries. The composition of this drudge of humanity often falls to
Freebooter bands can vary greatly the powers of Chaos. However many
depending on their origin and history; do not, instead opting for a life of
some are the remnants of shattered war plunder. Hiding away on fringe worlds,
bands, others are eccentrics or fugitives moons, or in asteroid belts these men
from Ork society. Freebooterz forsake form pirate fleets. Their ranks are filled
their previous Clan and tribal with deserters from the Imperial Guard
allegiances and usually wear a distinctive and Imperial Navy as well as those
style of dress to emphasize this, often fleeing from the Adeptus Arbites. Many
decorating themselves with ear and nose are also anti-Imperial insurgents, who
rings, Jolly Ork symbols and flamboyant see themselves as freedom fighters
clothin against the tyranny of the Adeptus Terra.
have access to Painboyz or Mekboyz; Pirate bases act as safe havens for every
their injuries frequently have to be criminal, miscreant, heretic, and rebel
patched up in a temporary manner, thus throughout the Imperium. Such bases
many Freebooterz sport eye patches, are a constant bane to the Imperium,
peg-legs or hook hands. often serving as epicenters for raiding
outposts and isolated colonies. However
Freebooter bands are often led by a most pirates survive by living off the
Kaptin, these individuals are even plunder acquired through raiding
tougher, more ruthless and foul Imperial Merchant Fleets. Such is the
tempered than the rest of their brethren level of piracy in
and are usually even more lanes that one of the prime duties of the
ostentatiously attired, frequently Imperial Navy is to hunt down pirate
favoring large hats and voluminous bases and keep shipping lanes safe for
coats in which they conceal numerous Merchant ships.
weapons and flasks of fungus rum. The
universal symbol of the Freebooterz is If a player selects Mixed Races, the war
the Jolly Ork - an Ork Skull and band must not have more than 40% of a
Crossbones motif which often adorns single species in its rank.
their clothes, banners and vehicles.
Mixed Races do not have access to
If a player selects Orkoid, the war band Slaves. Thanks to their diversity and the
must consist entirely of Orkoids. Orkoid pool of knowledge it induces, Mixed
war bands add 2 to their Subversion Races war bands are able to efficiently
rating and subtract 2 from the strengths.
Investigation rating. Replace the Swabies Mixed Races war band increase their
with the Slaves entry. Investigation rating by +1. Each
member counts all common Xenos
Slaves bought in an Orkoid war band weaponry as if they were a member of
must be from the Grot Species. Orkoid that species so long as the gang contains
war band have always access to the Saw a member of that species.(ex: The crew
Bones. Orkoid war band may select Ork contains a single Ork so all crew
and/or Human Weapons/Equipment. members can purchase and use
common Ork weapons as if they were an

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NECROMUNDA SURVIVAL EDITION

Ork. If the crew also contains an Eldar,


the Ork can have a Shuriken Catapult if counters. No more than 50% of the
he wants.)
can use this ruse. If a scenario prevent
The void pirates have two Sub Types the use of the tunnels or vents special
and you must select one upon creation. be used
neither.

person or ship authorized by a


government by letters of marque to
attack foreign vessels during wartime.
Privateering is a way of mobilizing
armed ships and sailors without having
vessels be commissioned into regular
service as warships.

Privateers add 1 to the Investigation


rating.

fighter rolls a Dead result on the Serious


Injuries chart then there is a chance the
Governmental doc can patch him up

the injury roll is treated as a Multiple


Injuries result instead. This rule can
only be used once per battle and on a
single fighter.

scums driven by a single purpose,


plunder! Every merchant/rogue trader
ship is a prey. Law enforcement tries to
bring them down at all costs.

Buccaneers add 1 to the Subversion


rating.

Having seen so many of their


companions taken out by law
enforcement, Buccaneers suffer from
Hatred when facing an Arbites war band.

battle they can deploy up to three


fighters anywhere on the battlefield
at ground level. Models are set up at the

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NECROMUNDA SURVIVAL EDITION

Recruitment 1 – VOID MASHER


WS BS S T W I A Ld
1 – CAPTAIN
+1 +1 - - - - - +1
WS BS S T W I A Ld
+2 +2 - - - +1 - +2
Base +30 TG
Base +100 TG
-Astartes Human or
-Astartes Human or Ab-Human or Xenos, Mutant and must
Ab-Human or Xenos, Wyrd (Lvl: 1-2) be a Wyrd (Lvl: 2-3),

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.

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NECROMUNDA SURVIVAL EDITION

2+ – Crew Member Weapons &


WS BS S T W I A Ld
+1 +1 - - - - - +1 Equipment Lists
All costs are included within the armory
Base +30 TG
Hand-to-Hand
-Astartes Human or Knife
Ab-Human or Xenos, Mutant Stiletto, Dirk
Throwing Knife
weapons from the HtH, Pistols, Basic, Sword1
and Grenades list. Club, Maul, Bludgeon
Chain, Flail
any equipment from the Equipment Massive Weapon1
lists. Chainsword1
Chain-Axe1
0+ – Swabies Electro-Flail1
WS BS S T W I A Ld Shock Maul
- - - - - - - - Power Sword
Force Staff
Base +5 TG Choppa
Big Choppa1
-Astartes Human or Power Klaw4
Ab-Human or Xenos, Mutant Dire Sword1
1
weapons from the HtH, Pistols, and Witchblade2
Grenades list. Singing Spear2
Web of Skulls (Eldar Only)1
Wych Blade1
0+ – Slaves Agonizer1
WS BS S T W I A Ld
+2 +2 - - - +1 - +2 Pistols
Autopistol
Base -5 TG Stubber
Hand Cannon
-Astartes Human or Bolt Pistol1
Ab-Human or Xenos, Mutant Laspistol
Hand Flamer1
from the HtH only. Plasma Pistol1
Slugga
Shuriken Pistol1
and they will remain slaves. Splinter Pistol1
Shredder (D.Eldar Only)1
Pulse Pistol1
Nailer

Basic1
Scatter Gun
Autogun
Lasgun
Las Carbine
Bolt Carbine

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NECROMUNDA SURVIVAL EDITION

Bolter Grenade & Ammo


Shotgun (Solid/Scatter) Frag Grenades
Shoota EMP Grenades
Grot Blasta (Grots Only) Haywire Grenades
Shuriken Catapult Cristalline Sphere
Splinter Rifle Krak Grenades
Pulse Carbine Plasma Grenades
Pulse Rifle Smoke Grenades
Kroot Rifle Photon Flash
Fire Bomb
Special1 Tox Bomb
Flamer Dum-Dums
Melta-Gun Man-Stoppers
Grenade Launcher Hotshot Shell
Plasma Gun Bolt Shell
Storm Bolter
Ripper Gun Gun-Sights
Scattter Cannon Red-Dot Laser
Spear Gun Mono-Sight
Kustom Megablasta
Burna Equipment
Rokkit Launcha Bio-Scanner (1/warband)
Fusion Gun Charm1
Neutron Blaster Clip Harness
Hrud Fusil (Hrud Only) Control Collar
Liquid Courage (One Use)
Heavy Photo-Contacts/Visor
Heavy Stubber Respirator
Heavy Bolter
Heavy Plasma Gun 1. Not available to Recruits
RPG Launcher 2. Only available to Bosuns & Captains
Multi-Laser 3. Only available to Captains
Deff Gun 4. Only available to Freeboota Kaptins
Reaper Launcher (Eldar Only) 5. Seers Only
Splinter Cannon
Dark Lance (D. Eldar Only)

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

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NECROMUNDA SURVIVAL EDITION

AGI COM FER MUS SHO STE TEC


Captain X X X X X X X
Quarter Master X X X X X X -
Void Master X X X - X X -
Master Gunner - X X X X - X
Bosuns X X X X X - -
Crew Members X X X X X X -
Swabies - X X - X X -
Slaves - X X - X - -

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NECROMUNDA SURVIVAL EDITION

NECROMUNDA PLAYING THE


CAMPAIGN
CAMpaigns Gangs come from the area around one
Although it is perfectly acceptable to of the Underhive settlements. They hang
fight one-off games, part of the around the trading posts and drinking
challenge of Necromunda is to holes, waiting for news of local finds or
campaign a gang over a period of time offers of work. When not fighting the
and many fights. This gives you the gangs are repairing their gear and
opportunity to watch your gang trading with the locals.
develop, to see old fighters gain new
skills while new fighters join and the This gives each gang a certain amount of
gang grows ever more famous. This income, which they can spend on
section explains how the Campaign recruitment and new weapons, or save
rules allow a gang to progress from as credit with the local Guilders.
modest and obscure origins to power,
glory and inestimable wealth. Experience is expressed as Experience
points which individual fighters receive
STARTING THE for surviving each game and doing
particularly well in the fighting. This is
CAMPAIGN covered in detail later in the Experience
To start a campaign you ll need at least section.
two players and preferably three or
more. The more players the better! Each When a fighter has sufficient Experience
player can have more than one gang, but points he receives an advance.
our experience is that players prefer to
run one at a time as this allows each An advance might improve his
gang to fight the most games in as short characteristic profile, adding to his WS,
a time as possible. BS, S etc, or it might be a special skill
such as Dodge or Fast Shot.
To start the campaign two players
simply take their gangs and select one of Cash is collected after each game in the
the scenarios to fight. At the end of each form of extra Guilder credits which are
game the players work out how much added to the gang s total cash reserve or
experience the gang fighters have stash. This represents the profits earned
earned and how much cash the gang by the gang after taking into account
collects by trading. living expenses and the cost of replacing
ammunition and damaged weapons.
You can start the campaign as soon as
You can spend the stash on recruiting
two players have recruited their gangs.
more fighters or buying new weapons as
New players can join the campaign at
explained in the Trading Post section.
any time thereafter. Although new gangs
will be less developed they will soon THE GANG RATING
learn new skills. Each gang has what we call a gang rating
the higher the rating the better the gang.
Fighting other, more powerful gangs The gang rating is simply the total value
will enable them to develop more of all the fighters in the gang plus their
quickly. total Experience points.

GANG RATING: VALUE OF


FIGHTERS+EXPERIENCE

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NECROMUNDA SURVIVAL EDITION

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.

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NECROMUNDA SURVIVAL EDITION

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.

DEATH OF A GANG LEADER


Even hardened and much loved Gang
Leaders can fall victim to the twists of
fate. If the leader of your gang dies or is
sold to slavers then don't despair, your
gang will live on to avenge his untimely
demise!

It's not possible to recruit a new Gang


Leader mid-campaign, instead the
Ganger with the highest Leadership
characteristic will take over as the new
leader of your gang. If multiple Gangers
have the same Leadership value then the
Ganger with the most Experience points
out of those will take command.

Heavies and Juves cannot become the


gang's new leader. Heavies spend all of
their time tinkering with weapons and
gubbins while a gang led by a Juve
would hardly be respected or feared.

The new leader from then on follows all


of the usual rules associated with a Gang
Leader. For example, he will gain access
to new skills and special weapons and
will no longer be able to work

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NECROMUNDA SURVIVAL EDITION

SERIOUS INJURIES the rules for stupidity. On a roll of 4-6


the fighter is enraged and
CHART uncontrollable - he is affected by the
11-15: DEAD rules for frenzy.
The fighter is killed in action and his
body abandoned to the mutant rats of 26: BLINDED IN ONE EYE
the Underhive. All the weapons and The fighter survives but loses the sight
equipment carried by the fighter are of one eye. Randomly determine which
lost. eye. A character with only one eye has
his Ballistic Skill reduced by -1. If the
16: MULTIPLE INJURIES fighter is subsequently blinded in his
The fighter isn't dead but has suffered remaining good eye then treat it as a
many serious wounds. Roll a further Dead result.
D3+1 times on this chart. All Dead,
Multiple Injuries, Captured and Full 31: PARTIALLY DEAFENED
Recovery results must be rolled again. The fighter survives but is partially
deafened as a result of his injuries. His
21: INFECTED WOUND Initiative characteristic is reduced by -1.
The fighter eventually recovers but it
takes time for his agonising wounds to 32: SHELL SHOCK
fully heal. The model must miss the next The fighter survives but is extremely
D3 games. nervous and jumpy due to the traumatic
injuries he has suffered. His Leadership
22: CHEST WOUND characteristic is reduced by -1.
The fighter has been badly wounded in
the chest. He recovers but is weakened 33: HAND INJURY
by the injury and his Toughness The fighter has badly wounded one of
characteristic is reduced by -1. his hands. The fighter's Weapon Skill
characteristic is reduced by -1.
23: LEG WOUND
The fighter has smashed a leg. He Randomly determine which hand has
recovers from his injuries but he can no been hurt.
longer move as quickly. The fighter
Movement characteristic is reduced by - 34-36 OLD BATTLE WOUND
1. Randomly determine which leg has The fighter recovers but his old wound
been hurt. sometimes affects his health. Roll a D6
before each game for each Old Battle
24: ARM WOUND Wound suffered. On the roll of a 1 the
The fighter has smashed one of his arms. Fighter s old wound is playing up and
The fighter s Strength characteristic is he is unable to take part in the
reduced by -1 when using that arm e.g. forthcoming battle.
when using a sword in hand-to-hand
combat. Randomly determine which arm 41-55: FULL RECOVERY
has been hit. The fighter has been knocked
unconscious or suffers a mildly
25: HEAD WOUND incapacitating wound from which he
A serious head injury leaves the fighter makes a full recovery.
unhinged. At the start of each game roll
a D6 for each Head Wound to determine 56: BITTER ENMITY
how he is affected. On a 1-3 the fighter Although he makes a full physical
is dazed and confused - he is affected by recovery, the fighter has been mentally

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NECROMUNDA SURVIVAL EDITION

scarred by his experiences. He develops


a bitter enmity for the gang responsible Experience
for his injury. Roll a D6 to see who he As gangers take part in fights, those who
now hates. survive become more experienced, and
1-4: The individual enemy who inflicted improve their battle skills. This is
the injury (if unknown, roll a random represented in the campaign game by
enemy model). experience.
5-6: The leader of the gang who inflicted
the injury. Gang fighters earn Experience points
when they take part in a battle. Once a
61-63: CAPTURED gang fighter has enough Experience
The fighter is captured. If both gangs points he gains an advance. This takes
hold captives then they must be the form of either an increased
exchanged one-for-one with their gear characteristic or a special skill. Gang
starting with models of highest value. fighters who survive long enough may
Remaining captives are ransomed back progress to become mighty heroes with
to their gang. There is no fixed value for many special abilities that they have
ransoms, it's up to the players to picked up over the course of their
negotiate deals on captives, their gear combat career.
and how they are paid for. If a player
refuses to rescue or pay a ransom then Initial Experience
the captive must be sold to the Guild When fighters are recruited they already
slavers, earning the captor D6x5 credits, have some experience. This is
and you may keep their equipment. Any determined as soon as they join the
credits earned are added straight to your gang. The table below shows how much
stash. The status of a captured fighter experience the different types of fighters
must be resolved before or immediately have to begin with. Make the
following the next time the two gangs appropriate dice rolls and record each
fight each other. new fighter s Experience points on your
gang roster.
64: HORRIBLE SCARS
The fighter recovers but is left horribly UNDERDOGS
disfigured. His scarred and distorted When a gang fights an enemy gang with
features means he causes fear. a higher gang rating then its fighters
earn extra Experience points. The
65: IMPRESSIVE SCARS higher the enemy gan s gang rating the
The fighter recovers and is left with more points the underdog earns. The
impressive scars as testament to his number of bonus points is shown on the
bravery. The model receives a +1 table below. This shows the extra points
Leadership bonus. This bonus applies earned for each fighter who survives the
only once. battle both for a win and a defeat.

66: SURVIVES AGAINST THE


ODDS
The fighter regains consciousness alone
in the darkness, given up for dead by his
companions and overlooked by his
enemies. Despite his injuries he makes
his way back home. He recovers fully
and his uncanny survival earns him
+2D6 Experience points.

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NECROMUNDA SURVIVAL EDITION

Difference Experience while both players are present to


in Gang Bonus witness the result.
Rating Win / Lose
1-49 +1/+0 Extra Experience points are always
50-99 +2/+1
100-149 +3/+2 added to the fighter s total after the
150-199 +4/+3 game is over.
200-249 +5/+4
250-499 +6/+5 Example: A newly recruited ganger has
500-749 +7/+6 25 Experience points. During his first
750-999 +8/+7 battle he does well and receives an extra
1000-1499 +9/+8 9 Experience points. This takes his total
1500+ +10/+9 to 34 and moves him into the next
Experience points bracket or level,
EARNING entitling him to an Advance roll. A
EXPERIENCE further roll is earned when his
The Experience points your fighters can experience hits 41, 51, 61, 81 etc. You
earn will depend on the scenario you will notice that the amount of
choose to fight. Different scenarios have experience needed to make advances
different objectives, and consequently increases as the fighter becomes more
the fighters earn experience in slightly powerful.
different ways.
JUVES
Once a Juve has earned 21 or more
In the Scavenger scenario for example, a
Experience points he becomes a fully
fighter earns 1 extra Experience point
fledged Ganger. The new Ganger from
for each piece of valuable loot he
then on follows all of the usual rules
recovers.
associated with a Ganger. For example,
he will gain access to new skills and
If you look through the scenarios you
basic weapons and can work territories
will notice that a gang fighter always
or search for rare trade. Note the cost
earns D6 Experience points for surviving
value of the new Ganger remains at 25
a battle. He earns this even if he is hurt
credits.
or captured - so long as he lives to tell
the tale!

The Playing a Campaign Game section


includes full details of the Experience
points that can be earned for each
scenario.

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,

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EXPERIENCE ADVANCE TABLE NEW SKILLS


Experience Title There are seven types of skill and each
0-5 Green JUVE has its own separate table: Agility,
6-10 JUVE Combat, Ferocity, Muscle, Shooting,
11-15 JUVE Stealth and Techno. If you refer to these
16-20 TOP JUVE tables you ll see that each offers six
21-30 New GANGER different skills.
31-40 GANGER
41-50 GANGER The type of skill that a fighter can have is
51-60 GANGER
61-80 GANG restricted by the and
CHAMPION whether the fighter is a juve, ganger,
81-100 GANG heavy or leader. For example, Goliath
CHAMPION juves can only take Muscle and Ferocity
101-120 GANG skills, Goliath gangers can take Muscle,
CHAMPION Ferocity and Combat skills and so on.
121-140 GANG These restriction are indicated on the
CHAMPION Skill tables
141-160 GANG
CHAMPION
161-180 GANG To determine a new skill for a fighter,
CHAMPION pick the type of skill you want from
181-200 GANG those available, then roll a D6 to
CHAMPION determine which skill has been learned.
201-240 GANG HERO If you roll a skill that the fighter already
241-280 GANG HERO has or that he is not allowed to take for
281-320 GANG HERO any reason, you may pick any skill of
321-360 GANG HERO that type.
361-400 GANG HERO
401+ Mighty
GANGER On the roll of a 2 or 12 the fighter can
ignore the normal restrictions for his
warband type, and select from any of the
Skill tables.

Example: A player rolls a 3 indicating a


new skill for a Goliath Juve. Referring to
the Skill tables he finds that he may
choose between Muscle or Ferocity
skills. He decides to take a Muscle skill
and then rolls a D6, scoring a 3. Muscle
skill number 3 is Hard as Nails. This is
noted against the fighter's other details
on the gang roster.

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NECROMUNDA SURVIVAL EDITION

ADVANCE ROLLS Characteristic Increase


An Advance roll of 5-9 will increase one
Make any Advance rolls that are due
of a fighter s characteristics. For example
immediately after the battle so that both
a roll of 7 increases either Initiative or
players can witness the result. Roll 2D6
Leadership. Roll a D6 to see which of
and consult the Advance Roll table
the two characteristic increases applies.
below.

2D6 Result To continue our example, a roll of 1-3


2 Choose any of the means the fighter has gained +1
Skill tables and Initiative and a roll of 4-6 means he
randomly generate a gains +1 Leadership.
skill from it.
3-4 Select one of the However, characteristics may not be
standard Skill increased beyond maximum limits as
tables for your gang shown on the characteristic profile
and randomly
generate a skill from below. If one of the two characteristics
it. indicated by the advance roll has
5 Characteristic already reached its maximum level, you
Increase: Roll again must take the other. If both have already
been taken to their maximum level, you
1-3 = +1 Strength may choose to increase any other
4-6 = +1 Attacks. permitted characteristic by +1 instead.
6 Characteristic
Increase: Roll again WS BS S T W I A Ld
7 7 7 7 6 8 6 10
1-3 = +1 WS
4-6 = +1 BS.
7 Characteristic When working out if a fighter has
Increase: Roll again reached his characteristic limit, all
modifiers to his profile except
1-3 = +1 Initiative characteristic advances are ignored. For
4-6 = +1 Leadership. example, if a fighter suffers a Chest
8 Characteristic Wound then it's not possible for him to
Increase: Roll again advance beyond a Toughness value of 3.
1-3 = +1 WS
4-6 = +1 BS.
9 Characteristic
Increase: Roll again

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.

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NECROMUNDA SURVIVAL EDITION

SKILL TABLES AGILITY SKILLS


1: Catfall
The Skill tables are used to randomly
If a model with the Catfall skill falls then
determine skills earned as advances. If
he can take an Initiative test. If the test is
you roll a 2 or 12 on the Advance table
passed then he suffers no damage from
then you can make a roll on any of the
the fall but will still be pinned. The
Skill tables. Otherwise, your fighter is
fighter is also no longer restricted to
restricted to specific Skill tables
jumping down from heights of no more
depending upon his Warband and
than 3", instead he can jump down from
whether he is a Juve, Ganger, Heavy or
any height.
Leader (or equivalent).
2: Dodge
Similarly, a fighter s age and experience A model with this skill receives a 6+
count for a great deal in terms of what special save against hits from shooting.
skills he is able to learn.
3: Jump Back
Gangers will have fought in many At the start of his activation the model
different situations and their abilities may disengage from any hand-to-hand
usually reflects this, while Juves only combat by jumping back. If you elect to
have a limited knowledge of how the do this then the model may immediately
Underhive battles are fought. jump back up to 2" leaving any hand-to-
hand opponents behind.
The different characters of the six
Houses means that they all have areas of 4: Leap
strength and weakness in relation to the The model can move an extra +D6"
skills that are commonly available to during his movement phase if he runs or
them. For example, Goliaths encourage charges. Note you can roll the D6 before
a spartan and rugged lifestyle and deciding where to move but you must
Goliath fighters are often physically commit to a charge before the roll is
strong and ferocious. Conversely, they made.
are not very agile or stealthy.
5: Quick Witted
The chart below shows what kind of Before the first turn of the game begins,
skills are commonly available to fighters the fighter can make a special extra
of the different Houses. To use the chart move, just as if it was his movement
cross reference the fighter against the phase. So for example, the model can
skill type. If the column is marked then choose to run, charge, hide, go onto
you can roll on that Skill table. A blank overwatch, etc.
column indicates that you cannot roll
for that type of skill unless you rolled a Note this skill cannot be used in
2 or 12 on the Advance table. scenarios that don'tallow special
deployment rules.

6: Sprint
The model may triple its movement rate
when it runs or charges, rather than
doubling it as normal.

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NECROMUNDA SURVIVAL EDITION

COMBAT SKILLS STEALTH SKILLS


1: Combat Master 1: Ambush
If the model is attacked by multiple If the model goes on overwatch then he
hand-to-hand opponents then he can can also hide. Normally a fighter must
use their numbers against them. Enemy expend his entire turn to go on
models don't gain the usual Attack dice overwatch, but a fighter with this skill
and Combat Score bonuses when can do both.
fighting against him in a multiple
combat, instead the Combat Master gets 2: Dive
those bonuses. A model with this skill can run and hide
in the same turn. Normally a fighter who
2: Disarm runs cannot hide in the same turn, but a
The model may use this skill against one fighter with this skill can do both.
close combat opponent at the start of
the hand-to-hand phase. The model 3: Escape Artist
must take an Initiative test. If the test is If the model is captured, such as from a
passed then he knocks his opponent's serious injury or a bounty hunter, then
weapons aside and he must fight the the fighter will automatically escape and
remainder of the turn using only a knife. it is treated as a Full Recovery serious
It's assumed the fighter recovers his injury result instead.
weapons in time for their next
activation. 4: Evade
The model ducks and weaves as he
3: Feint moves making him very hard to hit. Any
The fighter uses cunning feints to lure enemy shooting suffers a -1 penalty. This
his opponent into making mistakes. penalty only applies if the fighter is in
Hand-to-hand opponents will fumble on the open and not if he is benefitting
a roll of 1-2, instead of the usual 1. from a cover modifier.

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.

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NECROMUNDA SURVIVAL EDITION

MUSCLE SKILLS FEROCITY SKILLS


1: Body Slam 1: Berserk Charge
If the model charged that turn then he If the model charged that turn then he
may take a Strength test at the start of rolls an extra +D3 Attack dice during
the hand-to-hand phase. If the test is the hand-to-hand combat.
passed then an opponent's Weapon Skill
is reduced to 1 for the duration of the 2: Impetuous
turn. Usually a fighter that is pinned or down
can only move up to 2". However, a
2: Bulging Biceps model with this skill can move up to 4"
The fighter's Strength characteristic is instead.
increased by +1. Note this can take him
above the usual maximum characteristic 3: Iron Will
profile. The model can re-roll any failed nerve
tests. In addition, if the fighter's
3: Hard as Nails Leadership is being used for the Bottle
If the fighter must roll on the Serious roll then you can re-roll it if failed.
Injuries chart, roll a D6 first. On a roll of
6 it's automatically assumed a Full 4: Killer Reputation
Recovery result was rolled. A model with this skill has such a
reputation as a vicious and depraved
4: Juggernaut killer that he causes fear.
If the model suffers a hit but isn't
wounded by the attack then he may 5: Nerves of Steel
immediately take a Strength test. If the The model can test to escape pinning
test is passed then the fighter ignores early even if there are no friendly
the hit so won't be pinned either. Note models within 2". If the fighter could
this can allow the fighter to continue his already test to escape pinning early then
move if attacked from overwatch. he can re-roll the Initiative test if it is
failed.
5: Hurl Opponent
Once per turn, during the model's hand- 6: True Grit
to-hand phase, he may use this skill Treat a roll of 1 or 2 as a flesh wound
before or after fighting his opponent. when rolling to see the extent of any
The model must take a Strength test. If injuries the model suffers. When using
the test is passed then the opponent is special injury charts (eg needle guns)
thrown in a direction of your choice up add 1 to the lowest result band in the
to D6". The hurled model is unharmed same way as above.
but pinned. He can also be hurled at an
enemy fighter, in which case he will stop
at the target and both models are
pinned. Note the best way to use this
skill is to throw enemy models off tall
buildings!

6: Iron Jaw
The model receives a 6+ armour saving
throw which can be combined with any
other forms of armour.

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NECROMUNDA SURVIVAL EDITION

SHOOTING SKILLS 6: Rapid Fire


1: Crack Shot If the model doesn't move in his
If the model inflicts any damage when movement phase then he can make an
making a ranged attack and must make extra ranged attack following the usual
an injury roll, then the enemy model shooting rules, but only when firing the
will be taken out of action on a roll of 5 same pistol or basic weapon.
or 6 instead of just a 6. When using
special injury charts (eg needle guns or
high impact) add 1 to the highest result
band in the same way as above. Note
this only applies when making the initial
injury roll, not to injury rolls made in
the recovery phase.

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.

This skill allows models carrying a Heavy


weapon to move and shoot within the
same activation

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.

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NECROMUNDA SURVIVAL EDITION

techno SKILLS TERRITORY


1: Armourer
The gang s territory represents local
As long as the model didn't go out of
resources that the gang members can
action last game the gang can choose to
exploit in various ways. It includes
ignore a failed Ammo roll, instead it's
nearby wastes where the gang can
treated as if the test was passed.
scavenge for the odd bit of ore or scrap,
2: Fixer and encompasses the efforts of the
As long as the model didn't go out of fighters friends and relatives who may
action the gang will be offered one extra live inside the big settlements or in out-
rare item. holes nearby. Territory also represents
contacts that the gang has developed
3: Inventor with local workshops or the owners of
As long as the model didn't go out of drinking holes and gambling dens.
action, roll a D6 after each battle. On a 6
the model has invented something! YOUR TERRITORY
Randomly select an item from the Rare Every gang begins with five territories
Trade Chart in the Trading Post section. generated from the Territory table Some
Whatever is selected is the item that has scenarios allow gangs to gain extra
been invented. territory or lose it to their rivals. The
more and better territory a gang has the
4: Medic richer it will become.
As long as the model didn't go out of
action, you can re-roll a result on the There is room to record the gang s
Serious Injury table for one fighter after territory and how much income it
a battle. This decision must be made generates on the left of the gang
straight after the injury roll, otherwise roster sheet. To begin with players
the chance is wasted. Note a Medic randomly generate five territories and
cannot patch himself up. record them on their roster.
5: Specialist To generate a random territory from the
This skill can only be taken by Juves or Territory table roll a D66. The table
Gangers. It allows the model to be indicates the type of territory, and the
armed with a special weapon. income it provides, with a short
description underneath and any special
6: Weaponsmith
rules.
A model with this skill can ignore failed
Ammo rolls and weapon explosions on a
D6 roll of 4+. OUTLAW TERRITORY
Being an outlaw makes life very
different. Food has to be scavenged
from the tumbled rocks and rusting
pipes of the wastes, be it rats, snakes,
edible fungus or nutritious slime. Even
getting enough food to stay alive can be
problematic. Any trading has to be done
in notorious outlaw trading posts or
with the night trains where a ready gun
serves you better than good bargaining
techniques. On the bright side there are
plenty of hired guns in the badzones

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NECROMUNDA SURVIVAL EDITION

who never show their faces in the OCCUPY


settlements. The gang takes the new territory and
abandons their old hideout (delete it
Some outlaw gangs succeed in setting from the roster).
up small kingdoms of their own in the
badzones, a few square kilometres LOOT
where the gang leader is lord of all he The gang loots the new territory of
surveys. Others pay off their guild-debt anything valuable, destroying it in the
and return to the settlements to take process.
back their old territory. Others make
vast fortunes and disappear up the hive, If you loot a territory you gain double
some are even rumoured to end up in the basic income value of the territory.
the Spire serving the great families. But In the case of a territory with a variable
there are many more who simply just income its value is always double the
disappear without trace. maximum.

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.

An outlaw gang cannot hold more than


one piece of territory at a time because
in the badzones a gang can't risk
splitting up to protect more than one
piece of territory. This means an outlaw
gang that captures additional territory
has two choices:

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NECROMUNDA SURVIVAL EDITION

the appropriate dice rolls to determine


INCOME the total. It's not possible to send more
WARBANDS than one ganger to work the same
At the end of a battle a gang can collect territory. Each territory can only be
income from its territories as described worked once after each battle.
below. This is done as soon as the game
is over so that players can witness each Regardless of how many territories or
other s dice rolls. how many gangers a gang has it may
never collect income from more than
Each ganger who survives the game ten.
without going out of action can generate
income from any one of the gang s The gang must spend a proportion of its
territories. This represents his efforts income on basic necessities such as
scavenging the wastes, trading, working, food, drink, ammunition and general
running gambling sessions, collecting weapon maintenance. This is
money owed and dealing with favoured determined by cross referencing the
contacts. e number of
models in the gang.
Fighters who go out of action during or
after a game cannot generate income. The more models in a gang the more it
They are recuperating instead. costs to maintain, to buy ammo, grub,
Remember, fighters who are still down booze and so forth. The number
at the end of a game must test to see indicated on the chart below is the
whether they recover or go out of profit in credits earned after deducting
action. basic maintenance costs. The profit is

Fighters who sustain flesh wounds can


collect income as normal. Their wounds
are superficial and make no difference
to their normal activities.

Leaders, Heavies and Juves never collect


income - only Gangers do so. Leaders
spend their time organising the gang s
affairs and sussing out the local news.
Heavies spend their time maintaining
their own weapons, repairing the gang s
other weaponry, and trading for or
making new ammunition. Juves get used
as dogsbodies and make no appreciable
difference to the gang s income.

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

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NECROMUNDA SURVIVAL EDITION

Number of Models in Gang


Income 1-3 4-6 7-9 10-12 13-15 16-18 19+
0-29 15 10 5 0 0 0 0
30-49 25 20 15 5 0 0 0
50-79 35 30 25 15 5 0 0
80-119 50 45 40 30 20 5 0
120-169 65 60 55 45 35 15 0
170-229 85 80 75 75 55 35 15
230-299 105 100 95 85 75 55 35
300-379 120 115 110 100 90 65 45
380-459 135 130 125 115 105 80 55
460-559 145 140 135 125 115 90 65
560+ 155 150 145 135 125 100 70

OUTLAWS stuff from the wastes. Hired guns and


The regular rules for Warband Income special characters never forage, that isn't
do not apply to Outlawed Warbands. what they're paid for.
The following rules apply to Warbands
SO MANY MOUTHS TO FEED
that have become outlawed.
Unfortunately, the gang needs to be fed
and supplied one way or another. After
COLLECTING INCOME
each game, once the gang's income have
The gang's territory still supplies income
been generated, each member of the
if it is worked by a Ganger.
gang will need 3 credits worth of
Unfortunately the income is halved
supplies to keep him going.
because of the innumerable difficulties
of functioning out in the badzones
If the gang's income isn't enough to
without the support of the guilders.
cover the cost of the fighter's upkeep
then credits from the gang's stash must
This penalty doesn't apply to territory
be used for the remainder. Hired guns
generated from the Outlaw Territory
don't need to be given supplies, it is
Chart because the territory is already so
assumed that their pay is more than
bad it doesn't get any worse!
enough to keep them in rat burgers. Any
The income the gang collects from their
cash left over is put into the gang's stash.
territory and foraging is not cross
referenced with the size of the gang on
STARVING
the Income Table as it would be for a
If the gang can't pay out 3 credits for
normal gang. However, the gang will
each gang member either from their
need to be given supplies of some sort
stash or from generated income they
as explained later.
are in danger of starving to death.
FORAGING
Any model that doesn't have 3 credits
Anyone who wasn't seriously injured in
spent on them after a game suffers a -1
the game can go foraging. Juves,
penalty to their Strength and Toughness
Gangers, Heavies and even Gang
characteristics until they do. Any ranged
Leaders can all forage, though if they
weapons they carry also suffer a -1
forage they can't perform any special
Ammo Roll penalty ifapplicable, to a
tasks such as visiting the outlaw trading
minimum of 6+.
post or working the gang's territory.
Each forager collects D6 credits worth of

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NECROMUNDA SURVIVAL EDITION

These penalties will accumulate from PERSISTENT OFFENDERS


game to game and any models that are Unfortunately the guild price for outlaw
reduced to a Strength or Toughness gangs is increased every time they
value of 0 starve to death and should be commit another crime.
removed from the gang roster. And yes,
you can keep the equipment of If an outlaw gang plays as the attackers
someone who has starved to death. in an outlaw scenario and the defenders
are not outlaws too, add another D6x10
GUILD PRICE credits onto the outlaws' guild price.
An outlawed gang can buy off its outlaw Note down the increase in price after
status by paying a guild price for hivers each game and keep a running total.
they have killed and property they have
destroyed. The guild price levied against If an outlaw gang ever attacks or harms a
an outlaw gang to buy back their guilder in any way it loses its chance to
freedom is a tenth (l0%) of their gang pay off its guild price forever. The
rating, rounding up to the nearest l0 Merchant Guild will do its best to
creds. ensure the perpetrators of such a crime
are hounded to the darkest depths of
For example, the outlawed Dog Soldiers the badzones.
gang have a rating of 2,788, so the guild
price to lose their Outlaw status is Incidentally, real hardened outlaws
(2,788/10=278.8). Rounding up to 280 don't give a damn about paying off their
credits. guild price anyway, and should
complain loudly that it's far too low!
It is important to note that a gang's guild
price is set when they become outlaws CAPTURED
and uses their gang rating at that time. If an outlaw is captured the gang can
Make a note of the gang's guild price ransom or exchange him as normal
when they are outlawed to avoid any (something which happens more often
confusion later. than you would think).
Alternatively, outlaws generally have a
Once a gang has gathered enough bounty on their heads, that's why there
credits to buy their way out of being are bounty hunters after all. If the
outlaws they can become clean, outlaw isn't rescued then they can be
upstanding citizens simply by scrubbing sold to the Guilder courts for the usual
the appropriate amount of cash off their D6x5 credits, plus they can claim his
stash. bounty for handing him over alive. An
outlaw's bounty is equal to his total
When an outlaw gang pays off its guild Experience points. The gang may also
price it is free to move back into the keep any of his equipment. Naturally
settlements and re-establish its old outlaws can't collect bounty on other
contacts, muscle in on some business outlaws, more because they would be
and get back to normal again. To shot for trying than for ethical reasons.
represent the gang re-establishing itself
generate five new pieces of territory for Outlaws have the normal options with
the gang on the normal Territory Table. gangers that they capture - exchange or
The gang's old hideout may be ransom them back to their gang or sell
discarded or kept as one of the five them into slavery on the night trains for
territories. D6x5 credits while keeping their
equipment.

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NECROMUNDA SURVIVAL EDITION

SPENDING THE Difference Income


STASH in Gang Bonus
You can spend stash on weapons, hiring Rating For Winning
new fighters, or any of the items 1-49 +5
available at the trading post. See the 50-99 +10
Trading Post section for details. 100-149 +15
150-199 +20
200-249 +25
The more models in a gang the more it 250-499 +50
costs to maintain, to buy ammo, grub, 500-749 +100
booze and so forth. The number 750-999 +150
indicated on the chart below is the 1000-1499 +200
profit in credits earned after deducting 1500 +250
basic maintenance costs. The profit is
added to the gang s stash.

Example: A gang consists of a leader,


two heavies, four gangers and three
juves. The gang fights a battle and two
of the gangers go out of action but
survive to fight another day. After the
game is over the player works out his
income. He has only two remaining
gangers to work the gang s territories.
These naturally collect income from the
two best territories held by the gang,
which happen to be Old Ruins (10
points) and Mine Workings (D6x10). A
roll of 4 for the mine gives a total of
10+40 = 50 credits. There are 10
fighters to support so the gang is left
with a total of 15 credits profit to add to
its stash.

GIANT KILLER BONUS


When a gang fights and beats an enemy
with a higher gang rating it receives
extra income. The gang s contacts are
impressed by its success and traders are
keen to expand their dealings with the
Giant Killers.

The chart below shows the extra income


a gang earns after beating an enemy
with a higher gang rating.
Note this is added to the gang's income,
not profit.

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NECROMUNDA SURVIVAL EDITION

TERRITORY CHART warband member can sift through the


trash and search for anything to sell to
D66 Territory Income the local Guilders, Traders Union or
11-12 Chemical 2D6 Merchants for 10 Throne Gelt.
Producer
13- Desparate 10 21-24 A small favor / 15
16 Times A member of your warband has done a
21- A Small 15 small favor for a local businessman,
24 Favour which nets you a payment of 15 Throne
25- Information D6x10 Gelt.
26 Broker
31- Talent 30
34 Recruiter 25-26 Information broker /
35- Prizefight D6x10 D6x10
36 Organiser Your warband has made contact with a
41- Pickpockets 10 local information broker. The broker
42 pays you D6x10 Throne Gelt in
43- Surveillane 10 exchange for any useful intelligence you
44 Officer come across.
45- Tradesman D6x10
46 31-34 Talent Recruiter / 30
51- Bookie D6x10 The warband has aquired the services of
52 a professional recruiter of some form or
53- Weaponsmith D6x10
54 another. A fighter may assist the talent
55- Black D6x10 recruiter in canvassing for skilled
56 Marketeer workers, earning 30 Throne Gelt for the
61 Disgruntled D6x10 there is a chance
Bank Clerk of the talent recruiter passing a
62 Surgeon D6x10 promising applicant along to the
Contrstruct warband. Roll a D6 after each battle. On
63 An Old Friend 2D6x10 a 6 you may recruit a Juve or equivalent
64 Medical 2D6x10 member for free. He comes equipped
Researcher
65 Technologist 2D6x10 with a knife, but you have to pay for any
66 Local Cells - other weapons. The race of juve must be
same as the majority of the warband,
11-12 Chemical Producer / 2D6 and it cannot have any mutation.
Your warband has the skills to produce
valuable chemicals that can be sold for 35-36 Prizefight Organiser /
2D6 Throne Gelt. The work is extremely D6x10
hazardous. If you roll a double when One of your contacts has made it his
working out your Throne Gelt, an business to pit the fiercest fighters in the
accident has occurred. It has left the galaxy against one another in deadly
warband member horrifically scarred; arena combat. You can send a member
their skin covered with blisters and with of your warband to be a sparring partner
an appearance is so foul that from now for one of his fighters, a thankless job
on they cause fear. No income is that nonetheless pays D6x10 Throne
collected. Gelt. If you capture an enemy fighter
you can
13-16 Desperate times... / 10 fighting pits instead of selling them to
Near every human (and xenos) slavers. Each captive volunteered in this
settlement there is bound to be a place way adds +1 to your D6 dice roll for
to dispose of accumulated waste. A income from the Prizefight Organizer.

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NECROMUNDA SURVIVAL EDITION

51-52 Bookie / D6x10


41-42 Pickpockets / 10 Your warband has traded favours and
Your warband has established a protection with a local loan shark who
mutually beneficial relationship with a runs a rigged gambling den, and the
rather unscrupulous band of local proprietor happily pays you a D6x10
thieves. Their leader has agreed to teach protection fee to keep the establishment
you about the secret paths and out of trouble. The gambling den also
hideaways his gang uses to get around provides the warband with a convenient
unseen, as well as provide you with a source of information and rumours. Roll
cut of their weekly take. When the a D6 after each battle. On a 6 your
warband fights a battle they can use contacts overhear rumours about a rival
these hidden pathways to deploy up to warbands activity. You can add or
three fighters anywhere on the subtract 1 from the Scenario Table roll
battlefield at ground level. Models are next game.

t 53-54 Weaponsmith / D6x10


enemy models. No more than 50% of Though long retired from active duty,
the warbands initially deployable this former soldier still retains the ability
fighters can use Pickpockets and to maintain arms and ammunition, as
Surveillance Officer. well as an interest in collecting on the
side. You can trade in captured
43-44 Surveillance Officer weaponry in return for cheap repair
/ 10 work or cash. Visiting the workshop will
A member of your warband has gained earn you D6x10 Throne Gelt. Thanks to
access to a network of security cameras.
Using these cameras, your warband is choose to ignore one failed Ammo roll
able to pinpoint access ladders and ideal during each battle.
ambush sites throughout the area. When
the warband fights a battle they can use 55-56 Black Marketeer /
this intel to deploy up to three fighters D6x10
anywhere on the top surface level of any The proprietor of a local black market
building on the battlefield. Models are establishment has offered you
favourable rates in return for your
business. As a result you are able to
an enemy. No more than 50% of the increase your income substantially. If
warbands initially deployable fighters you wish to deal with your Fence you
can use Pickpockets and Surveillance gain an extra D6x10 Throne Gelt. If you
Officer. recover loot during a Scavengers, The
Hoard or a Package Run scenario then
45-46 Tradesman / D6x10 you can trade it in to your Fence
One of the warband members has made contact. Each loot counter is worth an
a deal with a local tradesman. The additional +5 Throne Gelt of income.

workshop and bring back useful goods 61 Disgruntled Bank Clerk /


to sell at the trading post in return for a D6x10
D6x10 Throne Gelt cut of the proceeds. You have managed to infiltrate a local
financial establishment. Using a clever
scheme to skim small amounts of money
off the top of every transaction made

you have created an almost fool-proof

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NECROMUNDA SURVIVAL EDITION

source of income. You may send a 64 Medical Researcher /


member of your warband to collect 2D6x10
D6x10 Throne Gelt from your earnings. Your warband has contacts at a medical
If a 6 is rolled, add a further D6x10 manufactorum. You can send a ganger
Throne Geld to your income. to take part in drug trials and can be
handsomely rewarded with 2D6x10
62 Surgeon Construct / Throne Gelt. If you roll double 1 when
D6x10 taking part in the trial, it turns out that
A member of your warband has acquired this trial is not above board and the
a very rare and valuable Surgeon ganger has suffered debilitating side
Construct. These amazing artefacts are effects that will require rest. The
able to synthesise essential body fluids warband member will not be able to
from almost any natural substance and take part in future battles until he
these can be sold to local clinics and recovers by rolling a 4, 5 or 6 at the start
hospitals for D6x10 Throne Gelt. If a of a game. Once recovered he may fight
warband member rolls a Dead result on as normal.
the Serious Injuries chart there is a
chance that the Construct can patch him 65 Technologist / 2D6x10
Your warband has made contact with a
5+ the injury roll is treated as a Multiple brilliant technologist, gone into hiding
Injuries result instead. Note each after an incident turned their former
Construct can only patch up a single benefactors against them. They are
fighter per battle. willing to provide you with specialist
equipment in return for protection. A
63 An Old Friend / 2D6x10 warband member can collect unusual
The leader of your warband has been technical devices which can be sold for
contacted by a former acquaintance that 2D6x10 Throne Gelt. So long as your
they have not seen in a very long time. warband is careful not to sell too many
This old friend has made an offer you items at once, no one will question their
cannot refuse, one that will hopefully origin.
make both of you a lot of money.
However, as always, there are risks No risk is incurred by collecting 2D6x10
involved. You can send a member of Throne Gelt. However, there is always
your warband to collect 2D6x10 Throne the opportunity to reap bigger rewards,
Gelt from your old friend, but if you roll if you are willing to take the risk. A
any double, the amount rolled is warband member can collect 3D6x10,
subtracted from you income instead (eg. 4D6x10, 5D6x10 or even 6D6x10 from
a double 4 means you lose 80 credits). the hoard, but if you roll any double
Note that losses are deducted from your they have aroused the suspicion of
income before making reductions for agents sent by the
basic running costs. If a gang is unable employers. You still collect the income
to pay this sum out of its income then rolled, but the rogue has been
the difference must be made up from its discovered and captured. The contact
enough to cover

equipment must be sold off. 66 Local Cells


Your agents have been contacted by a
group who share the same mission and
outlook as your own (or near enough
that there is little difference) and have

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NECROMUNDA SURVIVAL EDITION

made a request to join you. You may OUTLAW TERRITORY


choose any type of territory from the
chart. The territory represents the TABLE
vocation of the operatives or a discovery
they have chanced across in their D66 Territory Income
11-14 Scrofulous 0
mission to establish their bona fides. Wastes
15- Collapsed 0
16 Dome
21- WASTES 0
24
25- FUNGUS 0
26 GROTTO
31- RAD ZONE 0
34
35- SUMP 5
36 SPILLAGE
41- SLUDGE SEA 0
42
43- POWER CABLE 5
44 TAP
45- SCRAP YARD 5
46
51- RUINS 10
52
53- MINERAL VEIN 3D6
54
55- Recycling 0
56 Dump
61- Slag Heap 15
62
63- OUTPOST 15
64
65- TOLL 2D6x2
66 Blockade

11-14 Scrofulous Wastes / 0


The gang finds nothing but a putrefying
refuse dome to hole up in. Any gang
fighters sent foraging will only find D3
credits worth of stuff instead of the
usual D6 credits.

15-16 Collapsed Dome / 0


A model can scavenge the ruins earning
2D6 credits. However, on any roll of 1
the dome caves-in completely and is
crossed off the roster. The model
working the territory must also take an
Initiative test. If failed he is crushed by
the falling debris, the fighter and his
equipment are crossed off the roster and
he collects no income.

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NECROMUNDA SURVIVAL EDITION

21-24 Wastes / 0 53-54 Mineral Vein / 3D6


A model can mine the ore vein earning
25-26 Fungus Grotto / 0 3D6 credits. However, if any doubles or
Any starving fighters can eat fungus to a triple is rolled then the mineral
avoid the effects of starvation. However, deposit is exhausted and must be struck
on a D6 roll of 1 a random fighter from the gang roster.
selected from those that have eaten the
fungus dies from eating a poisonous 55-56 Recycling Dump / 0
patch. You may keep his equipment. The old disused resync machinery
provides distilled water and limited food
31-34 Rad Zone / 0 chips. Each gang member requires 1
A model can scavenge the irradiated less credits worth of supplies to avoid
dome earning 2D6 credits. However, on starvation (e.g. 2 credits instead of 3).
a double the fighter is hideously
scarred from radiation poisoning. The 61-62 Slag Heap / 15
model causes fear from now on and no
income is collected. 63-64 Outpost 15
After each game roll a D6. On a roll of 6
35-36 Sump Spillage / 5 you overhear vital information about the
activities of gangs in the local area. You
41-42 Sludge Sea / 0 may add or subtract up to 2 from the
A model can dive into the sludge to try Scenario Table roll when fighting the
and drag up valuable artefacts that have next game.
sunk to the bottom. Roll a D6.
65-66 Toll Blockade 2D6x2
1 - The fighter is attacked by some A model can set a blockade to toll
horribly mutated monster or swims into travellers earning 2D6x2 credits. You
a highly toxic area of sludge. The model can increase the toll's cost, but there is a
suffers a serious injury treating any chance of the travellers revolting. You
Bitter Emnity and Captured results as a may choose to earn 3D6x2, 4D6x2,
Full Recovery. 5D6x2 or 6D6x2 credits, but if you roll
2-3 - The model finds nothing of value. any doubles an angry mob forces the
4-5 - The model discovers an artefact gang on. You still collect the toll but the
worth 3D6 credits. territory is crossed off the roster.
6 - The model discovers an artefact
worth D6x10 credits.

43-44 Power Cable Tap / 5


Roll a D6. On a roll of 6 the tap provides
D6x5 credits worth of energy instead of
the usual 5 credits.

45-46 Scrap Yard / 5


If the gang recovers loot during a
Scavengers, The Hoard or a Package Run
scenario then they can stripped and sold
for parts. Each loot counter is worth an
additional +5 credits of income.

51-52 Ruins / 10

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NECROMUNDA SURVIVAL EDITION

TRADING POSTS rare items is an alternative to collecting


Every medium-sized settlement has at income.
least one trading post where Guilders
and local traders sell their goods and
buy items they want. The Guilders also
Visit The Sawbones
Bionics and Implant weaponry require
act as bankers, exchanging items for
advanced technical and biological
credit which can be spent in any trading
knowledge that is not very widespread
post in the Underhive. The trading post
within the Imperium. Some warbands
in a large settlement might enclose a
have the means and resources to fit and
substantial area with many traders
produce these parts (detailed below),
offering goods and services. Small
but most do not. As such, to purchase
settlements are served by travelling
any sort of bionic or implant weaponry,
Guilders, poor cousins to the rich
a warband must make sure the Bazaar
merchants of the Hive City, itinerant
has some sort of Doc, Genetor, or
tradesmen who hike their wares from
Heretek willing to fit the implants.
one place to another.
The player rolls a D6. Puritan warbands
Spending Credits subtract 1 from the result.
After every game a gang can collect
income from its territories as described On a roll of 1-2, the warband may not
earlier. Credits can be spent on purchase implants and bionics this
recruiting new fighters and on new postgame sequence.
equipment for the gang. On a roll of 3+, the warband may
purchase and equip bionics and implant
Common items may be purchased at the weaponry as detailed above.
cost listed at any time and in any
quantity. However, word spreads during the next
battle, and that warband may
Uncommon items may only be automatically purchase bionics and
purchased by rolling a D6. On a roll of implants in the subsequent postgame
sequence, as the Doc catches up with
goods available (maybe they ran out of them.
stock, suffered a raid by the authorities,
etc.). The following warbands may ALWAYS
purchase implants and bionics:
Rare Items are difficult to find. To - AdMech Explorators
represent the scarcity of rare items each - Inquisition Cells with a surviving
player must dedicate a Ganger (Nec Eq.) TechAdept
to look for rare Items. Make a dice roll - Nobilist Factions
at the start of the trading session to - Void Pirates
determine what goods are offered to - Freebooterz
him. To determine how many rare items
are offered roll a D3 (ie, a D6 counting
1-2 as 1, 3-4 as 2 and 5-6 as 3). This is
Sell to the Bazaar
Some warbands may end up with excess
the number of items offered to the
equipment or weapons from dead
ganger by their dealer contacts, guilders
members, captured opponents, or
and local merchants.A ganger who does
loot taken from scenarios. Any warband
this must not have gone out of action
may sell as many items as it wishes each
and cannot collect income from the

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NECROMUNDA SURVIVAL EDITION

postgame sequence and the sold items Item Cost


are worth half their fixed value (i.e. an The cost of each item is defined by a
item worth 10+D6 Geld, may be sold basic cost, used upon the creation of the
for 5 Geld, etc...). warband, and the market cost to
Items and weapons never have to be each item is within the armory table in
sold and may be hoarded in the the expanded armory chapter.
warband s Stash for later use or sale.

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

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NECROMUNDA SURVIVAL EDITION

Armour Power Armor (Enc) 90+3D6 Rare Requires a


MIU
Armour Refractor Field 25+2D6 Uncommon
Bionics Bionic Arm 80+3D6 Rare
Bionics Bionic Chest 50+3D6 Rare
Bionics Bionic Eye 50+3D6 Rare
Bionics Bionic Leg 80+3D6 Rare
Bionics Electoos 40+3D6 Rare Ad Mech Only
Bionics Injector/Bio- 10 Common
Booster
Bionics Lobo-Chip 10 Common
Bionics Servo-Arm 45+D6 Uncommon Requires a
MIU
Bionics MIU 10+D6 Uncommon
Bionics Shoulder Rig 20+3D6 Rare Requires a
MIU
Bionics Skull Chip 25+2D6 Uncommon
Grenades Choke Grenades 15+2D6 Rare
Grenades Demo-Charge 50+2D6 Rare
Grenades Fire Bomb 20+D6 Uncommon
Grenades Frag Grenades 25 Common
Grenades Hallucinogen 40+4D6 Rare
Grenades
Grenades Krak Grenades 40 Common
Grenades Melta Grenades 40+3D6 Rare
Grenades Photon Flash 20+2D6 Rare
Flares
Grenades Plasma Grenades 35+3D6 Rare
Grenades Scare Grenades 20+2D6 Rare
Grenades Smoke Grenades 10+3D6 Rare
Grenades Tox Bomb 25+D6 Uncommon Mutants/Chaos
Only
Miscellaneous Auto-repairer 80+4D6 Rare
Miscellaneous Berserker Chip 25+3D6 Rare
Miscellaneous Bio-scanner 50+3D6 Rare
Miscellaneous Blade Venom 10+D6 Rare
Miscellaneous Blindsnake Pouch 30+2D6 Rare
Miscellaneous Bottle of 10+D6 Rare
Wildsnake
Miscellaneous Charm 20+2D6 Uncommon
Miscellaneous Clip Harness 10 Common
Miscellaneous Comm- 5 Common
Link/Microbead
Miscellaneous Concealed Blade 10+D6 Rare
Miscellaneous Control Collar 5 Common
Miscellaneous Drum Magazine 15+2D6 Rare
Miscellaneous Filter Plugs 10 Common
Miscellaneous Flects 20+3D6 Rare
Miscellaneous Frenzon 40+3D6 Rare

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NECROMUNDA SURVIVAL EDITION

Miscellaneous Grapnel 30+4D6 Rare


Miscellaneous Grav Chute 40+4D6 Rare
Miscellaneous Icrotic Slime 50+3D6 Rare
Miscellaneous Infra-red Goggles 30+3D6 Rare
Miscellaneous Isotropic Fuel Rod 50+4D6 Rare
Miscellaneous Kalma (per dose) 5+D6 Rare
Miscellaneous Lobo-chip 20 Common
Miscellaneous Local Map D6x10 Rare
Miscellaneous Master-Crafted Weapon / 2 Rare
Weapon
Miscellaneous Medi-pack 80+4D6 Rare
Miscellaneous Mung Vase D6x10 Rare
Miscellaneous Photo-Visor
Miscellaneous Respirator 15+2D6 Rare
Miscellaneous Screamers 10+3D6 Rare
Miscellaneous Silencer 10+2D6 Rare
Miscellaneous Skull Chip 30+3D6 Rare
Miscellaneous Slaught (per dose) 5+3D6 Rare
Miscellaneous Spur (per dose) 5+3D6 Rare
Miscellaneous Stinger Pouch 10+3D6 Rare
Miscellaneous Suspensor 50+3D6 Rare
Miscellaneous Weapon Reload Weapon / 2 Common
Sight Infra-red Sight 30+3D6 Rare
Sight Mono Sight 40+3D6 Rare
Sight Red-dot Laser Sight 40+3D6 Rare
Sight Telescopic Sight 30+3D6 Rare

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NECROMUNDA SURVIVAL EDITION

Type Name Rac S DMG AP Ammo Special Base Market Avail.


e Cost
Basic Assassin Rifle - 3 1 6 5+ Critical Shot 45 45 Common
Basic Autogun - 3 1 - 4+ - 20 20 Common
Basic Blunderbuss/Scatter - 3 1 - 4+ - 10 10 Common
gun
Basic Boltgun - 4 1 6 6+ - 35 35 Common
Basic Bow - 3 1 - 4+ Silent 5 5 Common
Basic Discus/Throwing - User 1 - Auto - 20 20 Common
Axe
Basic Flechette Projector Loaxt 4 D3 - 4+ Pellets 70 70+3D6 Rare
l
Basic Grot Blasta Ork - 3 1 - 4+ - 10 10 Common
Basic Hellgun - 4 1 5 4+ - 40 40+2D6 Uncommon
Basic Hunting Rifle - 3 1 - 4+ Critical Shot 25 25 Common
Basic Kroot Rifle Kroot - 4 1 6 4+ Count as Club in hth 25 25+2D6 Uncommon
Basic Lasgun - 3 1 - 2+ - 25 25 Common
Basic Musket - 3 1 - 4+ - 10 10 Common
Basic Pulse Carbine Tau 4 1 -1 3+ - 35 35+2D6 Uncommon
Basic Pulse Rifle Tau 5 1 -2 3+ - 40 40+2D6 Uncommon
Basic Shoota Ork 4 1 6 4+ - 25 25+1D6 Uncommon
Basic Shotgun - 4 1 - 4+ Knock Back 25 25 Common
(Man Stopper
Shells)
Basic Shotgun (Scatter) - 3 1 - 4+ Pellets 20 20 Common
Basic Shotgun (Solid) - 4 1 - 4+ Knock Back 20 20 Common
Basic Shotgun (Bolt) - 4 1 - 6+ - 20 20 Common
Basic Shotgun (Hot Shot) - 4 1 - 6+ Knock Back, Catch Fire 25 25 Common
5+
Basic Shuriken Catapult Eldar 4 1 6 4+ - 25 25+2D6 Uncommon
Basic Splinter Rifle Eldar 1 1 6 3+ Toxic 40 Uncommon

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Heavy Gauss Cannon - 9 D3 3 6+ High Impact, Sudden 300 300 Common


Necron Death
Heavy Heavy Bolter - 5 D3 5 6+ Sustained Fire 2 180 180 Common
Heavy Heavy Flamer - 5 D3 4 3+ Flamer, Ammo Roll, 80 80 Common
Catch Fire 3+
Heavy Heavy Plasma Gun - 8 D6 2 6+ Gas Cloud, High Impact 240 240 Common
(High)
Heavy Heavy Plasma Gun - 7 D3 3 4+ Blast, High Impact 240 240 Common
(Low)
Heavy Heavy Stubber - 4 1 6 4+ Sustained Fire 2 120 120 Common
Heavy Lascannon - 9 2D6 1 2+ High Impact 300 300 Common
Heavy Missile Launcher - 4 1 5 4+ Gas Cloud 140 140 Common
(Frag)
Heavy Missile Launcher - 8 D6 2 4+ High Impact 140 140 Common
(Krak)
Heavy Multi-Laser - 6 1 5 4+ Sustained Fire 2 170 170 Common
Heavy Multi-Melta - 10 2D6 1 4+ High Impact, Melta 300 300 Common
Heavy Reaper Launcher Eldar 5 1 5 4+ Blast 170 170 Common
Heavy Rokkit Launcha Ork 7 1 5 Auto Blast 100 100 Common
Heavy RPG Launcher - Special Speci Special Special Buy a Grenade Type 110 110 Common
al
Heavy Scatter Cannon - 4 1 6 6+ Gas Cloud 50 50 Common
Heavy Spear Gun - 6 D3 4 6+ - 50 50 Common
Heavy Splinter Cannon Eldar 1 1 6 3+ Toxic, Sustained Fire 2 220 220+2D6 Uncommon
Eldar
HtH Bonding Knife Tau User 1 SB - - 5 5 Common
HtH Knife - User 1 SB - First one is always free 5 5 Common
HtH Stilletto/Dirk/Punch User -1 1 SB - Nullify 5 5 Common
Knife
HtH Throwing Knife User -1 1 SB - - 5 5 Common
HtH Chain/Flail User 1 SB - Nullify, Clumsy 10 10 Common
HtH Choppa Ork User 1 SB - - 10 10 Common

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NECROMUNDA SURVIVAL EDITION

HtH Claw - 3 1 - - Implant 10 10+1D6 Uncommon


HtH Club/Maul/Bludgeo - User 1 SB - - 10 10 Common
n
HtH Hammer - 3 1 - - Implant 10 10+1D6 Uncommon
HtH Shear - 4 1 6 - Implant 10 10+1D6 Uncommon
HtH Axe (1 Handed) - User 1 SB - - 15 15 Common
HtH Axe (2 Handed) - User 2 SB - Massive Weapon, Mighty 15 15 Common
Blow
HtH Buzz Saw - 5 1 5 - Noisy, Implant 15 15+1D6 Uncommon
HtH Chainsaw - 4 1 6 - Parry, Implant 15 15+3D6 Rare
HtH Massive Axe,Sword - User 2 SB - Massive Weapon, Mighty 15 15 Common
or Club +2 Blow
HtH Rock Drill - 4 D3 4 - Implant 15 15+1D6 Uncommon
HtH Staff - User 1 SB - Parry 15 15 Common
HtH Sword - User 1 SB - Parry 15 15 Common
HtH Web of Skulls Eldar User 1 SB - Nullify, Clumsy 15 15+3D6 Rare
HtH Big Choppa Ork User 1 SB - Massive Weapon, Mighty 20 20 Common
+3 Blow
HtH Agonizer Eldar User 1 SB - Toxic 25 25+2D6 Uncommon
HtH Chain Axe (1 - User 1 SB - Noisy 25 25+2D6 Uncommon
Handed) +2
HtH Chain Axe (2 - User 1 SB - Massive Weapon, Mighty 25 25+2D6 Uncommon
Handed) +3 Blow, Noisy
HtH Chainsword - 4 1 5 - Parry, Noisy 25 25 Common
HtH Diresword Eldar User 1 SB - Parry, Toxic 25 25+3D6 Rare
HtH Harlequin's Kiss Eldar 4 D3 SB - Fleshbane 25 25+3D6 Rare
HtH Man-Catcher - User 1 SB - Shock, 2 Handed, 25 25+3D6 Rare
Opponent -1A
HtH Neural Whip Eldar User 1 SB - Nullify, Stun, Exotic 25 25+2D6 Uncommon
HtH Razorflail Eldar User 1 SB - Parry, Nullify 25 25+2D6 Uncommon
HtH Triskele Eldar 5 1 6 - Power 25 25+3D6 Rare

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NECROMUNDA SURVIVAL EDITION

HtH Eviscerator - 6 1 3 - Massive Weapon, 30 30+3D6 Rare


Unparriable, Mightly
Blow, Noisy
HtH Electro-Flail - User D3 SB - Shock, Nullify 35 35+3D6 Rare
HtH Power Axe (1 - User 1 SB - Power 35 35+3D6 Rare
Handed) +3
HtH Power Axe (2 - User 1 SB - Massive Weapon, Mighty 35 35+3D6 Rare
Handed) +4 Blow, Power
HtH Shock Maul - 5 1 1 5 Shock Injury 35 35+3D6 Rare
HtH Force Axe (1 - User 1 SB - Force 40 40+3D6 Rare
Handed) +3
HtH Force Axe (2 - User 1 SB - Massive Weapon, Mighty 40 40+3D6 Rare
Handed) +4 Blow, Force
HtH Force Sword - User 1 SB - Force, Parry 45 45+3D6 Rare
+2
HtH Power Sword - User 1 SB - Power, Parry 40 40+3D6 Rare
+2
HtH Witchblade Eldar 5 1 6 - Force, Parry 50 50+3D6 Rare
HtH Force Staff - User+ 1 SB - Force, Parry, Focus Power 55 55+3D6 Rare
2
HtH Singing Spear Eldar 6 1 6 - Massive Weapon, Mighty 60 60+3D6 Rare
Blow, Force
HtH Zephyrglaive Eldar User+ 1 SB - Parry, Fleshbane 55 55+3D6 Rare
2
HtH Power Fist - User D3 SB - Power 85 85+3D6 Rare
+5
HtH Power Klaw Ork User D3 SB - Power 85 85+3D6 Rare
+5
HtH Thunder Hammer - 6 1 5 - Massive Weapon, 85 85+3D6 Rare
Unparriable, Mightly
Blow, Stun
Pistols Autopistol - 3 1 - 4+ - 15 15 Common

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NECROMUNDA SURVIVAL EDITION

Pistols Bolt Pistol - 4 1 6 6+ - 25 25 Common


Pistols Duelling Pistol - 4 1 - 5+ Cannot be used in HtH 20 20+1D6 Uncommon
Combat
Pistols Fusion Pistol Eldar 8 D3 3 4+ Melta 70 70+3D6 Rare
Pistols Hand Bow - 3 1 - 2+ Recharge, Silent 5 5 Common
Pistols Hand Cannon - 4 1 - 4+ - 15 15 Common
Pistols Hand Flamer - 3 1 6 5+ Flamer, Ammo Roll, 25 25 Common
Catch Fire 5+
Pistols Hellpistol - 3 1 6 4+ - 20 20+1D6 Uncommon
Pistols Inferno Pistol - 8 D3 3 4+ Melta 70 70+3D6 Rare
Pistols Laspistol - 3 1 - 2+ - 15 15 Common
Pistols Nailer Tarell 4 1 - 4+ - 15 15 Common
ian
Pistols Needle Pistol - 3 1 6 6+ Special Injuries, Silent 80 80+3D6 Rare
Pistols Neuro Disruptor Eldar 3 1 3 4+ Fleshbane 30 30+3D6 Rare
Pistols Plasma Pistol (low) 4 1 6 4+ - 30 30 Common
Pistols Plasma Pistol (high) 5 1 5 6+ Gets Hot 30 30 Common
Pistols Pulse Pistol Tau 5 1 6 2+ - 25 25+2D6 Uncommon
Pistols Shredder Eldar 8 D3 3 4+ - 65 65+3D6 Rare
Pistols Shuriken Pistol Eldar 4 1 6 4+ - 20 20+1D6 Uncommon
Pistols Slugga Ork 4 1 6 4+ - 10 10+1D6 Uncommon
Pistols Splinter Pistol Eldar 1 1 6 3+ Toxic 20 20+1D6 Uncommon
Pistols Stub Gun - 3 1 - 4+ - 10 10 Common
Pistols Web Pisolt Pistol - - - 6+ Webbed Targets, Solvent, 120 120+3D6 Rare
Capture
Special Autoslugger - 3 1 - 5+ Sustained Fire 1 45 45 Common
Special Burna Ork 4 1 5 4+ Counts as a 2H-Power 55 55 Common
Axe, Catch Fire 4+,
Ammo Roll
Special Flamer - 4 1 5 4+ Flamer, Ammo Roll, 40 40 Common
Catch Fire 4+
Special Fusion Gun Eldar 8 D6 2 2+ Melta, Eldar Only 110 110 Common

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

New Recruits wishes, but the usual restrictions apply


New fighters are recruited in regarding the
the same way as the number of leaders, heavies and so on.
original gang. Refer to the Recruiting Hired Guns
Recruiting a Gang section. Players may hire mercenary fighters for
New recruits may be armed with the gang if they
any of the weapons wish. Refer to the Hired Guns sections
described in the Gang of Necromunda
Recruitment list, but cannot and Outlanders for details. Hired guns in
be outlaw gangs
given other equipment until are criminals, outcasts and wanderers
they have fought at least who are willing to
one battle. sell their skills to anyone prepared to
pay. Obviously,
New Recruits Bounty Hunters won’t hire out to outlaw
The outlaw trading posts are full of gangs.
young punks and
old soaks so new fighters are recruited
in the same way
as the original gang. Refer to the To represent the scarcity of
appropriate Recruiting rare items each player
a Gang section of the Necromunda makes a dice roll at the start
rulebook. New of his trading session to
recruits may be armed with any of the determine what goods are
weapons offered to him. To
described in the Gang Recruitment List, determine how many rare items
but cannot be are offered roll a D3
given other equipment until they have (ie, a D6 counting 1-2 as 1,
fought at least 3-4 as 2 and 5-6 as 3). This
one battle. is the number of items offered
to the gang by their
Roll a D66 for each item and consult the dealer contacts, guilders and
Outlaw Rare local merchants.
Trade Chart to discover what is on offer.
The player may Gangs can recruit whatever
buy any of the items offered, but only type of fighter the player
one of each item wishes, but the usual
unless the same result is rolled more restrictions apply regarding
than once. the
Note that each player rolls separately for number of leaders, heavies and
his trading; so on. For example, a
even if they are both outlaws the gangs player cannot recruit a second
don’t necessarily leader or have more
hide out in the same place nor have the than two heavies in a gang.
same contacts.
One player cannot buy goods offered to Gangers and Trading
another. If a player wishes he can use extra
gangers to search
Gangs can recruit whatever type of around the trade post and make
fighter the player enquiries about further

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NECROMUNDA SURVIVAL EDITION

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.

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NECROMUNDA SURVIVAL EDITION

Rare Trade Chart


The following chart is used to
determine what rare
trade items are offered for
sale to the gang. D3 items
are offered automatically and
a further +1 for each
ganger sent to search them
out. The prices of rare
items are given on the main
trade charts.

Alternatively, players may


prefer to wait until the heat
of battle has cooled and they
are able to consider
purchases more carefully.
Determine which rare items
are offered for sale whilst
both players are together.
The players can then work out
what to buy later on.

Rare Trade Chart


The following chart is used to determine
what rare trade
items are offered for sale to the gang
leader. D3 items
are offered automatically and a further
+1 for each
ganger sent to search them out. The
prices of rare items
are given on the main trade charts.

96

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NECROMUNDA SURVIVAL EDITION

NECROMUNDA powerful they often abandon


their earlier armament
RARE TRADE CHART in favour of something better.
11 However, the secondhand value
of gear is not high due to the
Power Weapon: Roll again considerable
1-3: Power Sword, 4-5: Power wear and tear inflicted on it
Axe by your fighters.
6: Power Fist
Gunsight: Roll again
12 1-2: Red-dot Laser, 3: Mono-
sight
Rare Weapon: Roll again 4-5: Telescopic Sight, 6:
1-3: Needle Weapon: Roll again Infra-red Sight
1-4: Needle Pistol Heavy Gear: Roll again
5-6: Needle Rifle 1-4: Auto-repairer
4-5: Web Pistol 5-6: Suspensor
6: One in a Million Weapon
(see page 54) Gangs can sell equipment for
half its listed price. In
13-14 the case of rare weapons which
have a variable price
Gas Grenades: Roll again the gang receives half of the
1-3: Choke, 4-5: Scare fixed cost component.
6: Hallucinogen For example, a Red-dot laser
sight costs 40+3D6
15-16 credits so it can be sold for
20 credits.
Grenades: Roll again
1: Melta Bombs, 2-3: Photon Armour: Roll again
Flash Flares 1-3: Flak, 4-5: Mesh
4: Plasma Grenades, 5-6: Smoke 6: Exotic Armour: Roll again
Bombs 1-4: Carapace, 5-6: Force
Field
21-23
34
Ammo: Roll again 35
1-3: Hotshot Laser Power Packs
4-5: Drum Magazine, 6: Medi-pack
Hellfire Bolts Isotropic Fuel Rod

24-25 36

26 Bionic: Choose one of the


following:
31-33 Bionic Arm, Eye, Leg, Chest or
Implant
A player may wish to trade-in
weapons at the same 41-46
time as he buys new ones.
After all, as gangs get more SELLING

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NECROMUNDA SURVIVAL EDITION

Special results represent chance


Old gear can be hoarded for encounters and
future use (make a note events which take place during your
in the gang's stash) or it can time in the
be swapped around the outlaw hole. Each of these events are a
gang from one fighter to one-off, so if
another (though not you roll the same result twice in the
between gangs). As the value same trading
of old weapons is low session then re-roll the dice.
compared to the cost of
equipping new recruits, a OUTLAW RARE TRADE
gang can usually find a use 11
for its cast off armaments.
Archeotech
Items: Roll again
1: Skull Chip, 2: Shock Maul 12
3: Grapnel, 4: Grav Chute
5: Bio-scanner, 6: Bio-booster Sump Dynamo
51-56 13
Items: Roll again Stinger Mould Patch
1: Concealed Blade, 2:
Respirator 14
3: Photo-visor , 4: Berserker
Chip Spook
5: Blindsnake Pouch, 6: Infra-
red Goggles
15-16
61-63
Bottle of Wild Snake
Raid Gear: Roll again
21
1-3: Silencer
4-6: Choose one of the
Gas Grenades: Roll again
following:
Screamers or Stummers 1-2: Choke, 3-4: Scare
5-6: Hallucinogen
64
22
Stinger Pouch
Grenades: Roll again
65 1: Melta Bombs, 2-3: Photon Flash
Flares
Ratskin Map 4: Plasma Grenades, 5-6: Smoke
Bombs
66
23
Mung Vase
Ammo: Roll again
SPECIAL RESULTS 1-2: Hotshot Laser Power Packs
3-5: Drum Magazine, 6: Hellfire Bolts

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NECROMUNDA SURVIVAL EDITION

24 Shock Maul

Gunsight: Roll again 44


1-2: Red-dot Laser, 3: Mono-sight
4-5: Telescopic Sight, 6: Infra-red Sight Grapnel

25 45

Armour: Roll again Photo-visor


1-3: Flak, 4-5: Mesh, 6: Carapace
46
26
Respirator
Roll again
1-3: Icrotic Slime, 4-6: Mung Vase 51-53

31 You may roll any number of dice and


win a number
Concealed Blade of credits equal to your rolls multiplied
by 2. For
32 example, rolling a 4 a 3 and a 1 wins
you 16 credits.
Blade Venom However, if any dice are the same then
you lose the
33 full amount instead. If there aren't
enough credits in
Blindsnake Pouch the gang's stash then you must sell off
equipment to
34 pay off the debt (otherwise legs start
breaking).
Berserker Chip Rumour
A contact hears rumours about what's
35 going on in
the wastes, which gangs are going
Infra-red Goggles where and what
they are looking for.
36 If you pay the contact 2D6 credits then
instead of
Stinger Pouch the usual Scenario Table roll your gang
leader must
41 take a Leadership test. If the test is
passed then the
Rad Counter rumours are true and you may choose
which
42 scenario to play. However, if the test is
failed then
Ratskin Map you're double-crossed and your
opponent can
43

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NECROMUNDA SURVIVAL EDITION

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

Drugs Fixer: Roll again


1-3: Kalma, 4-5: 'Slaught, 6: Spur

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

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NECROMUNDA SURVIVAL EDITION

ARCHEOTECH multiplied by 2. For example, if a 42 is


All sorts of ancient technology turns up rolled (Lifter)
in the then the value of the archeotech
Underhive, from corroded junk dredged becomes 84.
out of
pollutant pools to shining artefacts ARCHEOTECH TABLE
unearthed in D66
forgotten treasure domes dating back to
the first Result
colonisation. By law, all archeotech must
be sold to 11-16
the Merchant Guild as soon as it's
discovered, but odd Dangerous: The device is accidentally
pieces do find their way to outlaw triggered as it's being messed about
trading posts to be with and is reduced to a pile of
sold illegally. worthless molten slag. The archeotech
The problem with buying archeotech is is crossed from the gang roster. In
that all the additon, a random gang member
well understood or recognisable must take an Initiative test. If the test is
artefacts are snapped failed then he suffers a Hand Injury as a
up long before they reach the open result of his meddling.
market. The
remainder is impossible to understand 21--23 Cutting Beam: The device can
without a lot focus a cutting beam of great power on
of examination and experimentation. a stationary object. Unfortunately it's
Often useless as a weapon because both the
archeotech like this will be a sealed target and the operator have to be
casket or an perfectly still for the beam to focus,
enigmatic chrome sphere, a mysterious but it makes a good can opener. The
black box or a device can be used following the usual
wafer of shifting crystal. Most people Attacking Terrain rules though
don't dare to the model must not have moved that
mess around with these things so they turn. It inflicts a S6 hit on the first turn of
are sold use, increasing to S7 on the
comparatively cheaply, but you don't second turn, S8 on the third, and so on
know whether up to S10.
you're getting a fine example of lost 24-26
technologies or
an interesting paperweight. Viewer: The operator can use the device
If you decide to buy a piece of to view different places, shifting his
archeotech then roll perspective to almost any point
on the Archeotech Table to see what the even if it's beyond closed doors and
miraculous solid walls. If the operator doesn't move
device can do. Once an archeotech's then he can use the device
true purpose has instead of attacking normally in the
been discovered it's considerably easier shooting phase to spot any hidden
to sell on too. fighter on the tabletop. If the model is
The value of the archeotech is equal to on sentry duty roll a D6 for him each
the D66 rolled turn: on a roll of 6 he automatically
sounds the alarm as he spots the

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NECROMUNDA SURVIVAL EDITION

enemy sneaking around. Graviton: The device fires a stream of


particles that affect local gravitional
31-33 fields. A fighter can use the
device against an enemy fighter instead
Servojigger: The device is a compact of attacking normally in the shooting
industrial tool which can activate a phase. It has a range of
series of lasers and grisly 16" and automatically hits but follows the
mechanical apparatus. It can be used in usual targeting rules. The target is
hand-to-hand combat but cannot be unharmed but is pinned
combined with another as he struggles against the magnetic
weapon. If used the model rolls an extra shifts.
+D3 Attack dice and any hits struck by
the device are at D6 51-53
Strength (roll separately for each hit).
Holo Projector: The device functions as
34-36 a basic holo projector and can be used
to make the fighter
Panoply: The device can create an aura appear a short distance away from
that shifts and splits light waves to where he really is. This gives the fighter
create a dazzling visual a 4+ special save against
display. The operator can choose to turn any hits from shooting. As soon as the
the device on or off at the start of his saving throw is failed the projector stops
turn. When activated working for the rest of
any ranged attacks against the model the game. Note the device is useless
suffers a -1 penalty if the weapon firing against close combat attacks and
is at long range. weapons that use a template.
However, the impressive light display
means the model cannot hide when the 54-56
device is on.
Weapon: The device is a powerful
41-43 weapon. Roll a D6 to find out what its
profile resembles:
Lifter: The device is a sophisticated 1-2: Autoslugger 3: Flamer 4: Meltagun
suspensor which can negate or lessen 5: Plasma Gun 6: Grenade launcher
gravity for its bearer, allowing him +Frag grenades
to float up or down for a limited period. The weapon has the standard profile for
The operator is allowed to move up or a weapon of its type but because it's self
down even if there is no maintaining it can
ladder for him to climb and he will never be used by anyone, not just Heavies or
suffer damage from falling so he can Gang Leaders. However, the device's
simply step off a walkway and unique design means it
drop down without harm. The movement cannot be modified or given additional
is quite slow however, so the movement ammo (i.e. a scope cannot be fitted to
up or down does count it). For the purpose of
against the model's total movement for skills and hand-to-hand combat it still
the turn. counts as a special weapon.

44-46 61-66

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NECROMUNDA SURVIVAL EDITION

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,

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Courage" into their gang by giving it to


them to
drink before a game. The bottle of
Wildsnake is
used up and the whole gang can reroll
any failed
nerve tests and Bottle rolls. Sadly their
inebriation
also reduces their Initiative characteristic
by -2 as
well. Once the game is over the gang's
characteristics are returned to normal
with
accompanying blistering headaches.

Effect: Icrotic slime has a potent effect


on the
user: the chemicals it releases make
him stronger,
more agile, improve his reflexes and
nullify the
effects of shock and trauma so that he
can fight
on and survive terrible wounds. It is
thought
these effects are produced in the host to
ensure it
survives long enough for the icrotic
slime to
reproduce successfully.

13

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NECROMUNDA SURVIVAL EDITION

OUTLANDERS Fixer: The 'Kalma' result on the Outlaw


If a fighter uses the icrotic slime, then at Rare
the start of Trade chart indicates you have
the game roll a D6 on the table below for contacted an
each of the individual who can supply you with
user's characteristics except Wounds kalma
and Leadership. whenever you trade from now on. This
D6 means
1 that even though kalma is listed as a
rare item on
KALMA the price chart you now treat it as
Kalma is the hive name for a general 'common'.
group of
euphoric sedatives which lower the state Duration: Icrotic slime has an effect for
of the whole
consciousness and induce a state of game, after which it must be removed or
well being. the recipient
Such drugs are often ground up and will die. The slime is destroyed by
used in removal so it may
small quantities in food. A tablet of only be used once.
kalma renders
the individual docile and compliant. A Effect: Kalma can be used in one of two
'kalmed' ways.
character can be led about and will Kalma can be ingested by a downed
remain fighter to
passive while unattended. alleviate pain, or it can be fed to a
captured
Result fighter if a rescue attempt is made.
The characteristic is unaffected.
Side-effects: Roll 2D6 at the end of the
2-3 game. If the
roll is a 2 the Icrotic slime encysted
Increase the characteristic by +1 points. before the
fighter's comrades could remove it, he
4-5 dies screaming
in agony. On the plus side you get to
Increase the characteristic by +2 point. keep his
equipment and all these valuable baby
6 icrotic slimes
are scooped up and sold on for 4D6
Increase the characteristic by +3 points. credits. On a
3-11 the slime is successfully removed.
The model's Wounds and Leadership On a 12 the
characteristics slime is removed plus the fighter gained
are both doubled up, to a maximum of some benefit
10 each. In from his slime time and has all of his
addition, the character is so deranged serious injuries
by the slime removed (including the good ones like
that he is never pinned by any hits. scars). If he

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

OUTLANDERS you with 'slaught whenever you trade


'SLAUGHT from now
on. Roll a D6 in each trading session: on
SPOOK a 2+
'slaught is available and on any other roll
'Slaught is officially known as Onslaught it isn't.
and it is a
crude combat drug made from a Over the millennia the decaying
dangerous synthidiet was
combination of mutant rat glands and a acted upon by the mutant fungi spores
number that made
of synthetic adrenalin compounds. up an important component of it, turning
'Slaught the
enhances an individual's fighting stuff into a potent and dangerous
abilities: powdery green
increasing alertness and speed, scum. This is drunk in a frothing liquid
apparently form by
slowing down the world by increasing a those foolish enough to use it. A tiny
person's glass phial
mental awareness. If it weren't for its contains a standard dose.
unfortunate
side-effects it would be an ideal combat Effect: A model may take a dose of
drug. 'slaught before
the start of a game. 'Slaught increases
Spook is extracted from certain decayed the user's
synthidiet deposits or 'raw spook'. The Initiative and Weapon Skill by D3 points
decayed each;
synthidiet was dumped many thousands Ballistic Skill isn't affected. When the
of years effects wear
ago and stashes are sometimes off, fighting abilities return to normal.
discovered in the
Underhive or ash wastes by scavvies Spook enhances any latent psychic
and ratskins. awareness in
The original synthidiet was probably the human mind. Most spook-induced
recycled wyrds will
from the bodies of dead hivers in times be devoid of any inherent mental
of food strength
shortages and so may act as a medium (otherwise latent wyrd powers would
for have
carrying race-memories locked in developed and manifested themselves
chemical form naturally).
or DNA. They are psychically vulnerable and
consequently
Fixer: Like kalma, the "Slaught' result on prone to daemonic attack in all. its
the forms, as
Outlaw Rare Trade chart indicates you indeed are many wyrds.
have
contacted an individual who can usually Duration: Roll 2D6 in each recovery
supply phase and

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NECROMUNDA SURVIVAL EDITION

add the model's Toughness dependent character no longer derives


characteristic to the any
result. If the total is 12 or less the model benefit from the drug but must continue
is still taking it
affected by the dose. If the total is in the future or he will suffer detrimental
greater than 12 effects.
the dose wears off, the model collapses
in a heap, Duration: A single dose of spook lasts
counting as being pinned, and is no for the
longer under duration of the game.
the drug's influence. Only a single dose
of 'slaught If denied access to the drug a
may be taken in a game or the dependent
cumulative effects character loses -D3 points from his
would kill the user. Initiative and
from his Weapon Skill until he receives
Effect: A dose of spook will temporarily his next
give a dose. If either characteristic is reduced
model a minor Wyrd power. Generate to 0 the
the power model cannot fight. Long-term users of
by rolling D66 on the Wyrd Minor 'slaught
Powers table at are called 'slaughters. As 'slaughters get
the start of the game. This may result in older they
a power become 'slaughted, and gradually lose
which is useless on its own, or indeed mental
no power coherency if the drug is denied them.
at all. If an Extra Primary Power result is These
rolled drooling, jerky-limbed madmen roam the
then you may choose which Primary Underhive, no longer able to tell friend
Power table from foe
to roll on, or to control D3 pets following or man from monster.
the
usual Beastmaster rules. Taking spook Side-effects: Just like Wyrds, daemonic
is not what attacks
you'd call exact science. Even if the can occur whenever the spooker uses
same model their power
takes spook twice in a row it will not get following the Perils of the Warp rules
the same found in the
power. Wyrd section. However, to reflect that
the
Side-effects: There are dangers spooker has no inherent mental
associated with defences, when
long-term use of 'slaught. Each time the attempting to use the power he must roll
2D6 roll for
is made for duration there is a chance Perils of the Warp if any double is rolled.
that the One Use: Once a dose of spook has
model will become addicted. On a roll of been used it
double must be struck from the gang roster.
1 the model has become dependent
upon it. A

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NECROMUNDA SURVIVAL EDITION

One Use: Once a dose of 'slaught has


been used
it must be struck from the gang roster.

15

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NECROMUNDA SURVIVAL EDITION

OUTLANDERS Fixer: Like kalma, the 'Spur' result on


SPUR the Outlaw
Rare Trade chart indicates you have
STINGER MOULD PATCH contacted an
individual who can occasionally supply
The name spur is given to a number of you with
similar spur whenever you trade from now on.
stimulants. Spur has some unusual side- Roll a D6
effects in each Trading session: on a 4+ spur is
which discourage most individuals from available
using it. and on any other roll it isn't.
Taking spur involves extra risks because
not all A stinger mould patch can be used in
spur is the same, and so the potency of one of two
any sideeffect cannot be judged ways. It can be used to re-roll a Dead
accurately. All types result on
stimulate the nervous system, improving the Serious Injury Chart. Alternatively it
the can heal
senses, muscle reaction and speed of an existing serious injury.
thought. Stinger moulds are kept in the gang's
However an old, adulterated or badly stash until
made batch used, after which it's struck from the
may be ineffective. gang roster.

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

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NECROMUNDA SURVIVAL EDITION

Toughness is reduced b y -1 point as The gang's hideout is now a Power


long as the Cable Tap.
spur lasts.
3-5
6 6

SUMP DYNAMO Duration: Roll 2D6 in each recovery


phase and add
The batch is old or bad and has no the model's Toughness characteristic to
effect. the result. If
the total is 12 or less the model is still
The sump dynamo covers a variety of affected by the
ramshackle dose. If the total is greater than 12 the
clunkers designed to produce a limited dose wears off
supply of and the model is no longer under the
power by transmuting waste. drug's
Unfortunately their influence. Only a single dose of spur
crude designs aren't an exact science so may be taken in
a gang a game or the cumulative effects would
can never be certain of how reliable it kill the user.
will be.
A gang can choose to activate the sump The gang's hideout is now an Outpost.
dynamo The gang sets up an Outlaw Settlement.
at the start of the post game sequence. This
If the behaves like a regular Settlement but
dynamo is activated, roll a D6: outlaws
generate the full 30 credits if worked.
Increases the character's Initiative and
Weapon Sump dynamos are kept in the gang's
Skill by +D6 points each, Ballistic Skill stash until
and used, after which it's struck from the
Movement by +D3 points each. As a gang roster.
result of
the character's hyperactive nervous Side-effects: There are no long-term
condition, side-effects to
he goes down for one whole turn as using spur.
soon as the One Use: Once a dose of spur has been
drug wears off, after which he recovers used it
automatically. must be struck from the gang roster.

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

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NECROMUNDA SURVIVAL EDITION

session then re-roll the dice.


Armour: Roll again
OUTLAW RARE TRADE 1-3: Flak, 4-5: Mesh, 6: Carapace
11
26
Archeotech
Roll again
12 1-3: Icrotic Slime, 4-6: Mung Vase

Sump Dynamo 31

13 Concealed Blade

Stinger Mould Patch 32

14 Blade Venom

Spook 33

15-16 Blindsnake Pouch

Bottle of Wild Snake 34

21 Berserker Chip

Gas Grenades: Roll again 35


1-2: Choke, 3-4: Scare
5-6: Hallucinogen Infra-red Goggles

22 36

Grenades: Roll again Stinger Pouch


1: Melta Bombs, 2-3: Photon Flash
Flares 41
4: Plasma Grenades, 5-6: Smoke
Bombs Rad Counter

23 42

Ammo: Roll again Ratskin Map


1-2: Hotshot Laser Power Packs
3-5: Drum Magazine, 6: Hellfire Bolts 43

24 Shock Maul

Gunsight: Roll again 44


1-2: Red-dot Laser, 3: Mono-sight
4-5: Telescopic Sight, 6: Infra-red Sight Grapnel

25 45

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NECROMUNDA SURVIVAL EDITION

remarkable restorative powers.


Photo-visor Wandering healers
aren't rare in the deadzones, the
46 majority being
charlatans looking to make easy credit
Respirator from the
desperate, but even those with
51-53 legitimate gifts often
wield dangerously unpredictable
You may roll any number of dice and powers.
win a number You may pay the healer D6x10 credits
of credits equal to your rolls multiplied to use his
by 2. For power on a chosen gang member. If
example, rolling a 4 a 3 and a 1 wins paid, roll a D6.
you 16 credits.
However, if any dice are the same then Raid Gear: Roll again
you lose the 1-3: Silencer
full amount instead. If there aren't 4-6: Choose one of the following:
enough credits in Screamers or Stummers
the gang's stash then you must sell off
equipment to 54-56
pay off the debt (otherwise legs start
breaking). Drugs Fixer: Roll again
Rumour 1-3: Kalma, 4-5: 'Slaught, 6: Spur
A contact hears rumours about what's
going on in 61-63
the wastes, which gangs are going
where and what Special: Gamble
they are looking for.
If you pay the contact 2D6 credits then 64-65
instead of
the usual Scenario Table roll your gang Special: Rumour
leader must
take a Leadership test. If the test is 66
passed then the
rumours are true and you may choose Gamble
which You have to gamble at an outlaw trading
scenario to play. However, if the test is post,
failed then though it’s not a law (because there
you're double-crossed and your aren’t any). But
opponent can most of the business is conducted
choose the scenario instead. If both around the
gangs paid for gambling tables and it’s considered a
Rumour then both leaders are conned character flaw
and a not to gamble - it implies you’re not
Scenario Table roll is made as normal. prepared to
Healer take risks, and that makes you an easy
You make contact with a wyrd rumoured roll.
to have
1

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NECROMUNDA SURVIVAL EDITION

The healer proves to be a smooth-


tongued
fraud who makes off with the payment.

2-3 The wyrd heals all of his serious


injuries, even
the beneficial ones like Impressive
Scars.
4-6 The healer struggles to control his
life meddling
powers. All of the fighter's serious
injuries are
healed, but he must take a Toughness
test. If the
test is failed he suffers D3 Old Battle
Wounds.

Special: Healer

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NECROMUNDA SURVIVAL EDITION

ADJUSTING HIRED GUNS


THE GANG RATING This section of the Campaign rules
The gang rating of each gang introduces Hired Guns into the game.
is equal to the value of Hired Guns are mercenary adventurers
its fighters plus their who fight for money. They are
Experience points. As the essentially loners who wander the
value Underhive selling their services at the
of fighters includes their trade posts in settlements like Dust
equipment, players must Falls, Two Tunnels and Dead End Pass.
alter the sub-totals on the A player cannot buy extra weapons or
gang roster sheet every equipment for a Hired Gun, and he
time equipment is bought, sold cannot swap or sell a Hired Gun gear.
or swapped. Hired Guns earn no Experience points
Any weaponry or other cannot gain further skills or
equipment that the gang characteristic advances. They must roll
keeps but does not give to a for serious injuries if taken out of action
fighter is hoarded. It just like regular gang members.
remains unissued in your
hideout and its value is not RECRUITING HIRED
included in the gang rating.
Where the cost of equipment GUNS
varies the variable A player can recruit Hired Guns when
amount is discounted when he creates his gang. Hired Guns can also
calculating a fighter’s be recruited from the trade post after
total worth. So, a fighter any game. A gang can dispense with the
with a bionic leg is worth an services of a Hired Gun after any game.
extra 80 credits not 80+3D6. Hired Guns don t belong to the gang
The variable cost of rare they fight with and they don t help the
weaponry and other equipment gang except by fighting. This means that
represents an Hired Guns don t count as members of
additional ‘rarity’ cost the gang for purposes of collecting
charged over and above the income or for deducting cost of living
actual worth of the item. expenses. Hired Guns count as gang
members for the purposes of working
DEATH OF A FIGHTER out when the gang must start taking
When a fighter is killed all Bottle rolls, however, a hired gun's
of his equipment is lost. Leadership characteristic cannot be used
This is very important to for the Bottle roll if the gang's leader is
remember as it is not incapacitated.
possible to reallocate his
equipment once he is dead.
HIRE FEE
The gang must pay the hire fee for the
Hired Gun when he is recruited and
after each battle including the first. This
cost comes from the gang s stash. Note
Hired guns must be paid even if they
don't participate in the game. If the gang
dispenses with a Hired Gun then he
must still be paid for his services that

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NECROMUNDA SURVIVAL EDITION

game. However, if the Hired Gun dies or


is forced to miss a game, such as PIT SLAVE
because he was suffering from an Pit slaves are the unfortunates that end
Infected Wound or is captured, then up being sold to the guilders by gangs
understandably he does not have to be or Watchmen and are kept in the
paid for his services that game. Underhive to work in mines, as pack
slaves or as pit fighters. Some are
If there is insufficient credit in the gang's dangerous criminals who deserve
stash to pay a Hired Gun, then he leaves nothing better, others have just been
the gang and the gang may not recruit unlucky enough to have kin that
further Hired Guns until it has fought couldn't raise a ransom when they got
another battle. dragged off by some unfriendly gang.
For purposes of the gang rating the The Guilders usually 'modify' their new
value of a Hired Gun is his hire fee x5. acquisitions for whatever tasks they have
in mind for them: arms are lopped off
Although Hired Guns are good value, and replaced with rock drills or buzz
especially for new gangs, there are saws for those going to the mines, pack
disadvantages. Firstly they don't slaves get hooks and claws instead of
accumulate Experience and cannot hands and feet for better grip and pit
advance beyond the level they are at fighters can end up like some nightmare
when hired. This means that they are mannikin of steel and flesh. The slaves
less useful for established gangs that are implanted with ownership studs to
already have good quality fighters. show that they're the legal propefty of a
Secondly, the hiring fee of these Guilder and set to work for the rest of
mercenaries reduces the cash available their lives.
to recruit new fighters and gear, which
are vital to a gang s future. A few pit slaves, the toughest and most
determined ones, escape by stealth,
accidents or by killing their guards.
Escaped pit slaves are wanted by the law
in theory and if they go strolling down
main street they'll get caught. But the
Watchmen don't go out of their way
looking for every slave that takes a hike
and most pit slaves wind up running
with the gangs.

RECRUITING PIT SLAVES


Outlaw gangs will find escaped pit slaves
at any Outlaw trade post, often pit
fighting for themselves to earn a few
credits. Other gangs may well come
across escaped slaves in the wastes or
near holesteads where they try to find
some sympathy and a little food.

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NECROMUNDA SURVIVAL EDITION

PIT SLAVE PROFILE 4-6 - +1 T


Pit Slaves are likely to have picked up Roll D6
some skills and gained superior 1-2 - +1 W
5
characteristic values before or during 3-4 - +1 I
their enslavement. This is worked out 5-6 + 1Ld
Roll D6
after the Pit Slave is recruited. The basic 1 Juggernaught
characteristic level is shown below. In 2 IRON JAW
addition to this the Pit Slave will have a 6 3 TRUE GRIT
number of 'advances'. 4 Impetuous
5 Deflect
Any gang can hire Pit Slaves, though 6 step ASIDE
there may be a risk of being outlawed if
they are reported to the Watchmen. If a PIT SLAVE GEAR
player wants to hire a Pit Slave he must Pit Slaves fight with their own built-in
pay the standard hire fee, which is 10 weapons as described below, plus they
credits. A gang can have any number of usually carry a pistol which they have
Pit Slaves. The profile and skills for a Pit stolen or traded from somewhere. Pit
Slave are worked out only after they are Slaves cannot buy or use other
hired. weaponry or equipment (they spend all
their money on good food, chrome
For purposes of calculating the gang polish and other half forgotten
rating each Pit Slave has a value of 50 luxuries).
(ie, his hire fee of l0x5).
Pit Slaves are equipped with a Knife and
1 – PIT SLAVE one of thefollowing pit slave weapons:
WS BS S T W I A Ld
+1 - - - - - - -  Rock Drill
 Claw
Each Pit Slave has four 'advances' which  Shears
are either bonuses on his profile or  Chainsaw
skills. Roll a D6 four times and consult
 Buzz Saw
the table below, noting down the
 Hammer
increases and skills as you go along. A
Pit Slave may not improve any
Plus one of the following pistols:
characteristic by more than +2. If a
duplicate characteristic advance that the
Pit Slave cannot take is rolled, re-roll the  Stub Gun with Dum-dum Bullets
result. Similarly, if you roll the same skill  Autopistol
twice, re-roll the result. Note a Pit Slave's  Laspistol
Strength and Toughness characteristics
can exceed the normal human
maximums of 4 - this is because their
crude cybernetic adaptions can give
them superhuman durability and
strength.

D6 Advance
1 +1 WS
2 +1 A
Roll D6
3-4
1-3 - +1 S

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NECROMUNDA SURVIVAL EDITION

WYRD own abilities. For this reason many


Wyrds are individuals with raw, wyrds choose to live in the Underhive,
untutored and very varied mental where for the most part mutants are
powers. In fact a significant proportion tolerated so long as they are not grossly
of Necromundans, maybe as high as 10% mutated or afflicted with a dangerous
or so, have minor abilities which they power. Wyrds whose powers become
don't even consider to be psychic impossible to hide have no choice but to
mutations - they may be lucky at cards, escape downhive or face almost certain
or very good at guessing what is on death or capture.
another person's mind, but only so that
RECRUITING WYRDS
others think that they were born lucky
Once in the Underhive Wyrds are forced
or are very perceptive rather than
to rely on their powers in order to
mutants.
survive. Some Wyrds use their powers to
help others, especially those who have
Wyrds have far more effective powers
purely beneficial abilities that allow
than this, but they are still very different
them to heal physical injuries or help
from the highly trained psykers of the
those in mental turmoil.
Adeptus Astra Telepathica. This is
because wyrds almost always develop
These individuals are often harboured
their abifities in an undisciplined, self-
and protected by Underhive
taught way.
communities who value their powers
and respect their wisdom. More often
The powers displayed by wyrds are
than not, however, a Wyrd that is forced
highly varied, and it is extremely rare for
to live in the Underhive will follow a
two wyrds to have exactly the same
more practical and mercenary path and
abilities. However it is possible to divide
offer his services to the highest bidder.
wyrds into a number of very broad
types. For example, a significant
Although hiring a known psyker is a
proportion of wyrds are telepaths,
felony on Necromunda, there are many
whose powers allow them to affect the
who are willing to take the risk in order
mind of another person. The way this
to gain the services of one of these
power manifests itself varies from one
powerful individuals. In any case, many
telepathic wyrd to the next: some can
Outlaw gangs are happy to employ
take control of another person's mind,
Wyrds as they have nothing to lose by
others can induce terrifying mental
breaking the law again.
illusions, and so forth. This situation is
made even more complex because most
Any warband except the Ecclesiarchy can
wyrds have one or more additional
hire a Wyrd, though there is an
minor abilities.
increased chance of being outlawed if
reported to the Watchmen. A player
Wyrds that hide their powers are fairly
hiring a Wyrd must pay the hire fee of
safe, though there is always a risk of
25 credits.
discovery. Sometimes as a wyrd grows
older and more confident they will start
A gang can hire no more than one Wyrd
to flaunt their superhuman abilities. Few
at a time. Wyrds belong to one of four
wyrds truly appreciate the danger they
basic types: Telekinetic, Pyro, Telepath
are in when they reveal their powers in
and Beastmaster. A player is allowed to
this way and many are either burnt as a
choose what type of Wyrd he wants, but
witch, or captured by Scholastica
the exact powers are only worked out
Psykana because they over-estimate their

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NECROMUNDA SURVIVAL EDITION

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.

Wyrd powers are subject to the usual Perils Of The Warp


targeting restrictions just as if they were Being untrained and untested, most
shooting attacks, so the Wyrd must Psykers have no idea how to truly
normally attack the closest enemy. control their power and what danger
they are truly in. Untrained Psykers glow
This is because even telepathic Wyrds brightly within the warp, attracting all
find that only the minds of their closest manner of lesser and greater warp
opponents stand out with any clarity; predators and daemons. When they use

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NECROMUNDA SURVIVAL EDITION

their powers, the barrier between the Possession


warp and the material universe Possessed models are taken over
diminishes and it is much easier for completely by the daemon within them
those warp denizens to hurt the Psyker and will attempt to cause as much
or others around him. destruction and death as possible,
before their time in the material realm
To represent this, if a Psyker rolls a runs out. Once a Psyker is possessed,
natural 2 or 12 (double 1s or double 6s) the controlling player loses his or her
when it takes its psychic test, he must control over the model and the Psyker is
roll on the Perils of the Warp chart to subject to the following rules:
represent the chance that a daemon may
attack the Psyker. - The model will no longer use any
weapons or equipment carried by the
1: Shadow Of The Warp: The Psyker, model, other than non-field armor.
and all models within 2 , must take a Ld - The model now causes Fear (this fear is
test. If passed, all models may act considered to be the same as one
normally (though the Psyker may not caused by a Daemon model).
use his power this turn). If failed, no - The model is never pinned and is not
model may make any voluntary actions affected by down results. (Though it
this round. does help to banish them, see below).
- The model has WS, Strength,
2-3: Attacked: A warp predator or raw Toughness, and Attacks all doubled!
power of the Warp sears into the Psyker
s mind. The Psyker suffers one At the start of each turn, before either
automatic hit at D6 Strength, with no player resumes play, roll a scatter die
saves allowed. and 2D6. The possessed model moves
the total number of inches on each dice,
4-5: Possessed: The Psyker takes an in the direction indicated by the scatter
immediate Ld test. If he succeeds he dice. If this takes it into base contact
with another model, it stops moving and
attack, but can do nothing more this is considered to be in HtH combat with
turn other than defend itself in HtH that model, as if it had charged. If the
combat. If he fails, he suffers from the possessed model remains unengaged at
effects of Possession (see below). the end of its movement, it will unleash
a blast of warp energy at the nearest
6: Drawn into the Warp: unless the model (those in LOS will be targeted
Psyker can successfully pass an Initiative first). This attack is a shooting attack,
test, he is drawn screaming into the hitting on 2+, and causing D3 Strength
Warp! Remove the model from play. It is 5 hits, with no normal armor save
immediately considered killed. If there allowed.
are other models (both friend and foe)
Hexagrammic Wards and Field saves
Initiative test or suffer the same fate. may be used as normal.

At the end of each player s turn, roll a


D6. On a result of 6 or more, the Psyker
s physical body finally succumbs and the
daemon is banished. Add the following
modifiers, if applicable:

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NECROMUNDA SURVIVAL EDITION

+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

-16 Cursed Luck: The Psyker may re-


roll any one roll it makes this turn (NOT
the Psychic Test used to take this power
though!). However, the opposing player
may also force the Psyker to re-roll any
one roll this turn! The second result of
both re-rolls must be accepted.

tar
ledge or gap. The unfortunate victim
believes they can fly until they realize

normal from falling.

the Psyker floats a foot above the


ground, ignoring difficult terrain. It may
fall, but does not suffer damage from
falling, while this power is in effect.

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NECROMUNDA SURVIVAL EDITION

force one enemy model within LOS to


turn, any model making a ranged attack make one ranged attack with a weapon
specifically targeting the Psyker must of the controller s choice at the nearest
make an Ammo Roll. enemy model in LOS. If the target is out
of range, a to hit roll must still be made
24 Beastmaster: The Psyker can to determine if an Ammo Roll must be
control beasts without the use of a made.
control collar. If there is a neutral or

attempt to control it. Roll D3 and add


higher even if he could not normally detect
than the beast s Ld, the Psyker may them. This power is Persistent a Psychic
control the beast as if it were a friendly Test does not need to be taken to use
model. this power.

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.

pass a Ld test or be Pinned.


make one normal shooting attack with
During the subsequent turn, any Psychic one of its ranged weapons this turn at
tests suffer a Peril of the Warp attack on one target within LOS. This attack
a natural roll of 2, 3, automatically hits.
.

is charged by an enemy model, that Conditions, the Psyker immediately


model must pass an Initiative test. If negates the conditions for the
passed, it may charge as normal. If remainder of the scenario. If in normal
conditions, the Psyker changes this to
Psyker s base and is pinned. This power Blinding Conditions.
has no effect on Daemons or Large
models. This power is Persistent - a
psychic test does not need to be taken considered to possess powers
to use this power. equivalent to Cameoline. This power is
Persistent a psychic test does not need
cting Sound: If passed, any to be taken to use this power.
models within 24 in Overwatch are
immediately removed from Overwatch. t the end of HtH
Affected models may attempt to negate combat, if the Psyker wishes, he may
this effect by passing an Initiative test. move out of HtH combat, up to 2 away.

This power is Persistent - a psychic test


Fear until its next activation. If the does not need to be taken to use this
Psyker already causes Fear (without the power.
help of this power), it instead causes
Terror. to stoke the courage of one non-
Construct, non-Beast friendly model in

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NECROMUNDA SURVIVAL EDITION

LOS. The targeted model may does not need to be taken to use this
immediately test to recover from power.
Pinning.

were to suffer a possessed result due to


mind of one enemy model with several a Peril of The Warp roll, the Psyker may
conflicting thoughts. The targeted re-roll that result. The second result
enemy model must be within LOS. The must be accepted. This power is
enemy model immediately takes a Ld Persistent - a psychic test does not need
test. If passed, the power has no effect. to be taken to use this power.
If failed, the model is subject to
Stupidity until its next activation.
enemy model within LOS. That model
takes an immediate Break test using its
this power if it moves into base contact own Ld. If failed; the victim is broken
with another friendly model. That and flees 2D6. The victim recovers
model makes a Recovery roll with a -2 automatically on its next turn.
modifier. If this roll is failed, and the
friendly model goes Out of Action, the -65 Well Of Power: The Psyker may
Psyker may not use this power again in roll an additional D3 minor psychic
this scenario! powers. If the Psyker rolls this power
again, it has no further effect.

terrible wounds to outside observers,


much like a famous saint (or sinner). one additional major psychic power at
random out of one Major Area.
The Psyker has +1 Toughness until its
next activation. Make a note of which major power is
taken. When taking a Psychic Test for
this power, the Psyker will suffer a Peril
may walk through ANY intervening of the Warp on a natural roll of 2, 11, or
terrain 1 wide or less during this 12. If the Psyker rolls this power again, it
movement with no penalties. has no further effect.

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.

powers to momentarily step out of


normal space-time and enemies believe
he is moving incredibly fast. The Psyker
adds D6 to its move and +1 Initiative in
HtH combat this turn.

possesses the Focus Power attribute.


This power is Persistent a psychic test

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NECROMUNDA SURVIVAL EDITION

Major Psychic Powers Subversion Rating for setup purposes


To select major psychic powers, first roll before each scenario begins. The second
D6. This roll represents the major area result must be accepted. This power is
of power the Psyker possesses. Note that Persistent - a psychic test does not need
some Psykers do not have to make this to be taken to use this power.
roll and may choose their area of power;
however they must still roll within the
major power chart to see what powers where his oppon
they actually possess. Once the Psyker from. The Psyker cannot be targeted by
has its major area of power, it again rolls models in Overwatch. This power is
D6 and consults the powers under that Persistent - a psychic test does not need
major power chart. to be taken to use this power.

In each major area, the last power 2 - Telepathy (Roll D6)


cannot be selected by lvl-1 Psykers, re-
roll the result. Major Psychic Power can to use this power at any point during
always be rerolled once, but the second Test is
result must be kept. passed, he may try to take over the mind
of one enemy model within LOS. The
1 - Divination (Roll D6) victim takes a Ld test. If passed, this
power has no effect but the model is
near future and attempt to avoid danger. considered Pinned. If failed, the Psyker
After setup, take a Psychic Test. If failed, may control the actions of the victim
nothing happens. If passed, the Psyker s until the end of the turn. The victim may
controller may re-deploy D3 friendly NOT act suicidally (I.e. it may not shoot
models anywhere within their itself, jump off a high ledge, etc.).
deployment zone.

be used once per scenario. Target one


non-Leader enemy model with Ld 9 or
the model is in Overwatch, it does not less within LOS. That model must pass a
suffer the to hit penalty when it takes its Ld test using its own Ld or immediately
shot. If it shoots this turn, it may re-roll leave play. If this occurs, the model does
one failed to hit roll. NOT roll on the Injury chart, collects
experience as applicable, and MAY
participate in the next battle (even if it
friendly models within 6 are +1 mally be able to).
Initiative and +1 Ld until the end of the
scenario. The effects of this power are
not cumulative. the closest enemy model within LOS.
That model may not target the Psyker or
he Psyker any friendly model until the next turn,
strikes first in HtH combat and all unless it first passes a Ld test. If the
enemy models in HtH combat count victim is in HtH combat with a friendly
Fumbles double. This power lasts until model, its WS reduced by 2.
the Psyker s next activation. This power
cannot be used against Warp Creatures.
model within LOS. The victim suffers the
same effects of a Hallucinogen grenade
opposing warbands to reroll any attack.

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NECROMUNDA SURVIVAL EDITION

one Strength 3 hit. If this takes a victim


into contact with another model, both
mind. Target one enemy within LOS. suffer one Strength 3 hit and are pinned.
Both the Psyker and the victim roll D6 If a victim ends its movement not on a
and add their unmodified Ld value. flat surface, it suffers damage from
falling, if applicable. If the Psyker fails its
Whichever model has the higher total is Psychic Test to use this power, it is
the winner. The loser suffers one pinned.
automatic wound, with no saves
allowed. If the enemy model loses and is
not taken Out of Action, it is affected by all the telekinetic powers; The Psyker
Hatred towards the Psyker. attempts to physically crush its victim.
Target the closest enemy model within
LOS. The victim rolls D6 and adds its
Strength.
the Psyker s spirit leaves its physical
body to do events elsewhere. This The Psyker rolls 2D6 and compares
power may never be used if the Psyker is totals. If the Psyker has a higher total,
engaged in HtH combat or is within LOS the difference is the number of wounds
of any enemy model when the test is the victim suffers. If the victim s total is
made. If successful, the Psyker may add higher by 3 or more points, the Psyker is
any of its characteristic values to any one broken and flees attempt
friendly model until the end of the turn. to recover next activation.

The Psyker may do this any number


of times. If the Psyker is attacked while detritus in the area and makes its whirl
using this power, the Enemy receives around him like a force field.
one automatic hit in HtH combat. If the
Psyker survives, it immediately returns The Psyker and any models within 2
to its body, this power is cancelled, and receive a Field saving throw of 5+ from
may defend itself as normal. any ranged attacks. Any models who
model into HtH combat with models
3 - Telekinesis (Roll D6) inside the debrid field suffer one
op Strength 2 hit. This power may not be
incoming solid projectiles before they used if the Psyker is in HtH combat.
hit him. If passed, non-energy based
ranged attacks made against the Psyker
have no effect. The firing model must blade of pure psychic energy. The Psyker
still roll to see if an Ammo Roll is adds +2 WS, +1 Attack, and this
necessary. This power has no effect weapon acts as a Force weapon. While
against energy-based shots or psychic this power is in effect, the Psyker may
powers. This power lasts until the use no other weapons (though he may
Psyker s next activation. use armor, equipment, and grenades).
The psychic weapon is considered a
two-handed weapon in HtH combat.
D3 enemy models within LOS. Roll to This power lasts until the Psyker s next
hit. Each hit target may be moved D6 in turn.
any direction. If this takes a victim into
contact with a vertical surface, the
movement stops and the victim suffers Eternity to Astartes Librarians, this

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NECROMUNDA SURVIVAL EDITION

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

This power may NOT be used while


one model within LOS. The victim must engaged in HtH combat.
take an immediate Ld test. If passed, the
victim is unscathed but must take a
Break Test. If failed, the victim suffers Psykers have the power and the will
D3 Strength 4 hits with no armor save. needed to summon this soul-searing
flame. As such, this power may only be
taken by Level 3 Psykers or above. If
attempt to agitate the atoms of a small successful, the Psyker places the large
area within LOS. If the Psychic Test is blast template centered over its base.
passed, the Psyker can lay the small blast The Psyker itself takes one automatic
template anywhere within LOS. Any Strength 3 hit, with no save allowed. All
models fully under the template suffer a other models fully under the template
Strength 4 hit and may Catch Fire. Any suffer D3 Strength 4 hits, with no armor
models partially under the template are save allowed.
hit on a 4+ and suffer a Strength 3 hit. If
the Psychic Test is passed and the Psyker Warp Creatures do not receive their 4+
rolls doubles (i.e. two 2s, etc.), the invulnerable save from Holocaust.

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NECROMUNDA SURVIVAL EDITION

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.

the closest enemy model (the victim


does not have to be in LOS). biomancer s power, the Psyker gains a
host of natural weapons and defenses. If
Roll 2D6, subtracting -1 for every 2 the passed, the Psyker gains the following:
victim is closer to the Psyker. If the total +1 Move, +2 WS, -1 BS, +1 Strength,
is less than the victim s unmodified +2 Toughness, +1 Attack, +1 Initiative.
Toughness, the victim suffers one It may use none of its weapons while
automatic wound, with no save allowed. this power is in effect (though it may use
any equipment and armor). The Psyker
This power has no effect on Warp is considered to be armed with two
Creatures or Constructs. Toxic hand weapons and has a 4+
armor save while this power is in effect.
These effects last until the Psyker s next
its Psychic Test for this power, it adds activation. If the Psyker fails its Psychic
+2 to its Toughness, +1 to its Strength, Test to use this power, it suffers one
and is immune to the effects of Toxic automatic wound.
and Stun weapons (though he may still
suffer damage from them). These effects 6 Shamanism (Roll D6)
last until the Psyker s next activation. If
the Psyker fails its Psychic Test to use terrain within LOS of the Psyker. Any
this power, it is Pinned. models within 1 of the terrain are
Pinned and are knocked out of
Overwatch, if applicable. ANY model
its Psychic Test for this power, it adds (even those unaffected by psychic
+1 to its Attacks, +1 to its WS, and powers) treat the terrain piece as one
strikes at double Strength in HtH level worse (i.e. open becomes difficult,
combat, with a -3 armor save modifier. etc.) than it already is until the start of
The Psyker is considered armed with the next turn.
two hand weapons but may not use any
other weapon in HtH combat, while this k one spot within 18
power is in effect. and within LOS of the Psyker and
describe a straight line starting from the
These effects last until the Psyker s next Psyker and ending at the chosen point.
activation. If the Psyker fails its Psychic Any models bases on this line must
Test to use this power, it is Pinned. make an immediate Initiative test. If
passed, they are unaffected. If failed,
has one of two effects, depending on they take one Strength 6 hit and are

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NECROMUNDA SURVIVAL EDITION

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.

The creatures under the Beastmaster's


model within LOS, place the Large blast control must remain within LOS of him
template centered over this model. Roll at all times. As long as they do so then
the scatter die and D6. The template is they can use his Leadership
moved that number of inches in the characteristic for any Leadership tests
direction indicated. Any models fully they have to take. If they ever end a
under the template suffer one Strength movement phase out of LOS from the
4 hit. Any model partially under the Beastmaster, or if the Beastmaster goes
template is hit on a roll of 4+ and will out of action, they are removed from
suffer one Strength 3 hit. Any models play, as it is assumed that they have
(whether fully or partially under the scampered off down a nearby crack or
template) without a respirator, enclosed hole.
armor, and/or Power Armor suffer an
additional Strength 3 hit with the Toxic Giant Rat

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NECROMUNDA SURVIVAL EDITION

The Underhive contains a warren of


disused and decaying tunnels and Roll a D6 for each ripper jack that is
sewers infested by swarms of rats. Giant attacking an enemy model. If the roll is
rats can grow anywhere up to 4 feet greater than the victim's Initiative, or a
long (not including their tail), while the roll of 6 under any circumstances, then
huge razor-sharp fangs of some can the ripper jack has enveloped its target.
reach to well over a foot. Rats exhibit a Models may only be enveloped by one
form of low animal cunning and have ripper jack at a time, though several
incredibly fast natural reactions. These ripper jacks can attempt to envelop a
combine to give them an almost victim - the rest would have to go and
supematural ability to dodge any attack find another victim. An enveloped victim
that is aimed at them. falls to the ground and cannot move or
do anything else until he dies or the
1 – Giant RAT ripper jack is pulled off. If the victim is
WS BS S T W I A Ld engaged in hand-tohand combat then
3 - 3 2 1 5 4 - treat him as if he was down.
Dodge: Giant rats receive a 4+ special Roll 2D6 for the model in the recovery
save. phase. If the score is less than or equal
to the model's Strength it has pulled the
RIPPER JACK ripper jack off and killed it (remove the
Ripper jacks are bat-like creatures that ripper jack model from play). If the
normally inhabit large abandoned score is greater than the model's
domes. They hang from the roofs in Strength then the ripper jack remains
their dark domains, swooping down on firmly attached and the victim suffers a
unsuspecting creatures that venture S4 hit with no armour save allowed.
below. Models reduced to 0 wounds by a ripper
jack are automatically taken out of
Ripper jacks attack by enveloping the action.
head of their prey with their leathery
wings. They then bite and gouge at their Any friendly fighters in base contact with
victim's eyes, face and neck while an enveloped model at the start of their
maintaining a vice-like grip with their turn can help remove the ripper jack.
wings. Unless the ripper jack is speedily The model cannot do anything else that
removed its victim will quickly suffocate turn. If the fighter helps out in this way
or bleed to death then his Strength characteristic is added
to that of his companion when working
1 – Ripper JACK
WS BS S T W I A Ld out if the ripper jack is removed.
2 - 1 2 1 4 1 4
Serious Injuries: If a model is taken out
Fly: Ripper jacks can fly. of action by a ripper jack do not roll on
the usual Serious Injuries Table, instead
Envelop: Ripper jacks never fight in roll on the table below.
hand-to-hand combat, even if charged by
an enemy model it's assumed they D66 Serious Injury
11-16 Dead
simply flit out of the way. Instead, a 21-23 Head Wound
ripper jack in base contact with an 24-26 Blinded in one eye
enemy model during the hand-to-hand 31-36 Old Battle Wound
phase can attempt to envelop the 41-46 Full Recovery
opposing model's head. 51-56 Impressive Scars

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NECROMUNDA SURVIVAL EDITION

61-66 Horrible Scars UNDERHIVE SCUM


Underhive scum, or scummers, prefer
MILLIASAUR
the carefree, wandering life of a
Milliasaurs are hideously mutated and
mercenary to that of a ganger. They
enlarged centipedes which can reach up
travel from town to town, making few
to two metres in length. They normally
friends or commitments, earning
live in the darkened recesses and sump-
whatever easy money is around before
holes that abound in the Underhive.
moving on. Scum are too wild and
Here they lurk in the moist darkness,
independent to submit to the leadership
waiting for an unsuspecting creature to
of anyone for very long, and they hire
venture nearby. When their prey is close
out their services as they feel like it.
enough the Milliasaur will dart from
Despite their carefree lifestyle and
cover and sink its poisonous fangs into
happygo-lucky attitude Scummers are
its prey. The milliasaur's quick-acting
good fighters so their services are always
poison will quickly reduce all but the
in demand. Many end up working for
largest creature to a helpless state, so
the guilders, but there are always a few
the predator can drag its unresisting
willing to tag along with a gang for a
victim down into its lair and feast on the
share of the spoils.
body at its leisure.
RECRUITING SCUM
1 – Millisaur
WS BS S T W I A Ld If a player wants to hire Underhive Scum
4 - 1 3 1 4 - 4 he must pay
the standard hire fee, which is 15 credits
Climb: Milliasaurs can move up and for each
down slopes and vertical surfaces as if Scummer. A gang can recruit as many
they were open ground. Scummers as
the player wishes. The profile and skills
Poison Bite: If a milliasaur wins a round for Scummers
of close combat against a foe it will bite are worked out after they are hired.
them with its poisoned fangs. Each hit For purposes of calculating the gang
scored will automatically inflict a wound rating each
without having to roll against the Scummer has a value of 75 (ie, his hire
victim's Toughness. Armour saves may fee of 15x5).
still protect a target as normal. If the
victim suffers his final wound to a SCUM PROFILE
milliasaur do not roll on the normal Scum are likely to have
Injury Table, instead roll on the table special skills as well as
below. superior characteristic
values. This is worked out
1-2 No Effect: The milliasaur's venom only
fails to paralyse its victim. The model after the Scum is recruited.
continues to fight on and the wound is The basic characteristic
profile is given below, which
ignored.
is the base level for
3-6 Out of Action: The victim is
characteristic values. In
paralysed and is severely chewed up by
addition to this the Scummer
the milliasaur. The model is taken out of
will have a number of
action.
‘advances’ as explained below.
M

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NECROMUNDA SURVIVAL EDITION

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

3 Roll a further D6:


1-2: Gunfighter (Shooting)
1 3: Quick Witted (Agility)
4-6: Roll a further D6:
3 1: Crack Shot (Shooting)
2: Fast Shot (Shooting)
1 3: Hip Shooting (Shooting)
4: Dodge (Agility)
7 5: Rapid Fire (Shooting)
6: Killer Reputation
D6 (Ferocity)
1
SCUM GEAR
+1 Ballistic Skill A Scummer fights with his own
weapons and cannot
2 buy or use other gear as they
notoriously spend all of
Roll a further D6: their money on gambling and
1-3: +1 Initiative booze. Scum are armed
4-6: +1 Leadership with a Knife and one of the
following combinations:
3 • 2 Bolt Pistols
• Plasma Pistol & Laspistol
Roll a further D6: • Plasma Pistol & Autopistol
1: +1 Weapon Skill • Bolt Pistol & Hand Flamer
2: +1 Strength • 2 Laspistols each with
3: +1 Toughness Hotshot Power Packs

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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.

RECRUITING BOUNTY HUNTERS


If a player wants to hire a
Bounty Hunter he must pay
the standard hire fee, which
is 35 credits. A gang can
only hire a single Bounty
Hunter. The profile and

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NECROMUNDA SURVIVAL EDITION

skills for the Bounty Hunter


are worked out only after Ld
they are hired.
For purposes of calculating 4
the gang rating a Bounty
Hunter has a value of 175 (ie, 4
his hire fee of 35 x 5).
4
D6
3
Advance
3
1-2
2
Roll a further D6:
1: +1 Weapon Skill 4
2: +1 Ballistic Skill
3: +1 Initiative 1
4: +1 Leadership
8
BOUNTY HUNTER PROFILE
Bounty Hunters have many 5: Roll a further D6:
special skills as well as 1-3: +1 Strength
superior characteristic 4-6: +1 Toughness
values. This is worked out 6: Roll a further D6:
only 1-3: +1 Wounds
after the Bounty Hunter is 4-6: +1 Attacks
recruited. The basic 3-6
characteristic profile is
given below, which is the base BOUNTY HUNTER ADVANCES
level for characteristic In addition to his enhanced
values. In addition to this profile a Bounty Hunter
the has four further ‘advances’
Bounty Hunter will have a which are either additional
number of ‘advances’ as bonuses on his profile or
explained below. skills. Roll a D6 four times
M and consult the chart
opposite, noting down the
WS increases and skills as you go
along. Bounty Hunters
BS follow the usual maximum
profile rules. If a duplicate
S advance that the Bounty Hunter
cannot take is rolled,
T re-roll the result.

W Roll a further D6:


1: Crack Shot (Shooting)
I 2: Nerves of Steel (Ferocity)
3: Marksman (Shooting)
A 4-6: Roll a further D6:

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NECROMUNDA SURVIVAL EDITION

1: Dodge (Agility) points plus D6x5, which is


2: True Grit (Ferocity) added to the gang's stash.
3: Weaponsmith (Techno) The gang may also keep any of
4: Quick Witted (Agility) his equipment.
5: Iron Will (Ferocity) To find out what happens to a
6: Killer Reputation gang fighter who is
(Ferocity) turned over to the Guilders
roll a D6.
Independent 1
Bounty Hunters are used to
working alone and prefer Sold into Slavery: The fighter
it that way too. To reflect disappears forever.
their self reliance a Bounty
Hunter can always test to 2
escape pinning early even if
there are no friendly fighters Fined: His value in credits
within 2". and equipment
confiscated. His gang may free
CAPTURE the fighter by
If a Bounty Hunter takes an paying his value in credits
enemy ‘out of action’ in including the value of
hand-to-hand combat then the his weapons and equipment. All
enemy fighter is of his weapons,
automatically captured rather and any equipment that is not
than rolling on the physically part of
Serious Injury chart after the him (bionics/lobo chip etc)
game. However, if the are confiscated by the
Bounty Hunter is taken out of Guilders.
action then his captives
are left to their fate and 3
must roll for serious injuries
instead as normal. BOUNTY HUNTER GEAR
A Bounty Hunter fights with
CLAIM BOUNTY his own weapons as
For every enemy fighter described below. They are
captured by the gang that invariably armed to the
wasn't from an outlawed gang, teeth (it goes with the job).
roll a D6. On a 6 the Bounty Hunters cannot
Bounty Hunter recognises the buy or use other weapons or
fighter as a wanted equipment as they
outlaw. The gang can turn in hoard all of their money and
the wanted outlaw to dream of retiring to the
the Guilders. Note that the opulent Spire.
player doesn’t have to
turn in an outlaw, he may Fined: His value in credits
still prefer to ransom the including the value of
captive back to his own gang. his weapons and equipment. His
If an outlaw is turned in for gang may free
bounty the gang's reward the fighter together with his
is a number of credits equal weapons and
to his total Experience equipment by paying his fine.

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NECROMUNDA SURVIVAL EDITION

seen again. Only in the case


4 of a ‘Fined or Sentenced’
result does the gang have the
Fined: D6x10 credits. His gang choice of paying or
may free the missing a game.
fighter by paying his fine as
above.

Fined or Sentenced: The gang


may choose to
free the fighter for D6x5
credits or let him serve
his sentence in the pit, in
which case he misses
the next game.

Insufficient Evidence:
Released immediately.

Bounty Hunters are armed with


the following:
• Knife
• Bolt Pistol with Red-dot
Laser Sight
• Boltgun, Lasgun or Hunting
Rifle
• Chainsword
• Shotgun (Solid, Scatter,
and Manstopper Shells)
• Respirator or Filter Plugs
• Photo-visor or Photo-
contacts
Plus any one of the following:
• Bio-Booster
• Blindsnake pouch
• Infra-red Goggles
• Weapon Reload (for all
weapons)
• Mesh Armour
• Any one Bionic

Fines must be paid out of the


gang’s stash before the
gang’s next game. If a player
is unable or unwilling to
pay the fine the fighter is
sold to the slavers and never

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NECROMUNDA SURVIVAL EDITION

RATSKIN SCOUT increases and skills as you go


Ratskins are the native along. A Ratskin Scout
inhabitants of the Underhive. may not improve any
They know its ruinous domes, characteristic by more than +2
ancient tunnels and and follows the usual maximum
labyrinthine passages far profile rules. If a
better than the Underhive duplicate advance that the
settlers themselves. Most Ratskin Scout cannot take
Ratskins care little for the is rolled, re-roll the result.
ways of these settlers who
they regard as desecrating For purposes of calculating
the hive’s great and noble the gang rating a Ratskin
spirit so will avoid hiver Scout has a value of 75 (ie,
towns if they can. his hire fee of 15x5).
Some adventurous Ratskins hire
out to Underhive RATSKIN SCOUT PROFILE
gangs as guides or trackers Ratskin Scouts may have
and become semicivilised special skills and superior
as a result of this contact, characteristic values. This is
though sadly they often worked out only after the
acquire a taste for Ratskin Scout is recruited.
intoxicants, gambling and The basic characteristic
riotous profile is given below, which
living. They can be found and is the base level for
hired in the larger characteristic values. In
settlements such as Dust addition to this the Ratskin
Falls, Glory Hole and Dead Scout will have a number of
End Pass. There are few ‘advances’ as explained
expeditions that would in the Ratskin Scout Advances
venture into unknown zones section.
without the expert aid M
of a Ratskin Scout.
WS
RECRUITING RATSKIN SCOUTS
If a player wants to hire a BS
Ratskin Scout he must pay
the standard hire fee, which S
is 15 credits. A gang can
have only one Ratskin Scout. T
The profile and skills for
Ratskin Scouts are worked out W
after they are hired.
I
RATSKIN SCOUT ADVANCES
A Ratskin Scout has 3 A
‘advances’ which are either
bonuses on his profile or Ld
skills. Roll a D6 three times
and consult the chart below, 4
noting down the
3

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NECROMUNDA SURVIVAL EDITION

To represent this a gang that


3 includes a Ratskin Scout
can add or subtract 1 from the
3 Scenario dice roll to
determine which scenario the
3 players will fight. If
both sides include a Ratskin
1 Scout this ability is
cancelled out.
3
Advance
1
4-6: Roll a further D6:
7 1: Catfall (Agility)
2: Dive (Stealth)
D6 3: Ambush (Stealth)
1 4: Evade (Stealth)
5: Sneak Up (Stealth)
Roll a further D6: 6: Infiltration (Stealth)
1-3: +1 Weapon Skill
4-6: +1 Initiative If a gang has a Ratskin Map
which also gives a bonus
2 on the Scenario roll then the
Ratskin Scout confers no
Roll a further D6: further advantage. The gang
1: +1 Ballistic Skill already has access to all
2: +1 Strength the hidden tunnels and
3: +1 Toughness passages in the area.
4: +1 Wounds
5: +1 Attacks Native
6: +1 Leadership Ratskins are utterly at home
within the Hive Bottom's
3-6 environments as they are born
and bred in
Roll a further D6: unimaginably harsh conditions.
1: Dodge (Agility) Due to this, Ratskin
2: Leap (Agility) Scouts are immune from the
3: Sprint (Agility) effects of Treacherous
Conditions. If a Blind Fight
GUIDE scenario is being fought
A gang which includes a then Ratskin Scouts are immune
Ratskin Scout is able to from the Vision and
exploit his knowledge of the Running special rules.
Underhive and its
countless half-forgotten RESILIENCE
passages and tunnels. This All Ratskins are remarkably
gives the gang a distinct resilient to injury and have
advantage when it comes to a natural ability to survive
confronting an enemy, even in the harshest depths
permitting the gang to move of the Underhive. They are
rapidly to their objective. less likely to get lost or

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NECROMUNDA SURVIVAL EDITION

captured than ordinary gang If the player wishes to send


fighters and, if hurt, they his Ratskin exploring the
are better at hiding from surrounding domes roll a D6.
danger. 1
To represent their resilience
to injury a Ratskin Scout Lost: The Ratskin disappears
who goes out of action can re- and is neither seen
roll the result when nor heard from again.
rolling on the Serious
injuries chart. 2-5 Nothing to See: The
Ratskin reports no useful
ratskin scout gear discoveries in this area.
A Ratskin Scout fights with 6
his own weapons as
described below. They cannot Discovery: The Ratskin finds
buy or use other enough resources
weapons or equipment. Ratskin for a new territory. Refer to
Scouts are rumoured the Territory table
to spend every penny they earn and randomly determine a new
on drink and territory. This is
hallucinogenic fungus which is immediately added to the
why so many go bad gang’s existing territory
and become renegades. unless it is an Archeotech
Ratskins are armed with the Hoard or Green Hivers.
following: Ratskins regard ancient places
• Knife as sacred, and the
• Club, Maul or Bludgeon discovery of an Archeotech
• Blindsnake Pouch Hoard will not be
reported to the gang.
Explore Similarly, if he discovers
If the gang that has hired a Green Hivers the Ratskin will
Ratskin Scout wins the say nothing and
scenario and the Scout didn't leave them to their fate, for
go out of action then he such is the will of the
is allowed to explore the hive spirit. The Ratskin Scout
local area for new territory reports no
after the game. The Ratskin discoveries instead.
searchs for mineral
deposits, likely looking In Inquisimunda you have access to
places for settlement, fungus many additional Species and Races
caves, and other possibly compared to Necromunda.
useful finds. • Ab Human Ogryn:
The Ogryn (Homo sapiens gigantus) are
Plus one of the following: a huge and physically powerful
• Shotgun (Solid, Scatter Abhuman mutant subspecies of
and Manstopper Shells) humans,
• Autogun often employed as shock troopers in the
• Lasgun Imperial Guard by the Imperium of Man.
• Hunting Rifle Ogryns possess many traits

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NECROMUNDA SURVIVAL EDITION

prized by the Imperium; they are brutally An Untouchable and a Pariah, is a


strong and completely loyal, although human who possesses the rare Pariah
extremely limited intellectually, Gene that makes them generate no
which restricts their battlefield role to presence in the Warp, thus leaving them
simple and direct assaults. They come essentially soulless. Known also as
from cold and barren planets in the “Blacksouls,” “Psychic Nulls” and
galaxy with high gravity, such as Anark “the Soulless,” a Blank is a living
Zeta, which is why they appear larger, anathema for all psykers, regardless of
heavier and bulkier compared to species. A Blank is the direct antithesis
baseline humans. An Ogryn’s speech is of the force of Chaos as he or she
much the same as an Ork’s. possesses no presence within the Warp,
• Ab Human Ratling: and thus radiates a sense of unnatural
A Ratling (Homo sapiens minimus) is a “wrongness” that makes other living,
member of a small, loud, hungry and intelligent creatures extremely
lecherous Abhuman species. uncomfortable and uneasy in their
Ratlings are granted full Imperial presence.
citizenship despite their mutant status A Blank’s proximity to someone who
and in the past have often served in possess even a modicum of psychic
the Regiments of the Imperial Guard. ability can be quite painful or even
However, they are still distrusted by the lethal, especially to extremely
more Puritanical members of the psychically sensitive beings such as the
Inquisition. Eldar. It is currently believed by the
• Ab Human Squat: Adeptus Mechanicus that the Pariah
The Squats (Homo sapiens rotundus) Gene was deliberately engineered into
were short, stocky and physically hardy the genomes of the ancestors of
Abhumans who were adapted to Mankind by the Necrons millions of
the heavy gravity conditions that standard years ago during the War in
predominated on the worlds they had Heaven. Blanks today are most often
settled near the core of the Milky Way used by the Officio Assassinorum’s
Galaxy. Of all the Abhuman types Culexus Temple and as Acolytes by
encountered by the Imperium, they most Inquisitors of the Ordo Hereticus who
closely resembled baseline humans. find them to be useful shields and
Squats were the descendants of weapons against the witch and
baseline humans who had colonised the unsanctioned psykers. On the Psyker
worlds around the galactic core in the Scale
far distant past. These worlds are some commonly employed by the Adeptus
of the oldest in the galaxy, formed when Astra Telepathica, Blanks occupy the
the galaxy’s structure had not yet nethermost levels, from Phi-plus to the
been fully stabilized. The Squat species extraordinarily rare Omega-minus level.
was ultimately destroyed by the invasion
of a Tyranid splinter Hive Fleet 12
that consumed their homeworlds in the
late 41st Millennium, though some
survivors still serve in the Imperial
Guard, hoping for revenge and to find a
new beginning for the remnants of their
race.
• Ab Human Untouchable:

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NECROMUNDA SURVIVAL EDITION

• Ab Human Beastman: race -- a shadow of their former glory --


Beastmen (Homo sapiens variatus) their race teeters on the brink of
are Abhumans descended from human annihilation.
stock who combine the physical • Eldar - Commorrite (aka: Dark Eldar):
appearances of humans and Terran The Dark Eldar or Eldarith Ynneas in
animals, usually goats or rams. the Eldar Lexicon are the forsaken and
Beastmen do not necessarily look alike, corrupt kindred of the Eldar, an
and ancient and highly advanced alien race
different animal traits can manifest of fey humanoids. Their armies, like their
themselves in each individual, but apart Eldar counterparts,
from this form of phonotypical usually have the advantages of mobility
variation they are a genetically stable and advanced technology, though they
human subspecies, and are considered are often lacking in resilience and
to be a form of Abhuman rather numbers. The Dark Eldar revel in piracy,
than an actual mutant. The origin of enslavement and torture, and are
Beastmen is unknown; though it is likely sadistic in the extreme. Dark Eldar
that they they are the result of armies make use of various anti-gravity
experiments in genetic engineering skimmers such
stretching back to the Dark Age of as Raiders and Ravagers to launch high
Technology before the birth of the speed attacks.
Imperium of Man who proceeded to They strike with little or no warning,
breed true. Other Imperial savants claim using an interdimensional labyrinth
that Beastmen are Abhumans known as the Webway to traverse the
whose unusual forms were the result of galaxy safely and far more quickly than
exposure to the influence of the Warp most advanced races are able to wit
but that the subspecies somehow their Warp jumps. The Dark Eldar
managed to maintain an unusual degree are unique amongst the intelligent races
of genetic stability across generations. of the Milky Way Galaxy because they
• Eldar - Craftworld: do not live on a settled world or
The Eldar are an ancient alien race worlds, but rather the bulk of their
whose vast empire once expanded the population is concentrated in one foul
width and breadth of the known city-state -- the Dark City of
galaxy. Their empire was without equal, Commorragh -- that lies within the
and they counted themselves masters of “ordered” Immaterium of the
the stars. But millennia ago, Eldar Webway. The Dark Eldar are
their overweening pride and their fall into mainly
hedonistic practices led to a cataclysm pirates and slavers who prey on targets
that all but eradicated their across the galaxy to feed their unholy
kind and led to the birth of the Chaos appetites for other sentient
God Slaanesh. Despite their boundless beings’ souls, a terrible desire called the
power, the heart of their civilization Thirst, though they are sometimes used
was torn out by this catastrophe of their as mercenaries by other species.
own making, forcing the surviving Eldar • Orkoid Ork:
to flee upon gigantic starships The Orks, also called Greenskins, are a
called Craftworlds. Now they cling to savage, warlike, green-skinned race of
survival by a thread, fighting the horrors humanoids who are spread all
of the galaxy with ritualized across the Milky Way Galaxy. They
discipline and consummate skill. Though share many features with Warhammer
highly advanced and feared across the Fantasy Orcs (and were
galaxy, the Eldar are a dying

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

religious beliefs of the Kroot: they • Xenos Tarellian:


believe Tarellians, more commonly known in the
that when a warrior of any race dies, his Imperium of Man as Tarellian Dog-
warrior spirit should be kept, and the Soldiers because of their snouts
only way to do this is by eating and their preference for working as
his flesh. The Kroot practice this in their mercenaries for other alien races, are a
“burial” customs, in which the body of minor reptilian species of xenos found
the deceased is consumed by the throughout the galaxy, but are of little
kindred. consequence to its affairs. They most
• Xenos Vespid: often are encountered as mercenaries
The Vespid are a unique race of insect- for the Tau Empire, particularly when
like aliens who are members of the Tau Tau forces face the Imperium because
Empire. In the Tau Lexicon, they of the Tarellians’ ancient grudge
are called “Mal’kor”. This derives from against Mankind as a species.
the Tau words for insect, “Mal,” and air, • Xenos Loxatl:
“Kor.” The Vespids’ homeworld is The Loxatl are a loathsome species of
a gas giant also called Vespid, three particularly vile and inhuman intelligent
light years to the galactic south of the xenos that resemble slimyskinned
Tau’s D’yanoi Sept. quadrupedal reptiles, somewhat larger
• Xenos Nicassar: than a human male, that run close to the
The Nicassar are a xenos species of ground on four crooked
powerful psykers who are allied with the limbs ending in wickedly hooked claws.
Tau. The Nicassar are driven by They have broad, fanged heads, with
an insatiable curiosity to explore and yellow eyes (some varieties have
travel across the galaxy. It was this drive been encountered with red, pupilless
which led a flotilla of Nicassar eyes), and a flickering purple tongue
Dhows to make contact with the Tau, that constantly tastes the air. By nature
resulting in the Nicassar becoming the they are an aquatic race and out of the
first non-Tau race to become an water their sight, hearing and sense of
addition to the fledgling Tau Empire. smell are impaired. Instead they
Their contribution to the Greater Good is rely on their uncanny sense of taste and
the provision of starships for the touch to hunt on land. They can often be
Tau Navy, particularly vessels involved found working as mercenaries
with reconnaissance and exploration alongside pirates and Renegades.
duties, which are often crewed by Sightings of them have occurred as far
the Nicassar themselves rather than the apart as the Maelstrom and the
Tau Air Caste. The propulsion and Jericho Reach, but they have been most
navigation of all Nicassar vessels commonly reported operating in the
stems from the potent psychic powers Sabbat Worlds region, in service of
that define the Nicassar species. For the armies of the Blood Pact. The
this reason, the Tau have been careful location of the Loxatl homeworld
to prevent the Imperium of Man, which is remains unknown, as are any higher
known for its extreme persecution of aspirations of the race beyond profit and
psykers, from discovering the bloodshed. The Loxatl are a vicious
existence of the Nicassar within their species that fulfil the Imperium’s
empire. The Nicassar are utilised by the worst expectations of xenos. Ongoing
Tau only for spacefaring; their own efforts by the Ordo Xenos are
limited mobility makes them highly ill- continuously made to find the point of
suited for ground combat. origin

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NECROMUNDA SURVIVAL EDITION

of these loathsome creatures so that self-indulgent nature makes them safe


they can be exterminated. All enough for the Dark Eldar to exploit. All
encounters between Loxatl and but inured to physical pain, and
representatives happy to be paid in slaves and sensory
of the Imperium have been bitterly gratification, these warriors make
hostile. To date, the Loxatl have shown excellent, if dull-witted bodyguards.
no evidence of influence or corruption
by the Ruinous Powers, but they • Xenos Joekaro:
willingly serve alongside the Chaos The Jokaero are an intelligent,
Gods’ mortal followers and other psychically-powerful alien race who
enemies of resemble the orange-furred great apes
Mankind. of Old
• Xenos Hrud: Earth known as orangutans. They were
The Hrud (Troglydium hruddi) are an created by the Old Ones during their war
intelligent alien race of the Milky Way with the C’tan over 60 million
Galaxy who are prone to living Terran years ago for the purpose of
in subterranean conditions and who aiding in their conflict with the Necrons,
possess an unknown biological ability, along with many other intelligent
likely Warp-based, to dramatically races of the Milky Way Galaxy such as
accelerate the aging of any living being the Eldar and the Krork, the ancestors of
or to accelerate the slide towards the Orks. The Jokaero’s defining
entropy of an object that comes within racial trait is their extraordinary and
their vicinity. They are considered a seemingly in-born skill at crafting
dangerous xenos species that threatens extremely advanced technologies from
human life by the Imperium of Man. even the most rudimentary parts, a skill
There is currently a dispute between which may be related to the similar trait
Imperial scholars over the nature of the often seen in the Orks. The
species, as two very different types of difference is that Jokaero technology will
alien being have both been labelled as work for a member of another species,
members of the Hrud species. whereas Greenskin technology
• Xenos Sslyth: often will only function when used by
The Sslyth are a sentient race of Orks.
reptilian creatures with a snake-like • Xenos Stryxis:
lower body and vaguely humanoid torso, The Stryxis are a sparse, nomadic
though they sport multiple arms and a xenos race with a reputation as
head more serpentine than human. As untrustworthy traders, wanderers, and
true Dark Eldar make rather sometimes slavers and pirates.
dubious bodyguards due to their Encountered infrequently in the Koronus
treacherous nature, Expanse on the border of the Calixis
instead, Archons employ these more Sector in the Segmentum Obscurus,
reliable alien their reputation is a dark one. The
mercenaries. Of all the species to Stryxis are a truly hideous xenoform to
haunt Commorragh’s satellite realms, look upon beneath swathes of ragged,
most Dark Eldar Archons have found the bone-coloured cloth and trinkets,
Sslyth to be the most reliable -– and described variously by human onlookers
survivable –- bodyguard species as a gangling and multi-eyed creature
available for hire. These four-armed, that resembles a human-sized, skinned,
serpentine monstrosities hail from a dog embryo. Yet they
world long lost to the caress of She Who
Thirsts, yet their short-sighted and

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NECROMUNDA SURVIVAL EDITION

communicate easily with willing humans


through a common language of greed,
curiosity, and self-interest.
Scavengers and obsessive hoarders,
they possess a wealth of technology
stolen and bartered from countless
races.
They delight in trade, attaching worth
only by perceived value and rarity of
things they can grasp in their bony
talons. They seem to care nothing for
conquest or territory, abstract wealth,
nor even their own species, but are
driven instead by avarice and viperous
petty intrigues. The Stryxis will trade
with almost anyone, human or
xenos, even the worshipers of the
Ruinous Powers, but they despise the
Eldar. They will kill them if they can, and
avoid them otherwise.

16

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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,

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NECROMUNDA SURVIVAL EDITION

Infiltration Skill, Not a leader Flying


Psyker, Limited to 1 per war band
50 Hatred: Humans
Wall Waker, Amphibious
Always access to Techno Skills Acute Senses
but not Agility ones, Fear, Wall Walker
Axe & Hammer Mastery Weaponsmith Skill, Always access
Hollow, Not a leader, Not a to Techno Skills, Not a leader
Psyker Slavers, Hatred: Eldars

40

Always access to Ferocity Skills


but not Techno ones

65

Acute Senses, Always access to


Agility Skills but not Muscle ones

65

Night Vision, Always access to


Agility Skills but not Muscle ones

35

Always access to Ferocity Skills,


Choppa/Big Choppa Mastery

10

Small Target, Always access to


Stealth Skills

35

25
45
85
50
60
80
50
115
55
30

Tau Cast, Drone User


Fieldcraft, Feed

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NECROMUNDA SURVIVAL EDITION

Acute Senses: Hatred:


Check Advanced Rules in NCE
Fighters with this Attribute Spot enemies Rulebook.
faster and from really far . This is Hollow:
represented with the following rule, Fighters with this Attribute may never be
amend the spotting rule by: directly affected by Psychic powers. Any
Their Initiative distance multiplied by psychic power that touches a Hollow
1D6 multiplied by 2. Fighter may
Amphibious: be negated by the Untouchable only on
Fighters with this Attribute treat water a D6 roll of 3+.
based terrain as open ground. Night Vision:
Basic Weapons: Fighters with this Attribute are
Fighters with this Attribute cannot have unaffected by Low Light conditions.
Special & Heavy Weapons. Not a Leader:
Bulky: Fighters with this Attribute cannot lead a
Fighters with this Attribute are large, war band.
thus you get a +1 bonus To Hit them. Not a Psyker:
Drone User: Fighters with this Attribute cannot have
Fighters with this Attribute can use & the Psyker/Psyker attribute.
buy Construct: Drones. Wall Walker:
Fear: Fighters with this Attribute may move up
Check Advanced Rules in NCE and down any vertical surface and do
Rulebook. not
Feed: need ladders or stairs
Fighters with this Attribute may not Stupidity:
make a follow-up move if they take an Check Advanced Rules in NCE
enemy Out Rulebook.
of Action in HtH combat, unless the Slavers:
enemy model was a Construct or Warp Warbands containing a model with this
Creature. attribute gain D6 bonus income when
Enemies taken Out of Action in this way selling
always roll on the Serious Injuries Chart. captured members to Slavers.
Fieldcraft: Small Target:
Fighters with this Attribute are not Fighters with this Attribute are small,
affected by Wilderness Treacherous thus you get a -1 malus To Hit them.
Conditions. Terror:
Additionally, they treat all terrain as Check Advanced Rules in NCE
being one level easier, except Rulebook.
Impassable Ground. Waaagh!:
Flying: A war band with a least one fighter with
Check Advanced Rules in NCE this Attribute can trigger a Waaagh once
Rulebook. per
Frenzy: game during his turn. During the turn in
Check Advanced Rules in NCE which a Waaagh is declared, any Orks
Rulebook. in that
Giant: war band gain the Berserk Charge skill.
Fighters with this Attribute are very large Weapon Mastery: Some fighters are
, thus you get a +1 bonus To Hit them masters of a specific weapon. In HtH,
and when using the specified
they cannot hide.

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

exposure to toxins, or the corrupting combat.


influence of the Warp, many mutants are
used as slave labor on worlds -Claw (+5 TG): The mutant gains +1
throughout the Imperium which has led Strength in HtH combat but may not use
to several uprisings over the millennia, more than 1 weapon in HtH
hated and shunned, mutants are combat.
generally a selfish and jaded lot. -Tentacle (+10 TG): The mutant may re-
M roll tests for falling and enemy models in
- HtH with the mutant lose
1 attack (to a minimum of 1).
WS -Two Heads (+15 TG): The mutant gains
- a 180 fire/vision arc and may fire 2
pistols in the same Shooting
BS phase. However, the model suffers from
- Stupidity.
-Chitinous Skin (+20 TG): The mutant
S gains a 5+ armor save but may not wear
- any other type of armor.
-Extra Arm (+15 TG): The mutant may
T use 3 Pistol or HtH weapons (gaining +2
- Attack dice), or use 1 Basic
weapon and 2 Pistol/HtH weapons
W (gaining +1 Attack dice). Mutants with a
- Heavy Weapon and the Extra
Arm mutation do not suffer from the
I encumbered modifier in HtH combat, but
- gain no Attack dice.
-Wings (+25 TG): The mutant can Fly.
A -Chameleonic Skin (+10 TG): The
- mutant gains a -1 to hit modifier to any
cover saves. This may not be
Ld combined with the Chitinous Skin
- mutation.
-Caustic Blood/Spikes (+30 TG): If
Special Rules: injured in HtH combat, any enemy
Mutations: Mutants may select one models in base contact immediately
mutation at the cost below, any suffer a Strength 3 hit. Dodge and armor
subsequent mutations cost double the saves may be taken as normal.
listed amount. No mutation may be -Snake Tail/Arachnid Legs (+10 TG):
taken more than once. Mutants may not The mutant adds +1 to his Movement.
select more than three -Gaping Maw (+20 TG): The mutant
mutations; unless they are Chaos gains +1 Attack dice but may not wear a
Spawn (see Chaos Cultist entry). Respirator.
- Eyestalks (+20 TG): The mutant gains -Lithe Form (+5 TG): The mutant gains
a 180 fire/vision arc and may squeeze +1 Initiative
behind cover better, providing BIG Mutie Base Cost of Race + 20 TG +
a -1 to hit modifier to any cover saves. Variable
- Claw (+5 TG): The mutant gains +1 M
Strength in HtH combat but may not use -
more than 1 weapon in HtH

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NECROMUNDA SURVIVAL EDITION

WS Constructs, Beasts and


+1 Warp creatures
Version 2.0
BS
-1 Constructs
• Special:
S - Constructs may never lead warbands
+1 and may not use any type of equipment,
unless stated otherwise.
T - Constructs are never affected by
+1 Telepathic Psychic Powers.
- Constructs are never taken into
W account for Bottle Tests.
+1 - Constructs are immune to Fear, Terror,
and Hatred.
I - Constructs never gain experience or
-1 skills.
- Constructs are immune to Nerve Tests
A and do not trigger nerve Tests if
+1 destroyed.
- Constructs cannot be detected using a
Ld Bio-Scanner.
-1
I. Constructs Attributes
Rather Dull: Big Muties may never lead Simple Program: If there is not a
war-bands. friendly, non-Construct model within 6”
Mutations: Mutants may select one at the beginning of the construct’
mutation at the cost below, any s turn, it is affected per the Stupidity
subsequent mutations cost double the rules.
listed amount. No mutation may be Advanced Program: If there is not a
taken more than once. Mutants may not friendly, non-Construct model within 12”
select more than three at the beginning of the
mutations; unless they are Chaos construct’s turn, it is affected per the
Spawn (see Chaos Cultist entry). Stupidity rules.
Hulking Form (+20 TG): The Big Mutie Cybernetic Construct: It grants 5+
has the Bulging Biceps skill and is does Armor.
not suf-fer the Encumbered HtH modifier Psychic Link: Psyber-Familiars may only
if carrying a heavy weapon. The Big be selected by models with the Psyker
Mutie’s Initiative is -1. ability. In addition, if the
Regenerate (+20 TG): The Big Mutie Psyber-Familiar is within 6” of an enemy
can heal light injuries. If the Big Mutie is model its linked model is shooting at, the
suffering a Flesh Wound linked model gains a +1
at the beginning of its turn, roll a D6. If to hit modifier.
you roll under the Big Mutie’s Combat Servitor
Toughness, one Flesh Wound is M
removed. This mutation may not be 4
used if the Big Mutie is Down.
Implacable/Rotting Form (+15 TG): The WS
Big Mutie has the True Grit skill. 2

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NECROMUNDA SURVIVAL EDITION

BS Weapon. These weapons are implanted


2 and may not be disarmed. They may
never be given additional
Lobotomized, cybernetic constructs weapons.
commonly used
by the Adeptus Mechanicus for heavy Servo-Skull
labor and basic M
services; may be adapted for close 4
combat and fire
support roles, many a Heretek has WS
suffered the fate of 2
becoming a Servitor for their crimes.
BS
Base +30 TG 2
S
3 15 TG + Variable
S
T 2
3
T
W 2
1
W
I 1
2
I
A 2
1
A
Ld 1
7
Ld
• Attributes: Simple Program / 9
Cybernetic Construct
Choose of the below program upon Servo-skulls are the fashioned from
creation: human crania
- Close Combat Program: Servitors add (though some Radical Magos have
+1 Weapon Skill and +1 Initiative. fashioned them
Additionally, they may select up from the cranial bones of Xenos, though
to 2 Common/Uncommon HtH weapons this is
at additional cost. These weapons are generally viewed as a per-version of the
implanted and may not be Omnissiah’s
disarmed. They may never be given form) and various devices or weaponry,
additional weapons. Servo-skulls
- Ranged Combat Program: Servitors
add +1 Ballistic Skill and, due to their • Attributes: Simple Program
numerous power feeds and • Small: Because of their size, Servo-
ammo hoppers, have the Weaponsmith skulls are Small Targets (-1 to hit).
skill. Additionally, they may select 1 • Float: Servo-skulls float and have the
Basic, Special, or Heavy Dodge skill.

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NECROMUNDA SURVIVAL EDITION

Choose of the below program upon


creation and one owner: A
- Function – Guardian + Field Cost: The 1
Servo-skull contains a small force field
generator. Select one Field Ld
from the expanded Armory. The Servo- 8
skull must remain within 2” of its owner
model for it to benefit from Psyber-familiars are vat-grown
the force field. It is limited to one per cybernetic constructs
warband. The Servo-skull will never fight which are psychically bonded to an
in HtH combat. individual,
- Function – Detection + 25 TG: The generally used by psychically-trained
Servo-skull is treated as having a Bio- Inquisitors as
Scanner and Screamers. The scouts and weapon-bearers, Psyber-
Servo-skull will never fight in HtH familiars usually
combat. come in two forms – a bird or other
- Function – Medicae + 25 TG: The avian or
Servo-skull is treated as having a Cherubim.
Medikit. Additionally, the Servo-skull
has the Medic ability, but this may only • Attributes: Psychic Link / Cybernetic
be used on the owner model. The Construct / Advanced Program
Servo-skull may defend itself in • Bird/Avian-type – Prey sense: Psyber-
HtH combat. Familiar is treated as having a Bio-
- Function – Combat + Weapon Cost: Scanner and Screamers, has the
The Servo-skull is armed with either any Fly Attribute, and the Dodge skill.
one Common/Uncommon • Cherubim-type – Weapon bearer: The
Pistol or HtH weapon at additional cost. Psyber-Familiar may carry one Basic,
Special, or heavy weapon for
Psyber-Familiar the linked model, so the linked model
M may gain its full Attack dice and may
5 ignore the Encumbered modifier. They
have the Float ability, and the Dodge
WS skill. These weapons are implanted and
2 may not be disarmed.
They may never be given additional
BS
2 Grapplehawk / Cyberhound

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

3 • Bio-Frenzy (Gholam Only): Because of


their unstable bestial nature, Gholams
W are driven mad with rage.
1 They are subject to the rules for Frenzy.
• Weapon Grafts (Chimeric Only): You
I may choose up to two mutations, both at
2 normal cost, for the
Chimeric. The Chimeric is NOT
A considered a mutant.
1
Beasts
Ld • Special:
7 - Beasts may never lead warbands and
may not use any type of equipment,
A Gholam is a nightmare creature unless stated otherwise.
fashioned via - Beasts are always affected by
radical genetic engineering, sometimes Telepathic Psychic Powers.
using vile - Beasts are immune to Hatred.
Xenos DNA, Chimerics are a post- - Beasts are never taken into account for
version of the Bottle Tests.
human form by grafting on bio-logical - Beasts never gain experience or skills.
parts from - Beasts are immune to Nerve Tests and
beasts and Xenos, this type of genetic do not trigger nerve Tests if destroyed.
manipulation - The controlling fighter of the beast
as forbidden by the Emperor himself and must have a control Collar ( See
those who Expanded Armory) ) and/or the
practice it are the most radical Magos Beast-Whisperer skill
Biologist or
Heretek Gene-Sculptors. I. Beasts Attributes
Acute Senses: Beasts with this Attribute
• Attributes: Cybernetic Construct / are unaffected by Low Light conditions.
Advanced Program Chitin Armor: It grants 5+ Armor.
• Implacable Monsters: Furious Charge: Beasts with this
Gholams/Chimerics have the True Grit, attribute have the Berserk Charge Skill.
Crushing Blow, and Hurl Opponent Toxic Attack: Beasts with this attribute
abilities. Gholams/Chimerics cause always wound in HtH on 4+ roll at the
Fear. most, if their strength allows a
• Dangerous To Know: better roll it is taken instead.
Gholams/Chimerics may only be taken Wall Walker: Beasts with this attribute
by the following warbands: Radical may move up and down any vertical
Adeptus surface and do not need ladders
Mechanicus, Radical Ordos Teams, or stairs
Chaos Cultists, Pirate/Corsair bands.
Non-Radical AdMech and 25
Ecclesiarchal warbands fighting an
enemy warband which includes
Gholams/Chimerics are affected by
Hatred.

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II. Beasts Listing


Giant Spider BS
M -
6
Ld
WS 4
3
Giant centipedes are common to both
BS Deathworlds
2 and Hive Worlds. Some are the pro-duct
of evolution
60 TG and some mutation, such as the
S Milliasaur of
3 Necromunda and Scintilla. Giant
centipedes always
T have a form of toxic sting or bite.
3
Ld
W 6
2
These savage multi-limbed beasts are
I common in
3 the Donorian sector and pats of the
web-way. Their
A ferocity is favored by Dark Eldar
1 beastmasters and
are frequently encountered in the
Ld fighting pits of
5 Commoragh.

Giant arachnids are found throughout 30 TG


the Imperium, S
from the deadly Dreamweaver of 2
Catachan to the
Orb Spiders of Necromunda. T
3
• Attributes: Acute Senses, Chitin Armor,
Wall Walker, Toxic W
• Web: Arachnids are considered armed 1
with a Web Pistol (see Expanded
Armory). Additionally, Arachnids I
may fall, but never suffer damage from 3
doing so.
A
Giant Centipede 1
M
4 • Attributes: Chitin Armor, Wall Walker,
Toxic
WS
3 Clawed Fiends

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M I
5 4

WS A
5 3

BS Ld
- 6

70 TG Razorwing is a term for various


S genetically unrelated
5 bird-like species with carnivorous
appetites. They are
T one of the most popular terrors used by
3 Dark Eldar
Beastmasters. Razorwings have an
W insatiable
1 hunger for bone and are incredibly swift.
They attack
I in flocks, surrounding their prey in a
4 deadly
hurricane of knife-like feathers and
A razor-sharp
1 beaks that strip their victim’s flesh from
their bones.
• Attributes: Chitin Armor, Furious
Charge Raptosaur
M
Razorwings 6
M
6 WS
4
WS
3 Large, flying reptiles are common to
many jungles
BS and Death Worlds. They are used as
- mounts by many
Eldar Exodite worlds and are
• Attributes: Fly occasionally tamed by
humans.
25 TG
S 100 TG
2 BS
-
T
3 S
4
W
2 T
5

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NECROMUNDA SURVIVAL EDITION

used as mounts by many Eldar Exodite


W worlds and
2 are occasionally tamed by humans.

I • Attributes: Chitin Armor, Bulky, Furious


4 Charge

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 -

Called by different names on different S


worlds, the 3
Megasaur is a giant reptilian beast
capable of T
astounding ferocity when their ire is 2
raised. They are

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W Felines are the domesticated offshoots


1 of many a feral
cat. Felines come in hundreds of
I different breeds and
3 are common throughout Imperial space,
as well as
A several Eldar Craftworlds.
1
Ld
• Attributes: Dodge Skill 6

Canine Felynx is the general term used to


M describe the feral,
5 undomesticated breeds to the Feline
species. They
WS are generally larger and harder to tame
3 then their
cousins.
15 TG
BS Ld
- 5

S Squigs are bulbous predators consisting


3 of little more
than a large maw and razor-sharp teeth.
T Squigs are
2 a bestial form of Ork and are used as
pets, beasts of
W burden, and a plentiful food source by
1 larger Orks.

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

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• Attributes: Cat fall Skill I


3
Felynx
M A
5 1

WS • Attributes: Furious Charge, Ork Only


3
Kroothound
30 TG M
BS 5
-
WS
S 3
3
BS
T -
3
25 TG
W S
1 3

I T
5 3

A W
1 1

• Attributes: Cat fall Skill I


5
Orkoid – Squig
M A
5 2

WS Ld
3 7

BS Kroothounds are evolutionary off-shoots


- of the Kroot
species who ingested the DNA of canine
20 TG species and
S reached any evolutionary dead-end from
4 which they
could not evolve further. As such, they
T have a special
2 relationship with the Kroot, something
akin to valued
W companions rather than simple pets.
1

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• Attributes: Impetuous Skill, Tau or I


Kroot Only 6

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

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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

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NECROMUNDA SURVIVAL EDITION

humanoid women whose limbs end in 1


claws and
taloned hands. Daemonettes exude a Ld
powerful 10
suporificate which clouds the minds of
its victims, Seekers are two-legged Daemons used
even as the Daemonette rips them limb as cavalry by
from limb. the servants of Slaanesh.

• Daemon of Slaanesh: Daemonettes • Daemon of Slaanesh: Steeds are


are Daemons and may not be Daemons and may not be summoned if
summoned if any model in the any model in the summoning
summoning warband has a Mark Of warband has a Mark Of Khorne. They
Khorne. are considered both Beasts and Warp
• Pleasure Pheromones: Daemonettes Creatures and may be mounted
exude a powerful pheromone to cloud by one (1) model bearing a Mark of
the minds of their victims. Slaanesh or Daemonette.
Enemy models in HtH combat with a • Musk: HtH attacks made by a Steed of
Daemonette count their fumbles as Slaanesh have the Toxic attribute.
double. Additionally,
non-Construct models shooting at a Horror of Tzeentch
Daemonette within 24” suffer a -1 to hit M
modifier. 4
• Sharp Talons: Daemonettes’ attacks
have a -2 armor save modifier. WS
4
Steed of Slaanesh
M BS
10 4

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

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Horrors are a lesser Daemon of Ld


Tzeentch and resemble madly capering, 10
multi-colored things. They have a
small but limited repetoire of magical • Daemon of Tzeentch: Discs are
powers and are Daemons and may not be summoned if
often seen in groups. any model in the summoning
warband has a Mark Of Khorne or Mark
• Daemon of Tzeentch: Horrors are of Nurgle. They are considered both
Daemons and may not be summoned if Beasts and Warp Creatures and
any model in the summoning may be mounted by one (1) model
warband has a Mark Of Khorne or Mark bearing a Mark of Tzeentch, Flamer, or
of Nurgle. Horror model.
• Magic Attacks: Each Horror may • Floater: Discs of Tzeentch always
choose one (1) Pyrokinetic or Float.
Telekinetic psychic power.
Flamer of Tzeentch
Disc of Tzeentch M
M 6
10
WS
WS 3
3
BS
BS 5
-
S
Discs of Tzeentch come in many 3
shapes, sizes, and
varieties but all are the bound essence 320 TG
of a minor T
daemon that is used as a transport and 4
conveyance
for other servants of Tzeentch. W
2
150 TG
S I
3 4

T A
3 1

W Ld
1 10

I Flamers are the lesser Daemons of


2 Tzeentch, the god
of change and forbidden knowledge.
A Flamers appear
1 as lithe flowing forms with the heads of
birds and

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abnormally long arms. Flamers shoot 10


large gouts of
crackling warp energy from their arms to Plaguebearers are the favored lesser
devastate Daemons of the
their enemies. Plague God Nurgle. Plaguebearers
appear as
• Daemon of Tzeentch: Flamers are cyclopean, bloated wretches who wield
Daemons and may not be summoned if swords
any model in the summoning dripping virulent toxic slime.
warband has a Mark Of Khorne or Mark Plaguebearers are also
of Nurgle. surrounded by clouds of fat black flies.
• Bounding: Flamers may move up or
down their full Movement even without a • Daemon of Nurgle: Plaguebearers are
ladder or lift. Additionally, Daemons and may not be summoned if
Flamers may leap over intervening any model in the
models and barriers without penalty. summoning warband has a Mark of
• Warp Flame: Flamers shoot gouts of Tzeentch.
crackling warp energy. Warp Flame • lord of Flies: Any model in HtH combat
uses the flamer template, is with a Plaguebearer subtracts 1 from
Strength 3, and has a -2 armor save their combat score, due to
modifier. In close combat, the Flamer’s the distraction of the flies.
attacks cause D3 wounds. • Daemon Weapon – Plaguebringer:
Plaguebringers may Parry, have a -2
Plaguebearer save modifier, and cause D3
M wounds.
4

WS
5

BS
4

290 TG
S
4

T
4

W
2

I
3

A
1

Ld

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Wounds to see what part they


PLAYING A play in the battle.
CAMPAIGN GAME 2
When playing a campaign game you
have two extra things to do. Firstly, Result
before the game starts, you must decide The player whose gang has the
where the fight is to take place and sort highest gang
out any other pre-battle details. rating may choose which
Secondly, after the game is over, you scenario is played.
must roll for income, injuries and other This is also a grudge match so
post-battle details. any Experience
earned from causing wounding
PRE-BATTLE hits is doubled.
In addition, if any fighters
SEQUENCE taken out of action
Before the battle can begin the players roll a Full Recovery result
work their way through the following then it is treated as a
pre-battle sequence. Bitter Enmity result instead.

POST BATTLE 3-4


SEQUENCE
After the battle is over the players work The player with the higher
their way through the following gang rating chooses.
sequence. You do not have to work
through the entire sequence at once, as 5-6
you may wish to consider further
Play the Gang Fight scenario.
purchases, but any dice rolls required
must be observed by both players or a
7-11
neutral third party. It is convenient to
complete up to Section 4 (Collecting
The player with the lower gang
Income) straight after the game.
rating chooses.
1
12
The player with the lowest
Determine the extent of
gang rating rolls on
injuries for each fighter
the Scenario Table to
out of action at the end of
determine which scenario
the game. Fighters
will be played. If the
who are down at the end of the
scenario has an attacker
game are
and a defender, then the
considered to be out of action
player who picks the
on the D6 roll of
scenario must attack.
a 4, 5 or 6 and must also roll
for injuries. See the
2
Serious Injuries chart.
3
2
Roll for fighters with Old
Battle Wounds or Head

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NECROMUNDA SURVIVAL EDITION

Allocate Experience points for then each point will nullify


your fighters and each other's bonus. For
make any Advance rolls. See example, if a gang hires a
the Experience Ratskin Scout (+/-1) while
section and Scenarios for the opposing gang is using a
details of how this worn and incomplete
works. Ratskin Map (+/-2) then he
will only be able to
3 modify the Scenario Table roll
4 by 1 point.
5
6 WOUNDING HIT AWARDS
Gang fighters earn +5
Re-allocate territory if Experience points for
appropriate. Territory may inflicting
be lost or won according to an unsaved wounding hit on an
the scenario played. enemy model.
Fighters don't receive this
Set up the terrain and gangs award if the hit roll failed
according to the or if the target has zero
rules for the scenario you are Wounds. For example, blasts
playing. that scattered or shooting
down models won't count.
SCENARIO TABLE
2D6 DISBANDING GANGS
You may choose to disband your
1 gang at the end of
any game and start again with
The player with the lower gang a new one. All of the
rating may old gang’s territories are
choose which scenario is lost, but gang fighters may
played. In addition, be hired for the new gang if
this is a grudge match as you wish. Gang fighters
outlined in the 2 roll. who are ‘re-hired’ have a cost
equal to the value listed
Collect income from territory for them in the gang list plus
as described in the their equipment, plus 1
Territory section. credit per Experience point.
Recruit new fighters and buy Note the normal fighter
new equipment as cost is still used for
described in the Trading Post purposes of the gang rating.
section.
Update your total gang rating If a model with at least 1
and you are ready Wounds is 'finished off' in
to fight again. base contact, such as a webbed
model, then it will
Scenario modifiers confer a wounding hit award.
Sometimes a gang may be able If a template weapon hits then
to modify the Scenario all models wounded in
Table roll. If both gangs are the blast confer wounding hit
able to modify the roll awards.

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Weapons that inflict multiple


Damage score an award SCENARIOS
for each wound inflicted until GANG FIGHT
the model is reduced Gangs run the risk of encountering
to zero Wounds. rivals as they explore the ruined
Underhive landscape. Not all encounters
The leader of a disbanded end in violence. Sometimes two gangs
gang, if he is still alive, meet and, finding no good reason to
may fight, go their own way. Other
not be hired into the new encounters end in bloody fire-fights with
gang. He wanders alone neither side prepared to give way.
and defeated into the wastes Ultimately, every gang must be prepared
and is never seen again. to defend itself, to protect friends or
family in the wastes, or simply to
In hand-to-hand combat each maintain the respect of its trading
wound inflicted confers contacts and rivals.
an award until the model is
reduced to zero Wounds.
The Gang Fight scenario represents one
such encounter. Two rival gangs meet
while travelling through a ruined dome.
Both gang leaders are looking for
trouble - neither is prepared to turn his
back and let his opponent get away
without a fight. They yell insults and test
each other's nerve until finally gunfire
echoes through the dome.

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.

STARTING THE GAME


Both players roll a D6. The highest
scoring player takes the first turn.

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

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.

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NECROMUNDA SURVIVAL EDITION

+5 Per Wounding Hit: A fighter earns 5


points for each wounding hit he inflicts
during the battle.

Make a note on the gang roster every


time this happens as described in the
Playing A Campaign Game section.

+10 Winning Gang Leader: The Gang


Leader of the winning side earns an
extra 10 Experience points.

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.

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NECROMUNDA SURVIVAL EDITION

HIT & RUN mission, whilst the loot is used in the


Gangs who want to explore far from Stick Up mission.
their home settlement rely upon
THE MISSION
isolated hideouts where they keep
After the terrain is placed the attacker
stocks of supplies, emergency rations,
secretly rolls a D6 on the table opposite
spare ammo and the like. Sometimes
and notes down what his mission is. The
they hole up in lone slime farms or
defender shouldn't know the mission,
mines run by friends or family.
it's up to him to guess the attacker's
intentions.
The Hit and Run scenario represents a
daring raid on a rival gang s hideout.
1 Blitz: The attackers try to wreck the
The aim isn't to destroy the
water still vapour collecting vanes. The
hideout, just to cause a bit of damage
water still has a Toughness of 6 and the
and remind rivals that your gang is a
raiders win if it's damaged by sustaining
force to be reckoned with.
1 or more wounds.
TERRAIN
In this scenario the player who picked 2 Bushwack: The raiders try to gun
the scenario is the attacker and the down the opposing Gang Leader. They
other player is the defender. win if the Gang Leader is taken out of
action. If the Gang Leader is unable to
Starting with the defender, each player take part in the game, such as due to an
takes it in turn to place a piece of Old Battle Wound, then re-roll this
terrain, either a ruined building result.
structure or a connecting walkway. The
area of ruins represents the defender 3 Scrag: The attackers aim to ambush
hideout. It is suggested that the terrain and an enemy gang fighter who
is set up within an area of roughly 4' x they have a personal grudge against. The
4'. target gang fighter is chosen randomly
from the initially deployed defenders
Once the terrain is set up the defender before the attackers are set up. The
places a Loot counter to represent a raiders win by putting the target fighter
hoard which the gang has collected out of action in hand-tohand combat.
ready to take back to their main
settlement. 4 Shoot Up: The raiders plan to make a
pass through the area, firing weapons in
The defender also places the Water Still the air, whooping and yelling, and
piece which represents the collecting generally scaring the hell out of
vanes of a vapour trap, a device that everyone. They win by setting up
extracts water from the atmosphere. within 12" of one table edge and exiting
at least one model from the opposite
The defender can place the loot edge.
anywhere on the table, and can place
the water still on the top surface level of 5 Stick Up: The raiders try and steal the
any building. He must place the loot and opposing gang s loot. They win if a
the water still at least 8" apart. These are raider leaves the table with it. The Loot
not necessarily going to play an counter can be picked up and moved
important part in the game. The water exactly as described in the Scavenger
still is only of significance in the Blitz scenario. If successful the raiders gain
D6x10 credits to add to their income

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NECROMUNDA SURVIVAL EDITION

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 To see what table edge they appear on,


The defender sets up first. He deploys first nominate a number for each of the
D6 of his gang to represent fighters in table sides, then roll a D6.
the immediate area around the gang s
camp. The defender chooses which On a roll of 1-4 the reinforcements
fighters he wishes to deploy and may arrive on the table edge that
place them anywhere on the table, but corresponds with the nominated
must be placed at least 8" away from a number.
table edge. Special deployment rules
cannot be used by the defenders e.g On a roll of 5-6 the defender can choose
Infiltration, Vents etc. which table edge they appear on.
Defenders arriving at the start of the
The attacker then deploys his gang turn may move and fight normally that
anywhere on the table but not within turn.
12" of an enemy fighter.
ENDING THE GAME
However, note that in the Shoot Up The game ends once all the attackers are
mission attackers must be placed within down, taken out of action, or have
12" of one table edge. moved off a table edge. The game also
ends if the attacker bottles out. If the
The attacker has a randomly determined game ends without the attackers
number of gang fighters taking part in fulfilling their objective then the
the Hit and Run. Roll a D6: 1-2 = 4 defending gang wins.
fighters, 3-4 = 5 fighters, 5-6 = 6
fighters. As the attackers have so few raiders and
because they are hyped up for the
The remaining fighters are not available attack, the gang does not have to take
as they have been left behind so as not Bottle rolls until it has lost 50% of its
to draw attention to the raiding party fighters rather than the usual 25%.
and to protect the gang s own territory
against reprisals. The attacker can The defender is protecting his gang s
choose which of his fighters he will family, friends or vital possessions, and
commit to the hit and run. so doesn t have to takeBottle tests at all.
The defender won t bottle out in this
STARTING THE GAME scenario and cannot bottle out
Both players roll a D6. The highest voluntarily.
scoring player
takes the first turn. EXPERIENCE
Fighters who take part in the game - ie
REINFORCEMENTS are deployed on the table - earn
At the start of each round after his first Experience points as noted below.
the defender can bring reinforcements
onto the table. +D6 Survives: If a fighter survives the
battle then D6 points are earned. Even

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NECROMUNDA SURVIVAL EDITION

fighters who are wounded and taken out AMBUSH


of action receive experience for taking The debris strewn ruins of the
part. Underhive afford ample opportunity for
gangs to ambush their rivals. In the
+5 Per Wounding Hit: A fighter earns 5 Ambush scenario one gang has set a trap
points for each wounding hit he inflicts for the other. The ambushers must plan
during the battle. their ambush very carefully, however,
because if their opponents are able to
Make a note on the gang roster every avoid it the hunters could very quickly
time this happens as described in the become the hunted!
Playing A Campaign Game section.
TERRAIN
+10 Winning Raider: Each surviving In this scenario the player who picked
raider earns an extra 10 Experience the scenario is the attacker (the
points if the attackers win. ambusher) and the other player is the
defender (whose gang is about to be
ambushed).

Starting with the attacker, 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 roughly 4' x 4'.

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.

The attacker then sets up his entire


gang. All the attacking fighters must set
up behind cover and in hiding. They
may not set up within 12" of a defending

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NECROMUNDA SURVIVAL EDITION

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.

Note that although attackers may not set


up within 12" of a defender, this is not
true of the defending fighters who may
set up within 1" of ambushers. They
cannot set up in hand-to-hand combat.

STARTING THE GAME


Once both sides have completed their
set-up the defending player rolls a D6
for each group that he was allowed to
place freely (that he rolled a 6 for). On a
total of 0-5 the attacking player gets the
first turn.

On a total of 6 or more the defender


goes first.

ENDING THE GAME


If a gang fails a Bottle roll, or a player
voluntarily bottles out, the game ends
immediately. The gang that bottles out
loses and the other gang automatically
wins the fight.

EXPERIENCE
Fighters who take part in the game - ie
are deployed on the table - earn
Experience points as noted below.

+D6 Survives: If a fighter survives the


battle then D6 points are earned. Even
fighters who are wounded and taken out
of action receive experience for taking
part.

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NECROMUNDA SURVIVAL EDITION

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.

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NECROMUNDA SURVIVAL EDITION

Special deployment rules cannot be so the attacker moves the sentry up to


used by either gang in The Raid scenario 2". Note if a 3 is rolled then the sentry
- eg Infiltration, Vents etc. remains facing the same way.

STARTING THE GAME Spotting: Roll a D6 at the start of the


The attacker takes the first turn of the defender s turn. Sentries can try to spot
game. any raiders that are within their Initiative
distance multiplied by the dice score so
REINFORCEMENTS long as they could normally be seen - ie
At the start of the game the defender they are within his arc of sight and not
divides any fighters not deployed as hidden. Raiders in the open will be
sentries into groups of one or more spotted on a roll of 2+. Raiders in
models as he sees fit. These fighters are partial cover will be spotted on a D6 roll
not set up on the table, but can enter as of 4+. Raiders in cover will be spotted
reinforcements. on a D6 roll of a 6.

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

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

RESCUE MISSION A prisoner is rescued and free to move


Gang fighters injured during a battle can and fight once cut free by a friendly
easily fall into the hands of the enemy. fighter. The friend moves into base
Even a victorious gang can discover that contact with the captive and spends the
one of its fighters has staggered rest of the turn cutting him free. He may
unwittingly into the clutches of their not shoot, fight hand-to-hand, or do
rivals. Rather than kill their captives, anything else during the turn.
gangs will normally ransom them for a
price. If a gang cannot pay the ransom, Note the captive has no weapons or
or simply refuses to, then the captive other equipment apart from any bionics,
can be sold as a slave or forced into the but is given a knife by his liberator. It's
mines to toil for his new masters. assumed his equipment is scooped up
into a bag and cannot be used during
This scenario represents a rescue the game.
mission. One of your gang fighters has
ENDING THE GAME
been captured and you have discovered
The game ends if all the captives and
where he is being held. A small group of
attackers are either down, out of action
raiders is poised to mount a daring
or leave the table edge which the
rescue bid.
attackers were deployed from. The game
also ends if the attacker bottles out. The
This scenario can only be chosen when
defender is guarding his gang s hideout
one of your gang members has been
so doesn t have to take Bottle rolls and
captured by your opponent.
cannot bottle out voluntarily. The
attackers are hyped up for the attack so
Before rolling on the Scenario Table the
the gang does not have to take Bottle
player who has lost his fighter may
rolls until it has lost 50% of its fighters
attempt a rescue rather than pay a
rather than the usual 25%.
ransom. If the player refuses to attempt
a rescue then a roll is made on the
If all captives are rescued then the
Scenario Table as normal.
attackers win the game otherwise the
defenders win. If any prisoners are not
Except where noted otherwise below
rescued then another attempt cannot be
the rules are the same as for the Raid
made and they may be sold to the
scenario already described. Note the
guilders as a slave.
Gateway is not used in a Rescue
scenario.
EXPERIENCE
Fighters who take part in the game - ie
THE PRISONER
are deployed on the table - earn
When he sets up his gang the defending
Experience points as noted below.
player places his captives anywhere he
likes on the table. The prisoners may
+D6 Survives: If a fighter survives the
not move until they are freed. The
battle then D6 points are earned. Even
defender is not allowed to attack or
fighters who are taken out of action
execute his prisoner, but must attempt
receive experience for taking part.
to drive off the rescuers.
+5 Per Wounding Hit: A fighter earns 5
Once the captive is freed he may be
points for each wounding hit he inflicts.
attacked or shot at like any other fighter.

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NECROMUNDA SURVIVAL EDITION

Make a note every time this happens as SHOOT OUT


described in the Playing A Campaign Settlements of any significant size are
Game section. regarded as neutral territory by gang
fighters and other Underhivers alike.
+5 Free Captive: A raider earns 5 points The Guild traders take a dim view of
if he cuts the captive free. gangs who bring their disputes into
town - especially when innocent
+10 Successful Defence: If the customers get hurt and property
defenders win then their Gang Leader damaged. Existence in the Underhive is
earns 10 Experience points. precarious enough without the added
danger of rampaging gangs using local
settlements as battlegrounds. Only
outlaw gangs pay no heed to this
unwritten code, shooting up
settlements, killing Underhivers and
robbing drinking holes.

In this scenario fighters from two rival


gangs meet in a small wastezone
settlement. The situation is tense
because neither side wants to be seen
breaking the peace. The locals hide
behind closed doors, fearful that a
firefight may develop. Meanwhile the
fighters converge from opposite sides of
the settlement. As they catch sight of
each other they prepare to stand their
ground, neither willing to give way, but
not wishing to be seen drawing a
weapon first. Soon they stand almost
face to face, hands hovering above guns,
eyes fixed intently upon their targets.

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.

Terrain that blocks line of sight cannot


be placed in between the two gangs. It is
suggested that the terrain is set up
within an area 4' x 4' or thereabouts.

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

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NECROMUNDA SURVIVAL EDITION

from the gang - ie you cannot choose


the fighters involved. After both sides have moved each player
must make a Nerve roll. Each player
The two gangs are set up 16" apart at rolls a D6 and writes down the score. At
ground level and in a position where the end of the next move each player
they are in full view of each other. Roll a makes another Nerve roll, and adds it to
dice to decide which side sets up first. their previous turn s score. Both players
keep on rolling a dice at the end of each
Each gang must set up in a small group move and adding it to their score until
with no model more than 1" away from one player s total score goes over 15.
any other model. Special deployment
rules cannot be used by either gang Important: A roll of 6 counts as 0
e.g Infiltration, Vents etc. when making a nerve roll, so if you roll
a 6 your score stays the same as it was
THE BUILD-UP on the previous turn.
The build-up to a shoot-out is a tense
affair. To recreate the tense atmosphere Once a player s score goes over 15 his
at the start of a shootout a special series gang s nerve has cracked and they go for
of turns called the build-up is used. their guns (see The Fast Draw below). If
Each turn of build-up has its own both players scores go over 15 on the
sequence of play. same turn then the player who has the
highest total score is the one that is
First both sides move, then both sides assumed to have gone for his guns first.
test to keep their nerve as described If both players have exactly the same
below. If both sides pass this test then score, then they both go for their guns
proceed to the next turn, and so on, at exactly the same moment!
until one side loses its nerve, at which
point the hectic shooting begins! Experience
Assuming that one player drew first,
The objective of the Shoot-out scenario then each of the opposing gang fighters
is not to draw a weapon before your gets a number of Experience points
enemy. At the same time you must equal to the difference between the two
entice your rival to draw first and then players scores, to represent the fact that
drive him out of town with your return they have held their nerve in the face of
fire. great danger. For example, if one player
ended up with a total of 14 points and
During the build-up both gangs move at his opponent had a total of 17, then
the same time rather than one after the each ganger belonging to the player
other. The fighters walk slowly and with the lower score would get 3
deliberately towards each other until Experience points.
somebody s nerve fails and guns are
drawn. To represent this, gang fighters
must move 1" per turn.

Fighters must move towards the enemy


and may not move into cover. Once
models are within 4" of the enemy they
stop. Players take it in turn to move one
model, starting with the player that has
the most.

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NECROMUNDA SURVIVAL EDITION

THE FAST DRAW fight as his gang s contacts are reluctant


Once a fighter goes for his gun everyone to deal with the troublemaker. On a roll
draws their weapons and the shooting of 6 the defeated gang draws half its
starts. For a second or two all hell normal income and must surrender one
breaks loose as guns are drawn and shot random territory to the winner -
fired. This is called the fast draw. During associates of the gang no longer have
the fast draw neither side can move but faith in its leadership.
both sides can make ranged attacks,
ENDING THE GAME
such as shoot or lob a grenade.
The game ends if one side fails a Bottle
roll, or volunteers to bottle out. The
In the fast draw both sides can shoot but
other side automatically wins the shoot-
the order in which individual models
out and the bottling gang loses.
shoot is determined separately. To
decide the firing order roll a D6 for each
EXPERIENCE
model and add the fighter s Initiative
Fighters who take part in the game - ie
characteristic to the score. Then add +1
are deployed on the table - earn
if the fighter is not equipped with any
Experience points as noted below.
basic, special or heavy weapons and
subtract -1 if armed with a heavy
+D6 Survives: If a fighter survives the
weapon. The result is the fighter s Fast
battle then D6 points are earned. Even
Draw score.
fighters who are wounded and taken out
of action receive experience for taking
Work out the Fast Draw score for each
part.
fighter the fighter with the highest
score shoots first. Work out the shot
+5 Per Wounding Hit: A fighter earns 5
exactly as you would normally.
points for each wounding hit he inflicts
during the battle.
However, any nerve tests due to friendly
fighters going down or out of action are
Make a note on the gang roster every
only taken after the Fast Draw has
time this happens as described in the
ended. Once the first model has shot,
Playing A Campaign Game section.
the next highest score shoots, then the
next, and so on. In the case of a tie all
+? Held Nerve: Each surviving gang
shots are assumed to be simultaneous.
fighter of the side that held their nerve
the longest scores a number of victory
This means that it is possible for two
points equal to the difference between
gang fighters to shoot each other at the
the two sides scores (see The Build Up
same time! Fighters who are hit before
rules above).
they get a chance to fire lose their shot.
+D6 Winning Side: Each surviving
Once all fighters have shot the normal
fighter on the winning side earns an
sequence of play resumes. Each player
extra D6 points.
rolls a D6, and the player that scores the
highest gets the first turn.

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

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NECROMUNDA SURVIVAL EDITION

THE HOARD secure its contents. To reflect this, any


The Underhive settlements are full of models within 6" of the hoard
gangers passing the time of day in the temporarily gain the Iron Will and
drinking holes, trade posts and Nerves of Steel skills.
gambling dens. They wait for rumours of
GANGS
ore strikes, caravan raids and any
The defender has a randomly
information that might lead them to a
determined number of gang fighters
fortune. Rumours, real or false, spread
initially protecting the hoard. Roll a D6
faster than rat pox and when news of a
to see how many models this is: 1-2 = 3
newly discovered valuable hoard
fighters, 3-4= 4 fighters, 5-6 = 5
becomes common knowledge it's a race
fighters. The chosen gang members are
against time to secure and loot the
placed anywhere on the table but must
hoard before rival gangs can seize
be within 6" of the loot counter. The
control.
defenders can also choose to start the
game on overwatch.
The Hoard scenario represents one
gang's lucrative discovery being attacked
The attacker then sets up his entire gang
by a rival gang before reinforcements
within 8" ofthe opposite table edge.
have arrived to secure and loot the
hoard. It could also represent a gang
STARTING THE GAME
being hired by the guilders to protect
The attacker takes the first turn of the
something of value with the opposing
game.
gang launching a daring raid to get one
over on their rivals. REINFORCEMENTS
After the defender's first turn there is a
TERRAIN
chance the rest of the gang will show up
In this scenario the player who picked
to help defend the hoard. At the start of
the scenario is the attacker and the
each of the defender's subsequent turns,
other player is the defender.
roll a D6. On the first roll, a score of 6
will result in the reinforcements
Firstly the defender must choose a table
arriving. The remainder of the gang can
edge and places a loot counter to
enter anywhere along the defender's
represent the hoard 18" away from that
table edge and can move and fight
edge in the middle. Starting with the
normally from that turn onwards. If the
defender, each player then takes it in
reinforcements don't show up then each
turn to place a piece of terrain, either a
subsequent roll receives a cumulative
ruined building structure or a
+1 modifier. So for example, if the
connecting walkway. It is suggested that
reinforcements fail to show up the first
the terrain is set up within an area
time then they will show up at the start
roughly 4' x 4'.
of the following turn on a roll of 5+,
and a roll of 4+ on the turn after that,
THE HOARD
and so on.
The hoard is represented by a loot
counter, though it's recommended you
SPECIAL
model your own gleaming treasure trove
The winning gang takes control of the
to represent it. The hoard cannot be
valuable hoard which is worth 3D6x5
picked up, destroyed or affected in any
credits. The income generated is added
way. Fighters close to the hoard are
to the income from the gang's
naturally emboldened by its presence
territories.
and are much more willing to fight on to

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NECROMUNDA SURVIVAL EDITION

ENDING THE GAME Package Run


If a gang fails a Bottle roll, or a player The Underhive regions beyond
voluntarily bottles out, the game ends the reach of the relatively
immediately. The gang that bottles out civilised settlements are
loses and the other gang wins the fight. lawless deadzones where
However, the defenders don't start marauding outlaws terrorise
taking Bottle tests until their those that dare venture
reinforcements have arrived. through them. Merchants are
especially vulnerable to
EXPERIENCE raiders so they regularly pay
Fighters who take part in the game - ie the gangs to deliver their
are deployed on the table - earn wares to hivers in nearby
Experience points as noted below. settlements. These contracts
can be lucrative so gangs
+D6 Survives: If a fighter survives the employ all manner of
battle then D6 points are earned. Even strategies to secretly and
fighters who are wounded and taken out safely make delivery, but
of action receive experience for taking occasionally
part. a rival can be tipped off
about a planned package run.
+5 Per Wounding Hit: A fighter earns 5 Ambushing gangs that steal
points for each wounding hit he inflicts merchant packages either
during the battle. ransack its contents or
deliver it for themselves to
Make a note on the gang roster every receive the waiting fee and
time this happens as described in the make a score against the other
Playing A Campaign Game section. gangs.
The Package Run scenario
+10 Successful Defence: If the defender represents a group of
wins then their Gang Leader earns 10 gangers hoping to ambush the
Experience points. package runners and
attempt to steal the wares for
themselves.

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

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NECROMUNDA SURVIVAL EDITION

distraction, it was actually contract so do not start


the plucky juve who snuck taking Bottle rolls until at
across from the other side of least 50% of the gang have
the table and was gone down or out of
carrying the package all action. If a gang member is
along! currently in possession of
the package then that gang
TERRAIN does not take any Bottle
In this scenario the player rolls and cannot bottle out
who picked the scenario is voluntarily.
the attacker and the other
player is the defender. A randomly determined number
Starting with the defender, of defending fighters
each player takes it in turn are attempting to deliver the
to place a piece of terrain, package. Roll a D6: 1 =
either a ruined building 3 fighters, 2-3 = 4 fighters,
structure or a connecting 4-5 = 5 fighters, 6 = 6
walkway. The area of ruins fighters. The defender chooses
represents the defenders’ which gang fighters
hideout. It is suggested that will take part and deploys
the terrain is set up within them within 8" of the
an area of roughly 4' x 4'. opposite table edge. Special
deployment rules cannot
ENDING THE GAME be used by the defenders - eg
The game ends if a gang member Infiltration, Vents etc.
holding the package
moves off the attacker's table EXPERIENCE
edge. The gang in Fighters who take part in the
possession of the package wins game - ie are deployed
and the opposing on the table - earn Experience
gang loses. The game also ends points as noted below.
if a gang bottles out.
The bottled gang loses and the Before the game starts the
opposing gang wins. defender must give each of
his fighers a loot counter.
GANGS One of these loot counters
The attacker has a randomly is the real package, the rest
determined number of are decoys.
gang fighters taking part.
Roll a D6: 1-2 = 4 fighters, STARTING THE GAME
3-4 = 5 fighters, 5-6 = 6 The defender takes the first
fighters. The attacker can turn of the game.
choose which fighters to
commit and are deployed +D6
within 24" of a chosen table
edge. They must start the Survives: If a fighter
game behind cover and in survives the battle then D6
hiding. points are earned. Even
fighters who are
The defenders are eager to wounded and taken out of
fulfil their lucrative action receive

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NECROMUNDA SURVIVAL EDITION

experience for taking part. Blind Fight


Outside of the Underhive
+5 settlements and their
connecting hiveways, many of
Per Wounding Hit: A fighter the domes beneath Hive City
earns 5 points for are
each wounding hit he inflicts swathed in pitch black. Gang
during the battle. fighters are well-versed to
Make a note on the gang roster moving and fighting in gloomy
every time this conditions, but poor
happens as described in the light is still a good deal
Playing A Campaign better than no light and even
Game section. veteran gangers think twice
before venturing out to fight
+10 in an area of total darkness.
The gangs have learnt that the
Successful Delivery: If a darkness can not only be a
defender with the dangerous enemy, but
package moves off the also a valuable ally. After
attacker's table edge then all, if you can't see the
the fighter earns 10 enemy then surely they can't
Experience points. see you too, or can they?
It's uncommon for gangs to
The Package meet in domes shrouded
The real package is well in total darkness, though it
concealed by the runners so isn't unheard of. The inky
the attacking gang has no way blackness offers the perfect
of knowing which of cover for sneaking around
the defenders has it until thus allowing gangs to
they are searched. Both the continue about their business
package and decoys follow all undisturbed. Newly discovered
of the usual rules for lucrative hoards are
loot counters (refer to the often uncovered in dilapidated
Scavengers scenario for lightless domes, and
details). Only when an gangs equipped with specialist
attacking fighter picks up a photo-devices can
loot counter can it be flipped easily get the jump on their
over to find out unprepared rivals.
whether it's the real package
or a decoy. Decoys are Some specialist gear is
removed from the game when designed to augment a
found. Once the real fighter's
package is found all decoys vision in total darkness,
are also removed. though since there isn't much
light to begin with they don't
SPECIAL help a great deal.
The winning gang can ransack or deliver A model wearing photo-contacts
the package which is worth D6x10 has a vision range of
credits. The income generated 18", while a fighter wearing a
is added to the income from the gang's photo-visor has a vision
territories.

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NECROMUNDA SURVIVAL EDITION

range of 24". A fighter move, then he safely traverses


wearing infra-red goggles can the path and can
always see enemy models, as continue his turn as normal.
can a fighter using an However, if the number
infra-red scope. is less than the total number
of inches then he trips
If a player picks the Blind up and hits the dirt. The
Fight scenario then roll a model trips at the point
D6 to find out in what along the path equal to the
circumstances the gangs meet. number of inches rolled.
1 A fighter that trips is
2 unharmed but cannot finish the
3-4 move or do anything else that
5-6 turn. If he trips within
1" of a ledge then he must
Models that are on fire can also test to fall. If he
always be seen. If a fighter 'trips'
is using a red-dot laser sight in mid air then he counts as
then his target can spot falling from that point.
the dot on a roll of 4+
instead of 6. VISION
A gang would never venture out
Hit & Run in total darkness
Scavengers unprepared. All Underhivers
The Hoard make use of cheap
Ambush commonly available devices,
such as blue-lights and
RUNNING photonoculars, which allow
Running in pitch black is them to see a few metres
fraught with danger. The in front of them. During a
rubble strewn floors, Blind Fight scenario, gang
overhanging girders and broken fighters are only able to see
walkways are all hazards to within a distance of 12".
runners that are difficult This means enemy models beyond
to see until it's too late. this range cannot
be shot at nor charged.
The scenario is fought using
the usual rules for its Any fighters that are using
type, however, to reflect the photo-contacts roll 3D6
blind conditions the instead of 2D6 when testing to
following rules also apply. see if they trip. While
fighters equipped with a
If a model attempts to run or photo-visor never trip.
charge then the player If a 2 is rolled when rolling
must first nominate the path the 2D6 (or a 3 when
he will take before then rolling 3D6) then the fighter
rolling 2D6. If the number bangs his head, falls
rolled is equal to or more awkwardly or something more
than the number of inches that disastrous befalls him.
the model would The model trips as explained
above, but he also

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NECROMUNDA SURVIVAL EDITION

suffers a D6 Strength hit and Outlaw Scenarios


counts as pinned. Outlawed gangs roll on the special
Outlaw Scenario Table rather than the
EXPERIENCE
standard one, while other gangs must
Fighting in pitch black
roll on the standard table as normal.
sharpens the senses and
If an outlaw gang gets to choose a
develops a heightened
scenario it can pick either one of the
awareness of danger. Usually
standard scenarios or one of the outlaw
gangers that participate in a
scenarios. Non-outlaw gangs can also
scenario earn +D6
choose an outlaw scenario, but there's a
Experience points for
surviving, however, in a Pitch good chance of them being outlawed if
Black scenario this is they are reported to the Watchmen.
increased to +2D6 points. Outlaw Scenario Table
2D6 Result

2: The player whose gang has the


highest gang rating may choose which
scenario is played.

This is also a grudge match so any


Experience earned from causing
wounding hits is doubled.
In addition, if any fighters taken out of
action roll a Full Recovery result then it
is treated as a Bitter Enmity result
instead.

3: The player with the higher gang


rating chooses.

4: Play the Hunters scenario. The player


with the lower gang rating is the
attacker.

5: Roll a D6. 1-2: Play an Ambush. 3-6:


Play a Hit & Run. The player with the
lower gang rating is the attacker. The
attacker has been hired by a rival and is
paid D6x10 credits, win or lose.

6: Play the Scavengers scenario.

7-11: The player with the lower gang


rating chooses.

12: The player with the lower gang


rating may choose which scenario is
played. In addition, this is a grudge
match as outlined in the 2 roll.

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NECROMUNDA SURVIVAL EDITION

CARAVAN an outlaw gang. Naturally the Merchant


Guilder caravans make tempting targets Guild would
for outlaws. The penalties for attacking never pay or entrust a bunch of
guilders are draconian but outlaws are scumsucking mutant
desperate, hunted men and the guilder outlaws to protect their wares.
caravans carry a small fortune in credits
alone. Guilders hire local gangs to GETTING TO THE CARAVAN
protect their caravans as they pass The caravan is only a few hundred
through their territory, but bitter metres beyond the
experience has taught the guilders not defending gang's table edge so the
to let the guards come near the caravan attacker only
itself in case the temptation proves too needs to get some of his fighters past
much. Hence the gangs act as vanguards the guards.
and flankers, fighting off mutants and Once the attackers get through they can
outlaws that come anywhere near the pick off a few
caravan. pack slaves and loot the caravan at their
leisure.
The attacking player then sets up 2D6 Whenever the attacker manages to move
models from his gang within 16" of his any of his
table edge. The remaining attacking models off the defender's table edge
gang members have been split up to place the models
eitherscout for other potential weak to one side until the end of the game.
spots along the They play no
caravan's perimeter or to set up a further part in the game.
diversion. Either
way they take no part in this game. Both sides roll a D6, the highest roller
can pick which
TERRAIN table edge to deploy on. The lowest
The terrain represents an area of ruins roller deploys on
in the the opposite table edge.
badzones. Each player takes it in turn to The defending player sets up first,
place a piece deploying 2D6
of terrain, either a ruined building models from his gang within 16" of his
structure or a table edge.
connecting walkway. It is suggested that Any remaining gang members are busy
the terrain is protecting
set up within an area 4' x 4' or slightly other key sections of the caravan's route.
smaller so that
the gangs start off a reasonable distance
apart.

STARTING THE GAME


Both sides roll a D6. The player with the
highest score
takes the first turn.

GANGS
Important: In this scenario the
defenders cannot be

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NECROMUNDA SURVIVAL EDITION

REINFORCEMENTS guilders. However, the guilders will


deduct 20 credits
WRATH OF THE GUILDERS from the payment for each attacker that
gets through
At the start of each of the defender's to the caravan and they won't pay
turns there is a anything if a guilder
chance some of the remaining gang is killed. No matter what happens
members will though, the gang
recognise their vanguard is vulnerable doesn't have to pay the guilders
and show up anything.
to bolster it. Roll 2D6. If the number is
greater than ENDING THE GAME
the current number of active defenders The game ends if all the attackers are
(i.e. defenders either down,
that aren't down or out of action) then out of action or have left the table. It also
the defending ends if the
player may choose to bring on 1 gang attackers fail a Bottle roll, or volunteer to
member of his bottle out.
choice, which is deployed anywhere The attacking gang is making a
along a random determined raid so he
flank table edge (i.e. one of the edges doesn't have to start making Bottle rolls
that neither until he has
gang deployed along). If the roll is at suffered 50% casualties rather than 25%
least double the as normal.
number of active defenders then the Note that models which have left the
defending player table do not
can choose to bring on up to 2, or 3 if count as casualties for the purposes of
the roll is triple the Bottle roll.
the number of active defenders.
EXPERIENCE
The guilders really don't appreciate Fighters who take part in the game - ie
people attacking are deployed
their caravans, even less so if guilders on the table - earn Experience points as
get killed in the noted below.
process. Being the attackers in this
scenario means The defenders are protecting the
being automatically outlawed and the caravan as it passes
guild price on through their home ground and will
the Outlaw gang is doubled. If any suffer a major
guilders were loss of face if the guilders are attacked.
killed (result 8+ above) the gang is This means
permanently they do not have to make Bottle rolls
outlawed, so it may no longer pay off its and cannot
guild price. bottle out voluntarily.

GUARD PAYMENT +D6


The gang guarding the caravan may
collect income as Survives: If a fighter survives the battle
usual and is also paid 10 credits per then D6
fighter by the points are earned. Even fighters who are

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NECROMUNDA SURVIVAL EDITION

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

Defending Leader: If the attacker's dont


get
any men through to attack the caravan
the
defending leader earns +10 Experience
points.

LOOTING THE CARAVAN


Once the game is over total up the
number of
attacking models that broke through to
the caravan.
Any fighters that made it through but
were down do
not count if they subsequently go out of
action. If at
least one fighter made it through, roll a
D6 and add
the number of models to the dice roll to
find out
what they managed to rip off from the
guilders.
1-3 The attackers are miserably
unsuccessful. Each
model picks up D6 credits worth of stuff,
but on a

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NECROMUNDA SURVIVAL EDITION

THE HIT Wounding Hit: Fighters earn 5 points for


Underhive rivalries frequently explode each
into violence and ambitious gang wounding hit they inflict as described in
leaders are often the targets of the
assassination attempts. The crudest Playing A Campaign Game section.
example of this is when one gang tries
to maim or injure the leader of an The attacker then sets up 2D6 of his
opposing gang from ambush. In this models,
scenario the attacking gang has trailed choosing which of his fighters he wishes
their target carefully and plans to to make the
blast him as he emerges from a local hit. All the attacking fighters must be set
settlement, drinking hole or gambling up behind
den. cover and hiding more than 16" away
from the
TERRAIN opposing leader; D3 of the attackers
Starting with the attacker, each player may start the
takes it in turn game in overwatch.
to place a piece of terrain, either a
ruined building +10
structure, a connecting walkway or a
barricade. It is Once the attackers are set up roll a D6
suggested that the terrain is set up for each of the
within an area 4' x defending groups on the table below.
4' or slightly smaller so that the gangs
start off a Defending Leader: If the defender's
reasonable distance apart. leader
doesn't go down or out of action he
EXPERIENCE earns +10
Fighters who take part in the game - ie Experience points and a considerable
are deployed bolstering
on the table - earn Experience points as of his reputation.
noted below.
SPECIAL
GANGS If the attacking gang manages to take
the opposing
+D6 gang's leader out of action then roll a D6
and consult
Before setting up, the defender splits his the chart below. Note that this scenario
gang into doesn't yield
one or more groups each comprising much cash if the defending gang are
two or three outlaws, unless
models. The defending player takes the the attackers manage to net some
group that bounty of course.
includes his leader and places it in the
approximate 1-3 The group is not set up at the start
centre of the table. of the game.
Roll a D6 for the group at the start of
+5 each
defender's turn: on a 6 they may enter
play on a

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NECROMUNDA SURVIVAL EDITION

random table edge (determined in the


same way 6
as in the Hit & Run scenario).
4-5 The group must be set up more than ENDING THE GAME
12" away If the defending gang leader goes out of
from either the attackers or the gang action or the
leader. attacking player bottles out, the game
6 ends
immediately. The attacking player can
Survives: If a fighter survives the battle also end the
then D6 game by moving all of his models which
points are earned. Even fighters who are are not down
wounded and taken out of action receive or out of action off any table edge.
experience for taking part.
The defending player is very much
1-5 The attackers extort money out of fighting for his life
the defending so he will not bottle out voluntarily or
gang's territory while their leader is out otherwise. The
of the attacking player is determined and out
picture. The attacking gang can 'work' for blood so
one of he does not have to start making Bottle
defender's territories of his choosing, rolls until he's
just as if suffered 50% casualties.
they themselves had the territory. Note
the
income is not halved as it usually is The attackers move in and take over
when an one
outlaw works a territory drawn from the randomly selected piece of the
regular defender's
Territory Table. The chosen territory territory while their leader is recovering
also cannot from his
be worked by the defenders that game injuries, or being put in a hole in the
and ground as
confers no bonuses. the case may be.

The group is set up within 6" of the gang


leader.

STARTING THE GAME


Roll a D6: on a 1-3 the attacker starts
the game with
the first turn, usually with a poignant
quotation like
"Varsqua, you scumbag! Ya
goin'down!!!!" On a 4-6
the defending leader senses
something's wrong and
comes out blasting so the defender gets
the first turn
instead.

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NECROMUNDA SURVIVAL EDITION

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.

These Loot counters represent the Reinforcements enter together on a


valuable pieces of equipment and stores table edge. Randomly determine the
of food, ammunition, raw materials, etc, edge on which they arrive.
which the attackers are trying to rip off. Reinforcements cannot be placed within
8" of an attacking model.
Loot counters may be picked up by any Reinforcements may move and fire
attacking fighters as described in the normally the turn they are placed.
Scavengers scenario.
SPECIAL
GANGS Each Loot counter the attackers capture
The defender sets up first. He deploys is worth D6x5 credits. Whatever profit
up to D6 of his gang as guards, choosing the attackers make from loot is
which fighters he wishes to put on deducted from the defender's income
guard duty. Guards may be placed after the game. If the gang doesn't
anywhere on the table at least 8" away generate enough income to pay for the
from any table edge. The attacker then loot the extra is paid out of the gang's
stash if possible. Note the attackers will

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NECROMUNDA SURVIVAL EDITION

still get the full Loot counter's worth THE HUNTERS


even if the defenders can't afford to When an Outlaw gang enjoys some
cover the cost from their income and successes they can expect to be hunted
stash. down by Watchmen or old enemies.
ENDING THE GAME
The hunters know they can find news of
If the attacker bottles the game ends. If
the Outlaws at one illegal trading post
the attacker collects all the loot counters
or another. In this scenario they have
and the models carrying them are within
got more than they bargained for and
8" of their table edge at the start of his
actually run into the men they're
turn then the game ends and the
hunting outside a trade post. As they
attacker wins.
catch sight of each other both sides
stand their ground, hands hovering over
The defenders are protecting their
gun butts and eyes narrowed
territory so doesn't have to start taking
menacingly. The hunters savour their
Bottle rolls until he has suffered 50%
moment of victory but the Outlaws
casualties. The attackers are also making
know their comrades are sneaking
a determined raid so likewise don't have
around behind their opponents and
to start taking Bottle rolls until he has
should be in position to open up on
suffered 50% casualties.
them... any... second... now!
EXPERIENCE
TERRAIN
Fighters who take part in the game - ie
The terrain represents a small
are deployed on the table - earn
wastezone settlement. Each player takes
Experience points as noted below.
it in tum to place a piece of terrain,
either a ruined building structure, a
+D6 Survives: If a fighter survives the
connecting walkway or barricade.
battle then D6 points are earned. Even
Terrain that blocks line of sight cannot
fighters who are taken out of action
be placed in between the two gangs. It is
receive experience for taking part.
suggested that the terrain is set up
within an area of 4' x 4' or thereabouts.
+5 Wounding Hit: Fighters earn 5
points for each wounding hit they inflict GANGS
as described in the Playing A Campaign The defending player rolls a D6 to see
Game section. how many of his gang are facing down
the hunters. The attacking player rolls
+10 Defending Leader: If the attackers 2D6 to see how many the hunted face.
don't get away with any loot the
defending leader earns +10 Experience For both players these fighters are
points. randomly selected from the gang, they
are not chosen.

THE BUILD-UP & Fast Draw


The Hunters scenario uses the same
build-up and fast draw rules as detailed
in the Shoot Out scenario.

There are however a few exceptions.


During the build-up the hunters may
move up to 2" per turn instead of the

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NECROMUNDA SURVIVAL EDITION

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

Page 348 of 361


NECROMUNDA SURVIVAL EDITION

HEIST BOOBY TRAPS


The proprietors are nobody's fool and
To survive in the forbidding darkness of
often include small booby traps amongst
the Underhive a gang must constantly
their wares, as much to discourage the
find sources of food, ammunition and
guards as anything else. If a fighter picks
weapons. Occasionally a gang will be so
up a loot counter or a model that is
desperate and short of creds it will
already carrying loot suffers a hit, roll a
attack a storage facility belonging to
D6. On a roll of 1 the jostling has set off
vengeful guilders or renegade
a booby trap! Roll a further D6.
gunrunners. One gang is attempting to
make off with valuable arms and
1 Frag: The trap explodes, just as if the
equipment while the other gang has
model is hit by a frag grenade.
been hired to stand watch and guard
Additionally the loot is now worthless
their stash of goods before they are
and is removed from play.
shipped out to other settlements.

TERRAIN 2 Choke Gas: The trap releases a plume


Starting with the attacker, each player of gas, just as if the model is hit by a
takes it in turnto place a piece of terrain, choke grenade.
either a ruined building structure or
walkway. It is suggested that the terrain 3 Flash Flare: The trap releases a burst
is set up within an area 4' x 4' or slightly of light, just as if the model is hit by a
smaller. photon flash flare.

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.

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ENDING THE GAME


If a gang fails a Bottle roll, or one player TREACHEROUS
voluntarily bottles then the game ends
and the gang loses. If the attackers
CONDITIONS
capture all the loot counters and the The Underhive is an ever changing
fighters carrying them are within 8" of environment: sludge flows and sump
their own table edge at the start of their overspills can turn dry ground into
turn, then the game also ends and the swamp in hours, lighting failures can
attackers win. plunge whole areas of the hive bottom
into darkness and the ground can
The defenders are unlikely to get similar suddenly fall away into a bottomless pit.
employment in the future if they desert Worst of all, terrifying hive guakes shake
their posts. For this reason, the the whole area as the massive structure
defending gang does not have to start of the hive above slowly settles on its
making Bottle rolls until it has suffered foundations.
50% casualties, rather than 25%. If the
defender bottles out then the attackers The Treacherous Conditions rules bring
gain possession of all the loot. just some of the many dangers of the
Underhive into your games of
EXPERIENCE Necromunda. Treacherous conditions
Fighters who take part in the game - ie can be used in almost all of the
are deployed on the table - earn scenarios. There are some exceptions,
Experience points as noted below. such as scenarios that take place inside a
settlement or a drinking hole, where the
+D6 Survives: If a fighter survives the only really treacherous conditions are in
battle then D6 points are earned. Even the ghastly kitchens.
fighters who are wounded and taken out
of action receive experience for taking Both players can agree not to roll for
part. treacherous conditions if they want to
(wimps!) but otherwise they must be
+5 Per Wounding Hit: A fighter earns 5 rolled for even if only one player wants
points for each wounding hit he inflicts to use them. However, treacherous
during the battle. conditions cannot be used in the
following scenarios: The Raid, Rescue
Make a note on the gang roster every Mission, Shoot Out, Blind Fight, The
time this happens as described in the Hunters.
Playing A Campaign Game section.
Roll for treacherous conditions after the
+1 Loot Carrier: Any fighters carrying scenario has been chosen but before the
loot at the end of the game gains +1 terrain has been placed and players set
point per counter. up their gangs. The Treacherous
Conditions table uses a D66 roll.
+10 Successful Defence: If the
defending gangwins then the Gang
Leader earns +10 points.

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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.

13: Slimy Film


The whole area is covered with a
horrible thin film of slime but it is
nothing more than an annoyance.
Continue the fight as normal.

14: Old Gunk Outlet


Sludge-dripping pipes and slimy grates
indicate that this area was once a huge
gunk tank of some kind but has long
since been drained. Carry on with your
fight as normal.

15: Old Gunk Tank


Sludge-dripping pipes and slimy grates
indicate that this area was once... Oh
dear, it's filling up!

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26: Hang onto Your Hoods


HIGH WINDS Powerful blustery winds make shooting
especially difficult. Because of the
Your fight is taking place near an
difficulties in holding a bead on their
intersection of gigantic air tunnels that
target, models shooting suffer a -2 to hit
feed cleaner air around the hive. Large
penalty.
domes can also generate their own
micro-climates which create powerful air
vortices in the right conditions. These
swirling winds can make conditions on
the gantries and walkways extremely
dangerous.

21: Howling Winds


The winds are so powerful that no-one
will climb onto a gantry or walkway. The
game must take place entirely on the
tabletop where there is more terrain to
shelter behind.

22: Blustery Conditions


Shooting is extremely difficult in such
blustery conditions, especially over
longer ranges. Because of the difficulties
in holding a bead on their target,
anyone firing a weapon an extra -1 to hit
penalty.

23: Steady Air Flow


It's jolly windy, but the hardened gang
fighters are used to such difficult
conditions and can fight on without ill
effects.

24: Fans Down


The gigantic fans that drive the air
around the wind tunnels are either
switched off or just not working, at
present. Continue the fight as normal.

25: Blown Away


Winds are high today, making high
walkways and gantries dangerous. Any
model on a gantry or connecting
walkway or on the top level of any
structure must pass a Strength test at the
beginning of each of their turns to
remain standing. If the roll is failed the
model is pinned and may fall if it is
within l" of a ledge.

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Toxic Fog 35: Patchy Clouds


Drifting fog hampers your fight. Vision
The heavy industry, squalid living
range is reduced all models suffer a -1 to
conditions and Sump fumes combine to
hit penalty for D3 turns
create clouds of noxious fog that slowly
drift throughout the domes.
36: Charge!
Both gangs were ready for a scrap but a
Special: Equipment such as respirators
thick orange fog has descended. The
and filter plugs will protect against toxic
gangs are about to retreat when the fog
fog if a Toughness test is required
looks to be suddenly lifting.
following the usual rules. Any fighters
that are wearing infra-red goggles or are
Vision range for each model is reduced
shooting using an infra-red sight are
to the area under the large blast
immune to toxic fog that reduces vision
template for D3 turns, after which the
ranges.
thick fog fully disperses and no longer
has any effect.
Special: Gang fighters cannot be
deployed using the Vents territory
special rules irrespective of which High
Winds result is rolled.

31: Psychotropic Fog


Oddly coloured clouds rise from
mingling waste chemicals. All models
must take a Toughness test once they
have been set up. If the test is failed
then the fighter inhales the mind-
bending gases and must roll on the
Hallucinogen table to see how they
behave that turn.

32: Toxic Fog


Clouds of foul noxious fog drift through
the dome. All models must take a
Toughness test once they have been set
up. If the test is failed then the fighter
inhales a lungful of toxic gas. The
model's Strength and Toughness
characteristics are reduced by -1 for the
remainder of the game.

33: Clearing Fog


The fog appears to clear for a while
enabling you to continue your fight as
normal.

34: Fog Pocket


The fog has drifted to another area of
the dome and won't affect your fight.

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NECROMUNDA SURVIVAL EDITION

BAD LIGHT SWARMS


The Underhive is a dark and dingy place The Underhive is prime breeding
at best of times, and the variable lighting ground for all sorts of nasty life-forms:
conditions can greatly affect the fighting. insects and rats do particularly well in
the squalid conditions.
41: Pitch Black
This section of the Underhive is so badly Underhive fighters are used to avoiding
lit that fighters can barely see their or killing dangerous creatures most of
hands in front of their faces. The game the time but some areas are literally
follows all of the Blind Fight scenario teeming with life.
special rules.
51: Carrion Bats
Special: Beastmaster Wyrds are never Clouds of carrion bats fly through the
affected by any Swarms results. area at the start of the game. They whirl
around fighters' heads making all but
42: Grim Darkness the most hardened duck and flinch. Roll
A dreary shade envelops the dome. The a nerve test for each model once they
game follows the Vision special rules as have been set up. If a model fails the test
described in the Blind Fight scenario, it is pinned at the start of the game and
however, all vision ranges are doubled. may fall if it is within 1" of a ledge.

43: Gloomy 52: Plague of Flies


You can see well enough to fight on as There are so many flies swarming
normal. through the air and crawling over the
gangers that it makes it difficult to
44: Shadowy concentrate and see other targets. The
The lighting is poor but you fight on as distraction caused by the flies means
normal. that all model that shoot suffer a -1 to
hit penalty for the whole game.
45: 12 O'clock High
Extremely bright lights shine from one 53: Cockroaches
side of the battleground. Models that are A carpet of scuttling red cockroaches
facing into this light when they shoot covers the ground but they don't affect
will suffer an extra -l to hit penalty. Roll the fight.
a D6 to randomly determine which is
the brightly lit table edge. Any gang 54: Insects
fighters equipped with photo-contacts Small insects flutter through the air, but
or a photo-visor ignore this penalty. other than that there's nothing nasty in
the area. The fight continues as normal.
46: Long Shadows
Plenty of hiding places amongst the long 55: Rats
shadows means that all fighters suffer an Hordes of rats charge across the
extra -1 to hit penalty when shooting at battleground during the fight. Rats are
enemy models in cover. particularly troublesome as they get
under your feet and give a nasty bite.
Any fighters equipped with either photo- The distraction caused by the rats means
contacts, a photo-visor or infra-red that any models in hand-to-hand combat
goggles or are shooting using an infra- count rolls of both 1 and 2 as fumbles.
red scope ignore this penalty. In addition, if a fighter must test to see if

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NECROMUNDA SURVIVAL EDITION

they fall off a ledge then their Initiative SPECIAL CONDITIONS


characteristic is halved. Some of the most dangerous hive
conditions occur quite rarely, making
56: Lash Worms
them all the more deadly because
The dome is infested with vicious lash
fighters aren't ready for them.
worms, hungry for their pound of
human flesh. At the start of each of their 61: Acid Rain
turns the player must roll a D6. On a roll This isn't ordinary rain that's slightly
of 1 a random model from their gang acidic, but pure acid falling from a
gets attacked and suffers an automatic broken silo many levels above. Roll a D6
flesh wound. Reduce the model's BS and for each model at the start of the game.
WS by 1 for the duration of the game. On a roll of 1 the model is burnt by acid
and must pass a Toughness test
otherwise he is taken out of action. If a
score of 1 is rolled when taking the test
then he fights on valiantly and gains the
Impressive Scars injury. The acid rain
slows to a trickle as the game begins and
has no further effect on play.

62: Methane Gas


Rotting sewage, fungi and carrion can all
create pockets of highly explosive
methane gas just waiting for a spark (or
gunshot) to trigger them. Any model
who shoots and rolls a 1 on their dice to
hit can potentially set off a gas pocket.
Roll a D6. If the roll is equal to or less
than the Strength of the shooting
weapon then the gas explodes with the
same effect as a Frag grenade centred on
the firing model.

63: There's Something Out


There
An ominous stillness hangs over the
dome... until the silence is shattered by
a lone gunshot and piercing scream that
echoes in the gloom. The game uses The
Monster Roll special rules as described
in the Scavengers scenario. However,
the roll must always be made every turn,
the players have no choice but to see if
the terrifying monster claims another
victim!

64: Ash Layer


A thick layer of choking ash and clinker
from the forges above covers every inch
of the dome. The ash layer counts as

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NECROMUNDA SURVIVAL EDITION

Difficult Ground restricting all


movement on every level. More
65: Massive Electrical
Treacherous
Discharge
The gigantic hives on Necromunda have
Conditions
to be well protected from external The Treacherous Conditions chart
weather conditions. Lightning poses a represents the many dangers that can be
big threat as raging stoms that can last encountered throughout the known
for weeks circle the hives. Huge galaxy. It is by no means an exhaustive
lightning conductors on the exterior of list and players are recommended to
the hive feed the lightning efficiently either ignore these rules, either use
through the higher levels. But this is not them as written, either use them as a
always the case in the lower levels of the basis in their own campaigns. Some
hive where the lightning becomes less scenarios may specifically call for the
controlled and finds its own way to usage of certain conditions and this will
ground. be listed in that individual scenario. If
no conditions are specified, either
Roll a D6 for each model once both player may roll on the following chart.
gangs have set up. On a roll of 1 the
model is hit by a huge electrical
discharge that arcs to him from the roll a D6.
nearest bit of metal. Any models affected
take D6 S6 hits with no armour save 1: Roll a D66 and check the below
allowed. tables.
2-6: Nothing happens.
66: Hive Quake
The Underhive domes are unstable Toxic Conditions
places and many gang fighters end their 11 Rad Zone
careers under piles of falling rubble. Roll Due to thermonuclear war, leaking
a D6 for each model once both gangs fusion reactors, toxic waste or some
have set up. On a roll of 1 the model is other disaster, the area is bathed in
buried under a pile of rubble suffering harmful radiation. At the beginning of
D3 hits at D6 Strength. each player s turn, for every friendly
model without Enclosed Armor, roll a
Roll the Strength seperately for each hit. D6. On a roll of 6, that model suffers
Whether a fighter is struck by debris or Radiation Sickness and takes one Flesh
not, all models are pinned as they brace Wound. Any model taken Out of Action
against the shuddering. due to radiation sickness MUST roll on
What's more, a hive quake will often the Serious Injuries chart.
cause all kinds of secondary problems as
it throws up clouds of toxic fog, disturbs 12-13 Toxic Fumes
swarms of creatures, throws up sludge Recent volcanic activity, buried toxic
flows and so on. Because of this make a waste, or local flora has released
second treacherous conditions roll once miasmal vapors into the area. Models
the hive quake itself has been resolved. without Enclosed armor or respirators
start the game as if they were affected by
Hallucinogen grenades. Once the effect
wears off, that model is no longer

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NECROMUNDA SURVIVAL EDITION

affected by the Treacherous condition Atmospheric


this scenario.
Conditions
14 Firestorm! 21 Void Condition No
A raging inferno, smallscale volcanic Atmosphere
activity, or magical fires have caused The scenario takes place in the cold,
fires to erupt throughout the area. forbidding void of space. Models
without Enclosed armor or respirators
At the beginning of every turn, roll a and photovisors may not take part in
Scatter dice and 3D6. Starting from the this scenario. No other conditions apply
direction on the scatter dice, measure as it is assumed all warbands
the 3D6 from that table edge and place a take precautions to load the correct
small blast marker. Any model fully ammunition and equipment to operate
under the marker suffers one Strength 4 in the void. Models may never
hit and may Catch Fire. Models partially Catch Fire
• 22 Void Condition Leaking
under the marker are hit on a 3+.
Atmosphere
The scenario takes place in a space
Models with the Mark of Tzeentch or a
station or starship which is venting
Pyro major Psyker power are unaffected
atmosphere at an alarming rate. At the
by this condition.
beginning of each player s turn, for
15 Acid Rain every friendly model without Enclosed
Heavy contamination of the atmosphere Armor or a respirator, roll a D6.
causes corrosive rain to fall from the On a roll of 6, that model suffers passes
skies. Roll a D6 for any models out in out from oxygen deprivation or is nearly
the open at the start of the game. On a sucked into the void and
roll of 1, the model is burned by acid must hold on. It is Pinned until the end
and must pass a Toughness or of this turn. This affects models which
Leadership test or go Out of Action. may be immune to normal
Constructs must pass a Toughness test Pinning. Void Pirates/Freebootas are
on a roll of 1 or 2. unaffected by this condition on a roll of
4+ before the scenario begins.
• 23 Howling Winds!
Any nonConstruct model which goes
Due to heavy storms or other
Out of Action due to failing this roll,
phenomena, the table is battered by
automatically receives the
heavy winds. Any model firing a weapon
Impressive Scars injury.
at
16 Biohazard Outbreak long range suffers an additional 1 to hit
A contagion, biological weapon, or modifier. If a model runs while on a
warpbased pestilence has blanketed the walkway or uses Flying
area in sickness and death. movement upwards, it must take an
Initiative test to avoid falling at the end
Models without Enclosed armor must of its movement.
• 24 Fog Of War
roll on the Toxic effects chart (see
Heavy fog, gas clouds, or toxic fumes
Expanded Armory) on each players third
obscure the vision of all models. Vision
turn. Nurglite models and
range is reduced to a maximum
Genestealer/Genestealer Cultist models
of 20. As it is difficult to draw a bead on
may reroll this result once.
targets, the Fast Shot and Marksmen
skills are useless.
•25 Gas Pockets

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NECROMUNDA SURVIVAL EDITION

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

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NECROMUNDA SURVIVAL EDITION

Nearly all light has been extinguished in save modifier.


the area, whether due to an eclipse,
underground area, or loss of Wildlife Conditions
power. Vision range is reduced to 8 and • 51 Stampede!
models may not use the Fast Shot, The sounds and smell of battle have
Rapid Fire, or Marksman skills! agitated the local wildlife, who attempt to
All nonHrud and nonDark Eldar models flee right through the battle!
must shoot the closest target, even if After the first player s turn, roll a D6 on
their Ld value would allow every players turn. On a roll of 1 or 6,
them to negate this rule. the stampede occurs. Every
• 42-43 Low Light model on the ground level MUST take
Light in this area is very low, casting an Initaitive test or be trampled. If
long shadows and many places to hide. passed, the model moves 2 towards
Vision range is reduced to 24 the nearest piece of terrain. If failed, the
and models wishing to shoot opposing model takes one (1) Strength 4 hit,
models within 1 of a structure receive an normal saves allowed. If the
additional 1 to hit modifier. model takes damage in this way, it is
• 44-45 Bright Light Pinned. Once the stampede occurs,
Light in this area is so intense that it is players no longer roll for this effect
nearly blinding and it is difficult to focus and the game continues as normal.
on targets without squinting. • 52 Too Much Prey
Models wishing to shoot targets over 30 There are simply too many prey animals
away must pass a Ld test. If failed, they in the area! All Beasts must roll a D6 at
may not fire at that target but the start of their activation.
may choose another, if possible. Models On a roll of 13, they catch an
wearing Enclosed armor and/or unfortunate victim and spend the turn
photovisors may reroll this feeding on it. They may make no
Leadership roll. Photon Flash grenades voluntary actions this turn but will defend
(and similar abilities) have no effect themselves in HtH combat. On a roll of
when this condition is in effect. 46, they may act normally.
• 46 Lightning Storm
Light in the area is low but illuminated 53-54 Infestation
now and then by the flash of natural The area is infested with all manner of
lightning, an arc of electricity, or insectoid life, making it difficult to
the flash of explosions. Models wishing impossible for some models to
to shoot at a model at long range must fight. NonBeast/Construct models suffer
roll a D6. On a roll of 13, the a 1 to hit modifier the entire game and
model cannot draw a bead and the shot all fumbles count double.
is failed. On a roll of 46, the target is Models with the Mark of Nurgle suffer no
visible and the shooter rolls to negative effects from these conditions.
hit as normal. • 55 Nesting Avians
Additionally, models out in the open run All the action throws local avian wildlife
the danger of being struck by the lighting into frenzy. Models which move or shoot
effects. At the end of each on any surface above
player s turn, nominate one model ground level may disturb the nesting
farthest from another model and/or beasts. Roll a D6. On a roll of 1 or 6, the
structure. If there are no valid targets, model has disturbed a flock
the model which is highest above the and is considered Pinned. Any move or
ground is struck. The struck model takes shot they were making is still resolved
one (1) Strength 3 hit with a 1 as normal.

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NECROMUNDA SURVIVAL EDITION

• 56 Ambushing Predators The battle takes place during a riot,


The spilling of blood has drawn a pack mass retreat, or other confused mob of
of wily local predators. At the beginning people. Shots can be spoiled, so all
of each player s turn, the models receive the equivalent of a 6+
opposing player may select one (1) non- Field Save from shooting. Models
Beast, non-Construct model which is standing on walkways or within 1 of
farthest away from any other a vertical edge may be pushed off. If a
friendly model and no involved in HtH model ends its turn within 1 of a vertical
combat. Roll a D6. If a 1 or 6 is rolled, edge, it must pass an
that model must pass an Initiative test to avoid falling. Because of
Initiative or Toughness test (controlling the press of bodies, models may not use
player s choice). If failed, it is taken Out the Dodge, Dive, or Evade
of Action and must roll on skills. Arbites models are unaffected by
the Serious Injury chart. this condition.
• 65 Evacuate!
Special Conditions The area is going to suffer some sort of
• 61 Consecrated Ground impending doom
The area is holy ground, whether some catastrophic meltdown, atmospheric
ancient Eldar ruins, Imperial shrine, or burnup, etc. and
Old One temple. All Warp the teams must complete their mission
Creatures have their invulnerable save before it’s too late!
nullified here and Psykers may reroll Models which break and are within 6 of
one failed Perils of the Warp roll. any table edge
Models with Holy Weapons cause Fear. will automatically flee from the battle.
• 62 Webway They are
The battle takes place in the shifting, considered Out of Action but never have
strange nodes or tunnels of the to roll on the
Webway. All Eldar and Dark Eldar Serious Injuries chart. At the end of
models add +1 to their Ld value. each player’s turn,
NonEldar/Dark Eldar models treat roll a D6. On a roll of 56, the battle is
terrain as being one level worse than it abandoned and all
is. warbands flee the battle. IG Kill Teams
• 63 Bottomless Fathoms and Xenos Strike
The battle takes place amongst the Forces may attempt to force the
upper reaches of buildings, over a giant opposing player to play
ravine, or on structures floating in one further turn. The forcing player
the upper atmosphere. rerolls the D6. If
Models can only be setup on structures passed, an additional turn is played. If
and may only move between structures this occurs all
on walkways or gantries. models left at the end of the scenario
Models which fly may move between MUST roll on the
structures, but must end their movement Serious Injuries chart!
on a structure or walkway. • 66 Warp Rift
Models which fall unto the ground level This part of real space is very thin and
are considered Out of Action and must the Immaterium
roll on the Serious Injury seeps through easily. Warbands with
chart. Models with the float ability are Summoning may
unaffected by this condition. add or subtract 1 to their total. All Warp
• 64 Civil Disorders creatures have

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NECROMUNDA SURVIVAL EDITION

their invulnerable saves increased to 3+.


Effects,
equipment, or weapons which allow a
model to reroll a
Peril of the Warp roll may not be used.

Page 361 of 361

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