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Did You Hear That p1
Did You Hear That p1
Now that most rules from the Outlanders book have been republished, I thought it
was time to revist the Necromunda Bestiary, which has provided a wealth of
interesting and exotic games over the years. This new and improved Bestiary
includes the Creature Generator, to make any oddball creature you might want to
throw at your gangs inspired by John Shaffer’s Creature Generator for
Warhammer 40k back in White Dwarf #291. Part one of the Bestiary is the creature
generator itself and next time, we’ll revisit the old Bestiary with a few nasty new
additions.
HIVE WORLD VERMIN
Necromunda is a planet totally decimated by The creatures of Necromunda’s Underhive serve
industry. Once a vibrant world of ocean and a number of important roles. Ratskin’s are quite
forest, centuries of human habitation have left dependant on giant rats for food and clothing,
the surface a scorched desert of ash and the sky a while Scavvies make use of various fungi and
swirling cloud of toxic fumes. The planet is spores. Some creatures are worth their weight in
covered almost completely by a thick veil of creds, while others are so dangerous and
clouds which have choked out most of the legendary, few have ever seen them and lived to
planet’s life. Still, some of the original tell about it. Of course, all of these creatures are
inhabitants survived, albeit in a dramatically regarded by most Necromundans as food, no
different form, having made their way into the matter how dangerous or slimy they may be.
hives and mutated over thousands of years.
While the surface of the planet is unable to VERMIN SPECIAL RULES
support most life, the dank gloom of the The following special rules apply to creatures
Underhive allows many creatures to thrive. included in the Bestiary and those you create.
Most life on Necromunda is monitored closely Rating. When generated, each creature is given a
by the ruling houses, who authorize regular point rating to reflect how tough it is compared
sweeps through the hive cities and spyres to to a normal gang fighter. This rating also reflects
remove pests. This means the Hive City and the the cost of the creature to buy for certain
Spyre are nearly devoid of plant and animal life, scenarios and the number of creds it is worth
save for the few domesticated animals and the when killed.
occasional garden dome. The Underhive,
however, is far too massive and dangerous to Damage. Creatures do not take damage like
sweep thoroughly, so creatures of all kinds normal gang fighters and can never be pinned.
When reduced to zero wounds, they do not make
make their home in the wastes between an injury roll. Instead, they are killed outright.
settlements. To Underhivers, most creatures are Though plants may sometimes react to being
little more than annoyances. Some creatures, fired upon, they can only be destroyed by attacks
however, stir fear into the hearts of settlers and from flamers.
there are stories of truly nightmarish creatures
living out in the darkness. Leadership. Beasts have no leadership value, as
they rely entirely upon instinct. They are
immune to all psychology and never take
leadership tests of any sort.
Step 2: Select Movement
Infestation. Some areas of the Underhive are so Next you have to choose how your creature will
overrun by certain creatures that anyone moving move. Of course, a creature may only choose one
into the area is in danger of being attacked. type of movement. Plants are always immobile.
Small and medium creatures may use this special Type: Points: S/M/L
Immobile: 0” 0/0/0
rule at the Arbitrator’s discretion. In an
Crawler: 6” 5/10/15
infestation, the Arbitrator places as many Flyer: 8” 15/20/30
creatures on the board as he wishes, before any
other deployment takes place. These models Step 3: Select Traits
represent areas of infestation and do not move on Now pick the creature’s traits and modify its
their own. Instead, for the remainder of the profile. Note that the trait “weak” reduces both
game, any fighter that moves within 6” of one of the Strength and Toughness of the creature.
these infestation markers must roll a D6. If the However, a creature may be weak and have an
model rolls a 1, he is immediately attacked by a increase to either Strength or Toughness. Traits
monster of the type indicated by the marker. marked with an asterisk may only
After the attack, the creature will scurry away, be taken once. Others may be chosen up to three
though the infestation marker will remain in play times.
for the rest of the game. Trait: Effect: Points:S/M/L/P
Agile +1 M 5/10/15/-
Armored* 5+ Save 5/10/15/-
Experience. Creatures do not gain experience in
Hostile +1 A 5/10/15/-
any way. Fighters wounding creatures gain Resilient +1 W 5/10/15/-
experience as normal, though no experience is Predatory +1 WS 5/10/15/-
gained by destroying plants. Quick +1 I 5/10/15/-
Slow-moving -1 M -1/-1/-1/-
Slow-witted* I=1 -1/-1/-1/-
THE CREATURE GENERATOR Strong +1 S 5/10/15/1
The creature generator is a simple way to create Tough +1 T 5/10/15/1
Weak -1 S/T -1/-1/-1/-
any plant or animal for Necromunda. All you
need to do is follow the four steps below and you
have your creature. The generator can create Step 4: Select Abilities
either plants or animals. When generating a All you have to do now is choose your creature’s
plant, it is purchased in 1”x1” patches, and you special abilities. Small and medium creatures
multiply the rating by however many square may have up to 50 points of abilities while larger
inches of the board the plant takes up. creatures have no limit. Just be reasonable and
remember not to abuse your power as an
Step 1: Select Size and Profile arbitrator!
Plant Abilities Points:
You must first choose the size of your creature Curative 3
and its profile. There are four choices. Small Deadly Thorns 10
creatures are those smaller than a man and can be Dense free
Enslave 15
based on anything smaller than the standard Fluoresce 1
25mm base, such as a penny. Medium creatures Gas 3
are those the size of a man or slightly larger, Rubbery 1
based on 25-40mm bases. Large creatures are Spew 1
Thorns 3
anything larger than that.
Toxic 3
Size Profile: M WS BS S T W I A Ld Points
Vines 3
Plant - - - 3 3 - - - - 1
Volatile 3
Small - 2 - 2 2 1 4 1 - 5
Medium - 3 - 3 3 1 4 1 - 10
Large - 4 - 4 4 1 4 1 - 20
treated as in partial cover when shooting from
long range.