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Re EN ae ce ee LeEDITORIAL
Well, another issue of Necromunda
magazine, and one with rather more releases
than normal. First up we have some of Black
Library's most popular characters rendered
in miniature form - the Caller, the Redeemer
& Malakev.
Alongside this we have the Van Saar booster
pack with which you can fill out all your
existing Van Saar gangs. Full details of the
new releases can be found on page 2, and
new rules for the Caller, the Redeemer &
Malakev are also included, beginning on
page 4.
Bo Tolstrup introduces us to his own
Necromunda gang — a heavily concerted
Arbitratot force, complete with their own
background. Bo’s article is particularly
interesting since it discusses the principle of
‘counts as’ whereby one model, no matter
how unique it looks, is counted as another
model, t0 reduce the number of awkward
new rules or confusing additions to the game
which would be required. In this way, players
can make an incredible variety of different
models without having to worry too much
about finding the rules to use them. Bo does
just that in counting his Arbitrators as Van
Saar gangers, as you will sce if you turn to
page 14 and read his wise words.
—
CONTENTS
THE TRADING POST
This month's news & new releases.
THE CALLER
Rules for the infamous Black Library character.
THE REDEEMER
And rules for someone to fight him!
SUBMISSION GUIDELINES
Write for us!
THE 31ST PRECINT
‘A scratchbuilt Arbitrator gang and background for Necromunda.
By Bo Tolstrup
THE GOOD, THE BAD S THE MISUNDERSTOOD 18
‘Mutants in the Underhive
By Nick Jakos
UNDERHIVE
Next up Nick Jakos provides some
experimental rules on mutants in
Necromunda. Nick is clearly a big fan of
mutants, and very sympathetic to their cause,
so his words might not be too popular with
some of the more zealous gangs out there.
‘The final article this issue will be of particular
interest to long term Necromunda players.
The article provides all the info, clarification
and errata you need to bring older rulebooks
up to date with the rules as presented in
Nectomunda: Underhive.
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Jervis Johnson
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Matt Keefe
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Gareth Roach & Ulisse Razzini
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1502 SNIQVVAL SHLTHE TRADING FPOST
THIS MONTH'S NEWS S
NEW RELEASES
This month we have a whole slew of new
releases. First and foremost amongst these
are miniature versions of some of Black
Library’s most popular Necromunda
characters — namely, the Caller, the
Redeemer & Malakev.
Alongside these we have the Van Saar
booster pack, which you can use to fill out
existing Van Saar gangs, or even use to
build completely new ones. The existing
Van Saar gang (as featured in the
rulebook), is still available of course.
THE CALLER
The Caller was one of the Redeemer’s most dangerous foes,
when he emerged in possession of an ancient relic known as the
Bloodmare Stone to unite many of Necromunda’s most
downtrodden groups in an alliance with which he sought to
overthrow Imperial rule and topple the Spire.
During his rebellion, the Caller rode to battle astride the
animated remains of ancient Rat God which had long lain
buried deep beneath Necromunda.
The Caller is a very interesting boxed set, since it allows you to
build two models. The box contains one complete Rat God, and
enough components to allow you to make one mounted Caller
and one Caller on foot for all those occasions when you find
yourself bereft of a manky, overgrown rat.THE REDEEMER
3 MALAKEV
After the Arch-Redemptionist
himself, Klovis the Redeemer
is perhaps the most feared
and infamous Redemptor
Priest currently bringing
Redemption to the sinners of
Necromunda.
Deacon Malakev is also
included in the pack.
VAN SAAR BOOSTER PACK
‘This month we also release the brand new Van Saar
booster pack. This doesn’t replace the existing Van
Saar gang, from it, the booster pack is designed to
complement the existing models.
‘The Van Saar booster pack follows the new format for
Necromunda models, with separate weapons and
bodies so that you can use the booster pack to create
any combination of weapons which might not be
available from the one piece models.
Bach Van Saar booster pack provides enough
components to make two complete Van Saar gangers
and one Van Saar juve.THE CALLER
By Matt Keefe
This month sees the release of a number of special character models for Necromunda,
taken from popular Warhammer Monthly characters - namely, the Redeemer &
Malakev and the Caller (along with an opttional Rat God for him to ride). Here, in the
Jirst of two articles, we present rules for the Caller & Rat God.
The Caller arose as a champion amongst the
Ratskins, a igure embued with ancient power
with which he planned to lead a revolt and
seize back the world of Necromunda for his
own people. The Caller formed a powerful
coalition of mutants, ratskins, scavvies and
other outcasts, but ultimately was defeated by
the Redeemer and his crazed zealot followers.
THE CALLER
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Weapons: The Caller is armed with a power
axe and a knife. He also carries the
Bloodmare stone.
Skills: The Caller has the following skills:
Combat Master, Parry, Nerves of Steel and True
Grit.
The Bloodmare Stone: The Caller possesses a
mysterious artefact known as the Bloodmare
Stone, an item of ancestral power to the
Ratskins which allows the Caller to instil a
great spirit of resistance in the Ratskin tribes of
Necromunda. The Bloodmare Stone can be
used in two ways: The Caller can activate the
Bloodmare Stone at the start of the game, and
while it remains activated all Ratskins on the
table can always test to escape pinning, even if
they have no friends within 2”.
The Bloodmare Stone’s power can also be
expelled in a single blast of energy. However,
once you choose to fire this blast, the
Bloodstone will lose ALL it’s effects for the
remainder of the game. To fire the Bloodmare
Stone’s energy blast, place the flame shaped
template, with the narrow end over the
Caller’s head, facing any direction you choose
within his normal fire arc. Each model
completely under the template is hit
automatically, each model partially under is hit
on a roll of 4 or more. Models which are hit
suffer a hit with a strength equal to 7, -1 for
each full turn of the game elapsed so far. The
energy blast causes one point of damage to
wounded models, with a saving throw modifier
as appropriate for the strength of the blast.
More importantly, any model which is
wounded by the Bloodmare Stone’s energy
blast must test for losing their nerve.
(CALL ON THE RATEKIN
TRIBES, BROTHERS IN
1B, COME FORTH
TO BO BATTLE 7
Snapthroat! Nosecrack! Eyepop!
The Caller’s helmet also doubles as a cage for
the numerous giant rats which accompany him
at all times. In combat, the Caller will
sometimes unleash these rats on an
unsuspecting enemy. Once per game the Caller
can add +3 to his attacks characteristic for a
single combat only. This doesn’t apply to the
whole phase, just to ONE combat, against ONE
nominated enemy. Later combats, or combat
against other fighters in the same multiple
combat do not benefit from this bonus.RAT GOB
During bis infamous revolt against the Imperial citizens of Necromunda, the Caller
used his scavuy allies to reanimate the corpse of an ancient Rat God buried deep
within Necromunda’s underbive. In bis subsequent struggle against the Redeemer, the
Caller entered battle astride this gargantuan rodent.
RaT GOD
SOT AS ay Kar Mpase aga
Weapons: The Rat God has no weapons,
though it does have teeth, claws and a
prehensile tail.
‘Teeth: One of the Rat Gods attacks is a biting
attack made with its chisel like teeth, strong
enough to crush a man in their grip. Roll one
differently coloured dice when making attacks
with the Rat God, to represent the teeth. The
teeth wound automatically, but do not provide
any save modifier (even though the Rat God’s
strength would normally allow this). The other
two attacks represent the Rat God's claws and
are resolved as normal.
Prehensile Tail: The Rat God possesses a
prehensile tail with which it can snatch at its
enemies, holding them at bay even when
outnumbered. In multiple combats, cach
successive model which fights the Rat God
must roll a dice before making their attacks. If
the score is less than the toral bonus the model
gains for successive attackers the combat is
fought as normal. If the score is equal to or
more than the total bonus the model gains for
successive attackers then the model is
ensnared by the rat's tail
and gains no bonus to
their combat score for
multiple attackers. They
do however roll the
additional attack dice as
normal.
So, for example, the
Caller and Giant Rat
are attacked by four
Goliath Gangers. The
{first Goliath fights as
normal, but is defeated
by the Caller and goes
down. The second
Goliath would
normally get +1.
combat score and +1
attack dice, but since
you can't possibly roll
under 1 on a dice, be
gets no combat bonus
and instead simply gets
bis +1 attack. He too is
beaten though, and combat moves on to the
third Goliath. He rolls a dice, and scores a 1
(less than his total combat bonus) meaning
the combat is fought normally and the
Goliath gains bis full +2 combat bonus and
attack dice. He only scores a single wound on
the Caller however, so the combat goes on. The
fourth Goliath rolls a dice, but scores a 6
(more than his combat score bonus for
multiple attackers, which would be +3) so be
recieves no additional combat score, though
be does receive the normal +3 attacks.
USING THE CALLER & RAT
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The Caller is a naturally powerful character, far
more than a match for most gangers. Likewise,
the Rat God is an insanely powerful monster, a
centuries old deity animated by sorcery and
ready to hunt down the enemies of the Caller.
Naturally, such models need to be used
carefully, in the right context and with a good
deal of restraint on the part of players. The
Caller and Rat God are ideal for use in certain,
specially devised scenarios, but players should
avoid using them as a standard part of gangs in
a campaign, since they will inevitably have an
unbalancing effect when facing gangs of
‘normal’ gangers.Galler is,
appropriately enough, against the Redeemer. If
one player uses a Redemptionist gang plus the
Redeemer and the other uses a Ratskin gang
plus the Caller and Rat God you should find it
a fair match-up.
The easiest way to use the
Alternatively you could use the Caller as a
Mentor to Ratskin gangs, arriving to help his
people when they need him most. If you wish
to do this you must declare so before the start
of the battle. You may only attempt for a
Mentor when fighting against a gang with a
higher gang rating.
If you attempt for a mentor you forsake all
advantages you would normally have for
fighting a gang with a higher rating (so no
experience bonus, no giant killer bonus for
income, etc. To attempt for a mentor, roll 2D6.
Use the Underdog table in the experience
section of the campaign rules and look up the
difference in gang ratings. If your score is equal
to or less than the number listed in the ‘win’
column, you succesfully recieve the aid of a
mentor. If the dice roll is more than this score,
no mentor comes to your aid.
So, for example,if the difference in gang
rating is 236, looking this up on the
Underdog table we see a win bonus of +5,
meaning you would need to score 5 or less
on 2D6 to recruit a mentor in this way.
Mentors remain with a gang for a single
game only and automatically leave after
this (though you may attemptto recruit them
again later).
Ride the Rat!
If you wish, the Caller can ride the Rat God
into battle, in which case use the rules for
mounted models below.
Using the Caller & Rat God Separately
If you choose to use the Caller on foot, he
simply follows all the normal rules. See his
profile at the start of this article for more
details. It would be unusual to use the Rat God
on its own, however it might be appropriate if
you devised some special scenario where the
Rat God was unearthed and came to life,
attacking one or more nearby gangs. This is up
to players to decide.
MOUNTED
MOBELS
The Caller and the Rat God are effectively two
separate models — it just so happens that one
rides the other. Such models are known as
mounted models. One model (the Rat God) is
the mount, and the other (the Caller) is the
rider. If you are using the Caller and Rat God
together (i.e. as a mounted model) you’ll need
to follow the special rules below.
Profiles
Both the Caller and the Rat God have separate
profiles, which you can find later in the article.
Each model retains its own profile, even when
used as part of a mounted model, and special
rules which apply to one do not apply to the
other unless explicitly stated.MOVEMENT
A mounted model may move up to a distance
equal to the movement characteristic of the
mount (i.e. the movement characteristic of the
Rat God in this case)
Ladders
A mounted model may not move up or down
adders (though may climb or rather ‘jump’
barriers). The rider may dismount to climb a
ladder if he wishes (as noted later),
Running & Hiding
The undethive is far too cramped for bulky,
cumbersome mounted models to run around in,
so mounted models are not permitted to run.
Likewise, mounted models are far too big to
hide, so may never do so for any reason.
‘Charge
Mounted models double their movement as
normal when charging.
‘Terrain
‘Terrain affects mounted models in a slightly
different way to normal fighters.
Open Ground: As normal.
Difficult & Very Difficult Ground: Due to the
rather cumbersome nature of mounted models,
both of these types of terrain count as
impassable.
SHOOTING
When shooting at mounted models, you choose
the target as though it were a single model, then
roll to hit as normal. Any dice which score hits
should be randomly allocated to either the rider
or the mount (1-3 rider, 46 mount), Allocate
each hit separately in this manner, then roll to
wound against the appropriate model as
normal.
‘When rolling to hit, note that mounted models
count as a lange target.
Pinning
Ifeither the mount or the rider becomes pinned,
then neither model may move, However,
mounted models do not require a friend within
2" in order to test to escape pinning - they may
always choose to test to do so.
Moving & Shooting with a Mounted Model
If a mounted model moves, the rider is also
treated as moving for purposes of firing.
HAND-TO-HAND COMBAT
When fighting in hand-to-hand combat, a mount
and its rider allocate their attacks separately
against any available targets. If they are in base
contact with just a single enemy model, then it
will count as a multiple combat and the enemy
must fight the mount and the rider in turn (in
the order chosen by the outnumbering player),
If the rider and mount are outnumbered (ie.
in base contact with three or more models)
then the outnumbering player first chooses
which of his models will attack the rider and
which will attack the mount. These are then
fought as two separate mulitple combats.
INJURIES
The effects of injuries on mounted models are
as follows. Note that these differ for the mount
and the rider.
Injured Mounts
Flesh Wound: As normal.
Dowa: The mount goes down. Roll a dice for
the rider. If the score on the dice is less than
the rider's initiative characteristic he reacts
quickly enough to hold onto the mount and is
placed dismounted next to the downed mount
(ee later for rules on dismounting). If the
score on the dice is equal to the rider's
initiative, he falls from, the mount as it goes
down. Place the rider next to the downed
mount. The rider also suffers a flesh wound in
this case. If the score on the dice is more than
the rider's initiative, he is thrown violently
from his mount as it goes down. Roll a D6 and
a scatter dice and place the rider this distance
away from the mount in the direction shown
by the arrow. The rider will suffer damage as if
he had fallen. Count the distance which he was
thrown as the distance he fell for purposes of
strength, points of damage and so on.
In subsequent turns, if the mount gets up
again, the rider may remount.
Out of Action: When a mount goes out of
action remove the model from the table as
normal. Test against the ridet’s initiative as
described for downed mounts above to see if
he is also injured. In subsequent turns the
rider is treated as a normal. fighter.
Injured Riders
Each time a rider is injured they must test
against their initiative to see if they fall from
their mount. Roll a dice for the rider. If the
score on the dice less than the rider’s
initiative characteristic he reacts quickly
enough to hold onto the mount and there is
no further effect. If the score on the dice is
equal t0 the rider’s initiative, he falls from, the
mount. Place the rider next to the mount,
suffering from whichever kind of injury the
wound caused him to suffer. If the score on the
dice is more than the rider’s initiative, he falls
violently from his mount. Roll a D6 and a
scatter dice and place the rider this distance
away from the mount in the direction shown
by the arrow.The rider will suffer damage as if he had fallen.
Count the distance which he was thrown as the
distance he fell for purposes of strength, points
of damage and so on.
If a rider goes out of action, his mount is
assumed to simply flee or else wander around
mindlessly, so is removed from the game.
Other than this, injuries apply as normal to
riders.
MOUNTING & DISMOUNTING
A rider is free to dismount from his mount
during a game, though there is a danger that
this will result in the mount wandering
off, fleeing or getting
confused and
angry.
At the start of any movement phase, a rider
may choose to dismount. In that movement
phase he will move exactly as a normal fighter.
After this, the mount will count as ‘riderless’
(see below).
A fighter may remount at the end of any
movement phase simply by ending his
movement in base contact with his mount. He
then automatically remounts.
RIDERLESS MOUNTS
The mount however, will do nothing unless
attacked. If attacked in hand-to-hand combat
the mount will fight as normal, but will
automatically lose its nerve at the end of the
combat, regardless of the outcome. If shot at,
the mount will automatically lose its nerve, and
behave as such in all subsequent turns.THE REDEEMER
By Matt Keefe & Ian Wright
This month sees the release of a number of special character models for Necromunda,
taken from popular Warbammer Monthly characters - namely, the Redeemer &
Malakev and the Caller (along with an optional Rat God for bim to ride). Here, in the
Jirst of two articles, we present rules for the Caller & Rat God.
He's a legend in his own lifetime and a force to
be reckoned with. His crusades are notorious
for the slaughter they bring. After the Arch
Zealot himsclf, Klovis, the Redeemer, is
perhaps the most notorious Redemptor Priest
in the Underhive. He battles tirelessly against
the infidels, scourging heretics and purging
mutants,
His righteous acts of merciful execution are
chronicled by the hand of his faithful scribe,
Deacon Malakev.
Remember, if it doesn't hurt, it doesn't count!
KLOVIS, THE REDEEMER
M_ws es os T Wot A id
4 6 = a f°t "5 2 10
Weapons. Holy Eviscerator, the Mortifier,
plasma pistol, sword and a knife,
Skills.
Steel
Leap, Killer Reputation and Nerves of
Psychology. Klovis is immune to all
psychology tests except for hatred and frenzy
(see below),
Special Rules
Klovis follows all the rules for Redemptionists
as set out in Necromunda magazine Volume 2,
issue 2. He also has the following special rules:
Controlled Frenzy! Klovis can control his rage
during combat conditions. If you decide to, at
the beginning of your turn he may become
subject to the rules for frenzy. The state of
frenzy lasts until the beginning of your next
turn. In the unlikely circumstance that Klovis
loses his nerve, or if you decide he doesn't
become frenzied, then he is subject to the rules
for hatred. Klovis need not roll dice to test
against his Leadership, he automatically has
control over cither state.
Disciplinary Measures: Losing is not an option,
and if you lose with Klovis in toe, you will have
to face the consequences! After a lost game,
choose one of the Brethren for discipline.
Klovis ‘tutors’ the errant Brother causing him
‘one serious wound. Roll a D6 on the Serious
Injuries table (p.109), re-rolling any results of
41-66.
Holy Eviscerator. Also known as the Sword of
Persecution or the Sword of Redemption,
Klovis' Eviscerator is considered a holy
weapon, It is cared for and maintained with
loving reverence by Deacon Malakev. This
means that after each use of the flamer part of
the weapon, roll a D6. The weapon only runs
out on a score of a 1 (so ignores the normal
‘one shot weapon rule). Also, the weapon is not
subject to the rules for exploding weapons. All
other aspects of Klovis’ Eviscerator are the
same as for a standard Bviscerator, with an
Exterminator fitted. See Necromunda
magazine volume 2, issue 2
‘The Mortifier. This unique skull-shaped iron
mace is swung in close combat, exuding fire
from it’s jaws and cye sockets. It has the
following special rules.
Parry: It is not possible to parry the Mortifier -
swords are simply dashed aside.
Fumble: Because the weapon can be clumsy,
any fumbles in hand-to-hand combat count
double - so every 1 rolled adds +2 to the
target's Combat score.
Fiery. No armour saves are permitted against
the Mortifier, as its burning discharge simply
finds a way through the tiniest of gapsBEACON MALAKEV
If you have Klovis as your Crusade leader, you
may also have Deacon Malakev, the Scribe.
Malakev is Klovis' personal manservant and
chronicler, recording his great deeds and
noble teachings. He’s also a cringing, toadying
little wretch with no redeeming(!) qualities of
any sort.
BEACON MALAKEV
MWS 0.cBS. 8 eo A ld
Ais 2 ee) eh SS 6
Weapons. Stub gun and a knife.
Armour. The Liber Excruciatus. (Unmodified
5+ save, see below)
Special Rules
Klovis' Manservant. Malakev must always stay
within 6” of Klovis. If, for any reason, he is not
he becomes subject to the rules for fear for any
enemy model. Any enemy model that causes
fear anyway now causes terror in Malakev.
The Liber Excruciatus. Malakev carries upon
his back the Liber Excruciatus, the book of
tortures used to purge and cleanse the
unclean. The holy tome has a thickly bound
cover and it’s pages are imbued with the spirit
of the Emperor.
The sacred volume gives Malakev an
unmodified 5+ save against any wounding hit.
This save may always be attempted, even if a
weapons armour save modifier would
normally negate such protection.
USING THE
REDEEMER S MALAKEV
The Redeemer is a naturally powerful
character, far more than a match for most
gangers. Naturally, such models need to be
used carefully, in the right context and with a
good deal of restraint on the part of players.
The Redeemer is ideal for use in certain,
specially devised scenarios, but players should
avoid using them as a standard part of gangs in
a campaign, since they will inevitably have an
unbalancing effect when facing gangs of
‘normal’ gangers.
The easiest way to use the Redeemer is,
appropriately enough, against the Caller. If one
player uses a Redemptionist gang plus the
Redeemer and the other uses a Ratskin gang
plus the Caller and Rat God you should find it
a fair match-up.
Alternatively you could use the Redeemer as a
Mentor to Redemptionist Crusades, arriving to
help his people when they need him most. If
you wish to do this you must declare so before
the start of the battle. You may only attempt for
a Mentor when fighting against a gang with a
higher gang rating.
If you attempt for a mentor you forsake all
advantages you would normally have for
fighting a gang with a higher rating (so no
experience bonus, no giant killer bonus for
income, etc. To attempt for a mentor, roll 2D6.
Use the Underdog table in the experience
section of the campaign rules and look up the
difference in gang ratings. [If your score is equal
to or less than the number listed in the ‘win’
column, you successfully receive the aid of a
mentor. If the dice roll is more than this score,
no mentor comes to your aid.
So, for example, if the difference in gang rating
is 236, looking this up on the Underdog table
we see a win bonus of +5, meaning you would
need to score 5 or less on 2D6 to recruit a
mentor in this way.
Mentors remain with a gang for a single game
only and automatically leave after this (though
you may attempt to recruit them again later).
When Klovis agrees to help out a
Redemptionist Crusade he will only do so only
as it's Leader. This means that the Crusade's
usual leader does not fight in the coming
battle. He must stay behind at base camp to
study the sacred texts, pray and meditate.
When the Redeemer is inchuded in a gang as
mentor, he automatically brings Malakev along
with him.SUBMISSION GUIDELINES
Fanatic Press is written for fanatical GW gamers
by fanatical GW gamers. You (yes, YOU!) make
Fanatic Press the brilliant, unparalleled hobby
magazines that they are — a forum for every
collector, painter, modeller and army
commander of Citadel miniatures.
4, WHAT DO WE NEED?
+ We need to know who you are. In order to get
your article in print, we need to know all
about you, the hobbyist. Not just your name
and address, mind, but which games you play,
which armies you have painted and what, if
any, conversions that you've done. And yes, no
matter what sort of mutant you are, we need a
photograph of you in all your glory!
We need a publishable article, The basic
‘outline of an idea extending to only a few
paragraphs, will not constitute a usable
article. If we receive good, original ideas that
are incomplete or too vague (and we do
receive a lot of em), then we will send you an
encouraging reply, asking you to work your
article to a finished state. The other BIG factor
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13THE NECRO POUCE =15T PRECINCT
NECROMUNDAN ARSITE DIVISION Z207
BY BO 'COMMISSAR’ TOLSTRUP
Arbitrators, Enforcers, Watchment and other agents of Imperial rule have always been
popular images in Necromunda, and here Bo Tolstrup tells us how be went about modelling,
converting, painting and devising a background and rules for bis own gang of lawmen...
In the lawless nightmare Underhive of
Necromunda, some of the toughest breed of
Mankind is spawned. In a world of violence and
death, it takes skill, quick wits and unforgiving
ruthlessness to survive. Imagine then what it will
take to bring law and order to a place like this...
The Necro Police are just the hombres for the
job. Taken from Death Row in the 2207
Penitentiary, young lawbreakers are facing the
Jast choice of their petty lives... join the NAD
2207 or die! Most choose the latter rather then
subject themselves the reputed harshness of
the training and the fatalities involved.
However, there are some who choose the path
of the righteous, repent their sins and renew
their faith in the Emperor. One such Band of
Brothers is the 31st Precinct Necro Police
under the jurisdiction of the Necromundan
Arbitrary Division 2207. These ex-gangers are
experts in the crime infested world of the
Underhive and patrol it with a vigilance that
frequently proves deadly.
As the updated version of Necromunda hit my
Marketing Department in Games Workshop
Northern Europe I was back in the nineties
again, long haired and all, and I knew my time
with Necromunda was far from over.
As it happened, the very same day a sprue of
the brilliant, then pre-released, Cadian models
hit my desk as well. As I had difficulties
choosing between all the different gangs
(having played Escher in the past) the path was
now laid before me - I would control the
controllers, I would watch the watchers. In
other words I would play the Arbitrators — how
cool is that!
The question was what rules to use. Well, I
basically just picked a Van Saar gang as they are
primarily shooty and techno based, something
that fell in good with the background. My next
move was to pick the gang (or Patrol from now
on!). I wanted them to be armed to the teeth
and rather give up numbers to get more
hardware. I did choose a Rookie (Juve) as the
best way to train any Necro Policeman is in the
field getting dirty and bloody.
14
With this in mind, I made two mobile fire teams
and a support unit comprising of a Heavy
Stubber and the Juve armed for close combat.
For shield rules I just use the sword rule so it
allows a parry.
The Sheriff (Gang Leader) is armed with a
chain sword, plasma gun and bolt pistol. This
formidable fighter leads a small group of two
boltgun armed deputies (gangers) also with
laspistols and swords.
The last fire team is a flamer/bolt pistol armed
senior deputy (Heavy) backed up by two
deputies armed with lasguns, bolt pistols and
deputies.CONVERTING THE MODELS:
All the models in the patrol are based on the
Cadian plastic sprue. To give them all a
coherent look, I glued their accessories in the
same places (knives on the left boot, swords on
the back, sidearm on right side of the hip, etc).
‘The support team stand out a litle though.
For the Heavy Stubber I wanted a model that
really looked the business. Having always loved
the scene in Terminator 2 where Arnie sprays
the police with firepower, | wanted something
equally imposing in my patrol. The Tau burst
cannon would fit the job as I just adore its
Heal 7
oR
violent appearence and use it whenever I get
the chance. The grenade launcher was used as
a base and then cut in two and attached to the
barrels of a burst cannon. The sword is a
Catachan plastic sword from the Catachan
plastic sprue with the grip from a Warhammer
Dark FIf spear (spikes are good!)
‘The Rookie has a riot shield from the
Arbitrators gang which the nice (but pungent)
Mark Bedford gave me. As Rookies are
generally considered thick-headed I did not
want him to be issued with a standard NP88-
Comm’s Patrol helmet as he could possibly
take some punishment (well that, and the fact
I wanted him to stand out). His head is from an
old Imperial Guard Storm Trooper still
available from Mail Order. Having just earned
his beret from NP basic training he obviously
displays it with great pride
PAINTING THE MODELS:
A.uniform look was essential. As these guys are
not your average Gus the Doughnut-eating-
watchman types 1 choose to paint them in
S.WA.T. colours to represent a more highly
trained, elite division of a police force (the
Arbitrators, in the case of Necromunda)
At first I found it difficult to keep my palette to
such simple colours as Space Wolves Grey and
black.
1sSimply put, my Warhammer genes were
screaming for a contrast colour, but as I
finished the base coats (actually done on a
Boeing 727 from Warsaw after a business trip) I
started to like the look and stuck to it.
Whilst doing the finishing touches — the chain
sword, beret and the bases — I decided that
these few little details added enough contrast
to satisfy my need for more colours.
Overall, I am very pleased with the look the
models have. My next addition will be a few
Cyber Dogs. As ‘WYSIWYG?’ is very important to
me, I still love models that ‘count as’ something
already part of the rules. Using a different
model to represent these existing troops are
what makes your army or gang so very special
and different from everyone else’s. This is
perfectly acceptable as long as you clearly
describe the models to your opponent and let
him know what each model ‘counts as’.
For the Cyber Dogs I plan on using the Juve
profile and costs, then arm them with a hand
flamer for Flame Breath (close range) and a
two-handed weapon (+2 Strength) for the
Robotic Bite. Very simple yet effective. Any
advancements will be seen as upgrades or
special implants, although I would never allow
a dog lead this hardcore team (should the dog
ever advance high enough!), so perhaps I will
ignore the rules for leadership challenges and
so on. But, then again, think Dog Soldiers...(!)
ABOUT THE ALITHOR
That’s all for now, I'll be watching you so
behave, scumbag, or you’ll end behind bars —
or worse, become one of us...
Bo Tolstrup
Bo Tolstrup is head of Marketing for Games Workshop
Northern Europe. He plays Warhammer 40,000
i (favourite game), Warhammer, Necromunda, Mordheim —
; , and occasionally Bloodbow! against -his brothers who
always beat him! Bo has played GW games for 12 years
and has 11 painted armies/gangs!!!
; ; Bo plays in as many tournaments as his fiancée will
allow (he came 3rd in the last GT finals for 40K), but life
has become a bit easier now as she has started her own
High Elf army for Warhammer.
16
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MUTANTS IN THE LINRDERHIVE
By Nick Jakos
In the polluted depths of the Underhive, life is
a minute by minute struggle. The fates of so
many hive dwellers are governed by nothing
more than the whim of the monstrous
structure. With only a small change outside the
hive or high above, a quake can collapse entire
domes or poisonous fumes can drift,
decimating the population of entire
settlements with little or no warning.
But even in the harshest conditions, life finds a
way to carry on. After generations of struggling
in the wastes breathing poisonous air and
drinking contaminated water, the men and
women of the deep begin to evolve,
developing naturally ways to cope.
Contamination seeps into the population and
alters the very state of these men and women
as well as their offspring. These members of
the population are separated
from the rest of humanity,
branded and cast out as
| @ perversions of nature. These
if\ men and women are known as
mutants.
Mutants are the dregs of humanity. Throughout
the Imperium of Man and on Necromunda,
mutants are seen by most as an omen, a sign of
evil and the impure. This concept, flawed as it
may be, has always been widely accepted.
Parents who have mutant children will kill
them and hide their bodies away, children who
have mutant parents will report them to the
authorities. Even most mutants have been
raised with the idea they are different from
others, unclean and unworthy of the rights
enjoyed by the rest of humanity.
This mass paranoia has led most of humanity to
form a caste system in which the mutants are
the lowest life forms, a slave race to be hated,
feared and controlled. Throughout the
Imperium, groups of mutants are routinely
exterminated and purged from humanity. Even
normal humans who have had interaction with
mutants are subject to this treatment, as
tolerance of the impure is seen as impurity
itself.
However, in the Underhives of Necromunda,
the law of the Imperium is more flexible, if only
because there are simply not enough agents to
enforce it. Mutants are everywhere on
Necromunda, both in and outside the Hive, in
the Hive City, the Underhive and even the
Spire. Generally, the mutants of Necromunda
are left to their own devices, living in isolation
just outside the reach of settlement law. Some
settlements tolerate mutants among the
population, though the mutants are not
trusted and have no rights. For the mutants,
these settlements are a chance to interact with
the rest of the population, wrought with risk of
being captured and sold as a slave or destroyed
by the fanatical religious sects that would see
them burn.
As a devout player of Necromunda since its
release, I have always felt mutants get the short
end of the stick. Now with the release of
Necromunda: Underhive and the Eye of Terror
campaign worldwide, there are more
Opportunities to include mutants in
Necromunda than ever before. And so I
decided to explore mutants a bit more,
especially now that the Redemption has
jbeen released. New Redemptionists will
} need new enemies and with the expanded
rules for mutants I present in this article,
you will be ready to play the most intense and
dramatic games our group has ever enjoyed. In
this article, I will discuss mutant culture, the
various types of mutants and mutations andsome new scenarios to use them in. I would
like to acknowledge Joc Barnsley, who set up
the basis of the mutations I will cover in this
article way back in Gang War Issue 2. And now
a warning to the Redemption and the
intolerant throughout the hive. The hordes of
the oppressed are coming, and they will make
you pay for your intolerance. Enjoy!
MUTANTS IN THE UNDERHIVE
Mutants are everywhere on Necromunda. In
varying degrees, mutants have a place in every
human group on the planet. They wander the
ash wastes as nomads and conceal themselves
within the shanty towns, where almost
everyone has a mutation of one form or
another. In the hives, mutants hide their
differences and try to live normal lives in the
Hive City. However, there are some mutants
that simply cannot disguise what they are and
are forced with the depths below the Hive City,
where the Underhive welcomes them with
promise of a life in the shadows.
Though there is no way to tell for sure,
mutants are widely thought to make up the
majority of the Underhive's population. The
conditions of the Underhive make this little
surprise. In the miles upon miles of ruin,
nature finds the best way to. survive,
developing changes that make life a bit easier
Elsewhere, pools of stagnant chemicals or
noxious vapors poison the population over
time, leaving inhabitants crippled and
deformed.
No matter the degree of deformity, mutants
live in nearly every sector of the Underhive. If
you come across anyone in the Underhive
chances are that they probably have an extra
finger, strange skin, different kind of eyesight,
or some other such mutation
TYPES OF MUTANTS:
Generally speaking, mutants can be broken
down into five main categories as follows: the
Chosen, the Diseased, the Subspecies, the
Wyrds, and the Natural Manifestations. This
article deals mainly with natural mutants
though I will rake a few words to describe the
other categories.
THE CHOSEN
‘The Chosen are a deadly and dangerous group
of mutants. They are the followers of the cults
of Chaos, disciples of dark gods and
worshippers of the powers of sheer evil. Some
of these mutants were already disfigured
before coming to worship Chaos while others
have been awarded their changes for acts in
the name of the god they serve. These cults,
are feared by most of the Underhive and are
hunted at all times by the Arbitrators of the
Imperium, It is the Chosen that give all
mutants their bad reputation, but still, many
mutants join the cults simply to escape the
torments of their lives and to wreak vengeance
upon those who cast them aside.
THE DISEASED
The Diseased are called mutants because of the
changes they have gone through, though they
typically do not even enjoy the same rights as
mutants. They are the souls who have been lost,
to the planet’s plagues and are left more like
animals then men, wandering the wastes andlooking for food. The designation of Diseased
most commonly refers to the victims of a virus
plague that is sometimes called Rage, more
commonly known as the Zombie Plague.
THE SUBSPECIES
Some mutants have grown into stable
mutations after several generations and are
considered subspecies of the human race.
These mutations are most often developed by
environmental pressures. Though they are still
not tolerated by the most radical sects within
the Imperium, some stable mutations such as
Ratlings and Ogryns serve within the
Imperium’s army. In the Underhive there are
two native subspecies recognized, the savage
Beastmen and the mute reptilian Scalies.
THE WYRDS
For some mutants, what makes them different
is not their body, but their mind. Mutations can
result in an alteration of the brain processes
and an awakening of mental powers few other
humans possess. The nature of space and
physics make Wyrds very common in the
Imperium. These mutants, sought after the
worshippers of Chaos and the Arbitrators, as
well as countless other parties are crucial to
the survival, or destruction of humanity.
A Wyrd’s powers can vary dramatically, from
simple mind reading, uncommon luck to
power able to destroy entire worlds or release
terrifying creatures from their darkest
nightmares. Wyrds in the Underhive live quiet
and solitary lives, content to spend their entire
lives in absolute solitude where they can
escape those who would use their powers for
good or ill.
NLL
THE NATURAL
Naturally manifested mutants are the most
common in the Underhive and indeed, on all
of Necromunda. Generally speaking, these are
mutants changed as a result of the
environment or from slight variations
developing at a genetic level through
generations. Mutants can take on any shape,
size, color and temperment. Despite their
typical lack of aggression, years of oppression
can fill even the most peaceful mutant with
hate. These mutants are, typically through
ignorance, grouped together with those of
Chaos and are treated as evil and impure
creatures, though they are usually more similar
to the men and women who cast them out.
Their quiet lives leave them in a lower class,
slaves living a free life, but in constant fear of
being rounded up or slaughtered.
LIFE AS A MUTANT
Mutants can live a wide variety of lives. Most of
what can be considered mutations are little
more than birth marks or strangely colored
eyes and have no real effect on the mutant’s
lifestyle. Other mutants are less fortunate. For
those who cannot hide their differences, life is
hard and tragic. They wander into the
Underhive, where they try to lead lives away
from the torment of the general population. Of
course, a life in the Underhive is anything but
easy. Even the most successful mutants are
little more than servants. Most however, are
fortunate enough to be paid servants or are not
even welcome in the settlements at all.
Outcast mutants wander from settlement to
settlement looking for opportunity. They
gather into communities, sometimes
numbering in the hundreds, forming extended
families that travel together like gypsies. In
these groups they find relative safety from
many of the dangers of the wastes as well as
temporary protection from their enemies.
These communities elect leaders from among
the strongest and most able, who lead the
groups on their endless journey for safety and
solitude. Successful leaders have been known
to set up entire settlements in the wastes
where they can protect their family and offer a
stable life. Others lead their clans in angry
uprisings against the hivers who have beaten
them down for years. No matter what they do,
however, mutants are still considered potential
slaves or evil creatures that must be destroyed.
Mutant settlements are outlawed and regularly
attacked by gangs or the Arbitration. Uprisings
are dealt with quickly and harshly, leaving none
of the community left and sometimes
beginning larger purges that extend into other
communities.
2oOTHE DANGERS
FACING MUTANTS
Mutants face the same dangers as other
Underhive dwellers. Though they are also
burdened with a number of other threats
Probably the most powerful of these threats is
the Redemption. The Redemption has a deep
fear and hatred of mutants, believing that a
mutant is impure and a sign of evil, the cause
of humanity's corrupted and spoiled state.
Most mutants have nothing at all to do with the
powers of Chaos, though this fact does not
interest members of the Redemption, who
organize raids and purges to tear families apart
and burn the survivors down into the abyss.
Mutants are also quite highly sought after as,
slaves in Hive City. They make strong backs and
hard labourers for Guilders or nobles who
want the benefits of slave labour without the
needs or rights of a regular man. Slave trains
regularly run through the wastes, gathering the
young and the fit to sell off to those with
enough creds
‘Though the Underhive is generally more
tolerant of mutants, the law of the Imperium is
still clear, Mutants are not to be tolerated and
so most post bounties on the heads of mutants
to keep their numbers in check and to keep the
mutants out of view. These bounties bring
gangs eager to make some quick cash. The
mutants, in turn, usually treat all Underhivers
with distrust and contempt. This makes it easy
to understand why Underhivers are suspicious
of mutants and believe they are secretly
plotting to overthrow the settlements. The
reality is that some mutant communities can
and have staged uprisings against the
settlements, though these revolutions are
usually brief and ended without hesitation by
the Arbitration.
MUTANTS IN GAMES
Using mutants in Necromunda battles makes
for dramatic and exciting battles. Later in this
article I will cover new Arbitrator scenarios to
use with your mutants. Any fights including
mutants are sure to find them in the most dire
circumstances, fighting for their homes, their
families and their lives. The hordes of
misunderstood mutants act out against their
oppressors with violent rage, though they
know the society that cast them out will, in
time, destroy them completely
‘There are generally two ways to play mutants
in your games of Necromunda. Mutants are
most commonly played as part of a Scavy gang,
where they follow the same rules as the rest of
the gang. Any special cules for Scavvies also
apply to mutants when used in these gangs.
a
‘Mutants can also appear in games on their own
in arbitrator scenarios, including those
described later. In these games, mutants use
their own special rules as detailed below.
MUTANT Rating: 25 Creds
All mutants begins with the same base rating in
creds. This is similar to the cost of a normal
gang member when you first hire him and does
not include any weapons, equipment or
mutations the mutant will have.
Mowe: SRSE 18) TW Aged
PEP D Ti Ps Sao ae ea Ey,
Weapons: Mutants have their own weapons
list that is unique to mutants. In general,
mutants may have weapons from the Hand-to-
Hand, Pistol, Basic and Grenades sections of
the Mutant Weapons list. Other weapons are
offered to mutants, depending on the scenario
being played. Each scenario will have its own
rules on using special or heavy weapons.
Skills and Abilities: Mutants in arbitrator
scenarios may have a skill from any table or an
advance to their profile for an extra 10 creds
each. The arbitrator may decide how many are
appropriate for each scenario.
The Redemption: Mutants have an intense
fear and hatred for the Redemption and in
Arbitrator games, Redemptionists cause fear in
mutants. However, once a mutant has
overcome his fear of the Redemptionists, that
is, he is able to pass the Leadership test
required, he is affected by the rules for hatred
for the rest of the game. This special rule does
not apply to Cawdor gangs.
MUTATIONS
As you might expect, mutants can have a wide
variety of mutations. A lot of these mutations
are very common and do not offer the mutant
any benefit. Others are more rare and give the
mutant an edge in a fight. Mutants in arbitrator
scenarios may have up to three mutations,
though only one of those may be classified as a
rare mutation. The single exception to this
rule is that a mutant may have multiple rare
mutations that are cumulative. For example, a
mutant may have up to three tentacles, but
may not have a tentacle and wings. Fach
mutation has an assigned points value which is
added to the mutant’s rating when it is chosen.
Mutations that are marked rare go up in price
the more often they appear. After the first
mutant with a particular rare mutation is
purchased, any other mutants with that same
mutation must pay twice the cost for the
mutation. For example, the first mutant who
chooses the Wings mutation pays 30 creds,
while any mutant after that must pay 60 creds
for the mutation.MUTATION
Boyes
Extra Head*
Extra/Filtered lungs/Gills*
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Webbed Fingers/loes*
Extra Finger +
Grippling: Delon
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Prehensile Yail*
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Androgenous pe eccetit e ie
Armoured Hide*
(ery Eos Disfigurement
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Armoured Appendage
Tentacles
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Claw+
Spit Acid*
-Bestial Face
Sticky Enzyme*
Skull Face*
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Foul Stench
Bester litem el oloim
Ristolureiateel Sintec
Bloodlust* :
Enlarged Stature
Regeneration* :
Lengthened Stature
‘Horns*
Enormous Stature
Poisonous Venom*
Chameleonic Ski
Lashing Tongue
Discoloured Skin
Inner Eyelids
* = rare mutations.
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MUTATION BEFINITIONS
Extra Head
The mutant’s extra head increases his arc of
sight by 90°. The mutant may also hold and fire
two pistols as though he had the Gunfighter
skill.
Extra Arm
The mutant has an extra arm and is able to
carry an extra weapon. He may fight with two
hand-to-hand weapons, in addition to carrying
a basic or special weapon.
Spikes
The mutant is covered with spikes, making him
more resilient to harm. The hard spikes give
the mutant a 5+ armour save, though he may
wear no other armor.
Shortened Stature
The mutant’s stature is dramatically shortened,
leaving it stunted or crouching. This makes the
mutant move more slowly and his movement is
reduced by -1.
Lengthened Stature
The mutant’s stature is stretched into a lanky
and thin frame. These mutants are generally
agile, fast and graceful creatures. This mutation
gives the mutant a +1 to his Movement rate.
Enlarged Stature
This mutant’s torso, legs and/or arms are
greatly enlarged, making the mutant a tall and
brutish figure. The mutant has his Toughness
increased by +1.
Enormous Stature
The mutant is truly massive compared to other
men. This ogrish stature gives him a +1 to his
Strength and Toughness. In addition, the
mutant causes fear.
Discoloured Skin
This common mutation simply results in the
mutant’s skin appearing an unnatural colour.
This mutation has no effect on gameplay.
Chameleonic Skin
The mutant’s skin is able to change colours to
blend into the background. Fighters
attempting to shoot the mutant suffer a -1
penalty to hit. In addition, if the mutant does
not move in his turn, he may go into hiding
even if he is not in full cover.
loner Eyelids
The mutant has a second or even third set of
eyelids that help the mutant see in toxic fog.
The mutant is immune to the effects of gas
grenades and flares, though they still block line
of sight.Extra/Filtered Lungs or Gills
The mutant's lungs have developed filters oF
gills which prevent gasses.from damaging the
mutant. The mutant is immune to the effects of
all gas grenades.
Webbed Fingers/Toes
The mutant’s hands and/or feet are webbed,
making the mutant a fast swimmer. The mutant
may move through liquids of any depth
without a movement penalty.
Crippling Deformit
The mutant is badly disfigured, left crippled
and barely able to move, reduced to a
shambling stumble. He may move up to
D6+1"per turn, This can not be increased by
running or charging or decreased by injuries
and the mutant gains no additional attack for
charging,
uadropedal
The mutant moves on all four, making his
movement faster and more agile. The mutant
gains a +1 to his movement and may make an
additional leap move before or after his regular
movement as if he had the Leap skill.
Grotesque Disfigurement
‘The mutant is horribly deformed and is by far
too grotesque or bizarre looking to fit into
normal society, The mutant cause fear.
Diseased Aura
‘The mutant is sickly and surrounded by foul
smells and often by a cloud of flies. The
model’s toughness is increased by 1. In
addition, any hits scored by the mutant in close
‘combat are given an additional +1 Strength.
Armoured Appendage
‘The mutant has a mass of bone or scales
growing from one of his appendages. The
mutant may not use any weapons in that hand,
though he may use the hand as a weapon in
close combat, treated exactly like a club.
Sticky Enzyme
‘The mutant’s hands, fect, arms andjor legs
secrete a sticky chemical that allows the mutant
to climb walls or ceilings. The mutant may
climb up or down any terrain, except liquids,
as though he were moving over open ground.
Furry Hide
‘The mutant is covered by a thick layer of soft
fur. This mutation has no additional effect on
the mutant,
Scaly Hide
The mutants skin is made up of reptilian
scales. This has no further effect on the
mutant.
Skull Face
The tissue ofthe mutant’s head and possibly
the rest of his body is disfigured or partially
missing, giving the appearance that his head is
just a skull. The degree of skeletonization can
vary dramatically, though all these mutants
cause fear.Foul Stench
The mutant has an almost unbearable stench
that lingers around him at all times. Any model
who wishes to come within 2” of the mutant
must make a Leadership test. If failed, the
model stops dead in his tracks 2’ away from the
mutant.
Androgenous Appearance _.
The mutant appears to be both male and
female, and it uses this to its advantage in a
fight. The mutant may attempt to confuse his
opponent, causing him to subtract -1 from
each of his Attack dice. Any 1s scored asa result
of this subtraction count as fumbles.
Prehensile Tail
The mutant has a writhing tail in addition to
his normal limbs. The mutant may re-roll any
failed tests for falling. In hand-to-hand combat,
the mutant may reduce its opponent’s attacks
by -1 as it lashes with its tail.
Armoured Hide
The mutant’s skin and/or bones have grown
rock hard. The mutant gets an armour save
throw of 5+ that can be modified as normal.
In addition, the mutant has the Iron Jaw
muscle skill.
Bestial Face
The mutant has the appearance of an animal.
Extra Leg
The mutant has an extra leg which helps make
it faster and more agile. The mutant’s
Movement is increased by +1. If the mutant
has more than one additional leg, it is treated
as having the Quadropedal mutation.
Extra Eye
The mutant has an extra eye/eyes that give it
better perception. The mutant’s BS goes up by
+1 and his ability to detect hidden models
increased from [x2 to x3.
Claw
This quite common mutation varies a great
deal. Generally, a mutant with this mutation
has one or both hands grown into some kind
of enlarged claw or pincer, etc. The mutant’s
Strength is increased by +1 in hand-to-hand
combat. Not that some claws, mostly at the
arbitrator’s discretion, may prevent the mutant
from holding a weapon.
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Tentacle
The mutant has a fleshy writhing tentacle in
addition to its normal limbs. The mutant may
re-roll any failed test for falling and in hand-to-
hand combat, he may grapple his opponent
and reduce his attacks by -1 for each tentacle.
Eye Stalks
The mutant’s eyes are attached to long stalks.
This increases the mutant’s line of sight to
180°. He can also take better advantage of
cover, and enemies shooting at him in cover
suffer an additional -1 to hit when in cover.
Wings
The mutant has some manner of wings
sprouting from its back. He may fly up to his
movement value in a turn, or double that if he
runs or charges (flaps). The mutant must land
at the end of his turn. Flying upwards costs 2”
per 1’ up, while flying down costs 1/2’ per 1”
down.
Spit Acid
The mutant has an extra gland in its throat that
allows it to spit a noxious and burning
chemical at its enemies. Instead of shooting,
the mutant may spit acid up to 6’ with a +1 to
hit. The acid is Strength 4, causes 1 damage
and has a -1 save modifier. The mutant may
also spit acid if it is in hand-to-hand combat.
Dementia
Unfortunately, madness is rather common
among mutant communities. Though this is
listed as a mutation, it is really just an
additional trait that a mutant can have. There is
no limit on the number of demented mutants
a player may have. In fact, the arbitrator may
allow even scavvies or other characters to be
demented in this way. The mutant’s mind has
been beaten down and all but destroyed.
Before each game, roll a D6 for each demented
mutant.
D6 Result
1 The mutant fears everything on the board,
including his own friends. He treats every
model on the board as though it caused terror.
2 The mutant is affected by stupidity for this
game.
3 The mutant is affected by hatred for this
game.
4 The mutant is affected by frenzy for this
game.
5 The mutant is moody. You must roll on this
chart at the beginning of each turn. A roll of 5
means you must keep the same result as the
last turn.
6 The mutant has gone completely crazy. For
this game, the mutant is affected by the rules
for both hatred and frenzy.Extra Fingers
The mutant has D3 extra hingers. This mutation
has no affect on game play, though the mutant
is able to lose more fingers as the result of
injuries and continue to hold a weapon,
Lashing Tongue
The mutant’s tongue is long and strong, When
in combat, the mutant may lash at his
‘opponent, causing the opponent to subtract -1
from each of his attacks
Poisonous Venom.
‘The mutant has sacs of venom embedded in its
mouth or under its nails. The mutant gets a +1
Strength bonus when fighting in hand-to-hand
combat.
Horns
‘The mutant has large horns protrading from its
head. The mutant may use his horns to attack
when he charges, giving him +1 extra attack.
However, any fumbles rolled when the mutant
charges count as double.
Regeneration
‘The mutant’s wounds regenerate quickly. To
demonstrate this in games, the mutant’s
wounds are increased to the maximum of 3
‘The mutant may also ignore the results of a
serious injury on the roll of a 6.
Bloodlust
The mutant has some form of imbalance which
gives him a violent urge for the taste of blood.
If the mutant takes an opponent out of action
in hand-to-hand combat, the mutant may not
use his follow-up move or do anything in its
next turn while it satiates its hunger with its
victim. In addition, the victim will suffer 2
serious injuries instead of 1
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Krak GrenadesNECROMLUNDA: UNDERHIVE
A SUMMARY OF THE NEW EDITION
BY MATT KEEFE
For those of you have the old Necromunda rulebook from the boxed game, or the collected
hardback or softback versions of Necromunda and Outlanders, you can use the following list to
bring your copy up to date with the revised version of the rules from Necromunda: Underhive.
This list also includes some clarifications, errata and other interesting notes, so players with the
new rulebook may also find it useful.
For those of you have the old Necromunda
rulebook from the boxed game, or the
collected hardback or softback versions of
Necromunda and Outlanders, you can use the
following list to bring your copy up to date
with the revised version of the rules from
Necromunda: Underhive. This list also
includes some clarifications, errata and other
interesting notes, so players with the new
rulebook may also find it useful.
TEMPLATES
The myriad of template sizes used in the old
Necromunda have been dropped, and
replaced instead with the standard 40K sized
templates (a page of cut outs for these is
included later in this article). The smaller of
the two templates is known as the ‘blast’
template, the larger as the ‘gas cloud’ template.
Which template size weapons use is noted in
their description in the armoury (a summary of
which is included at the end of this article).
DAMAGE DICE
As with templates, we’ve removed many of the
more unusual kinds of dice used in the game,
particularly those used for determining the
amount of damage caused by a shot. Weapons
either have a fixed damage or use a D3 or D6
(no D4, D8, D10 or D12 anymore). The
weapons summary in this article will tell you
which dice to roll .
HIGH IMPACT
High Impact is a new rule which applies to
shooting attacks. Any weapon with a strength
of 7 or more is known as a high impact
weapon. When a fighter is hit by a high impact
weapon they will go out of action on a roll of a
5 or 6 (rather than just the normal 6). This only
applies to the injury roll for the original ‘hit’ so
in later turns roll on the chart as normal. All
other effects of injuries from high impact
weapons are as normal.
SUSTAINED FIRE
‘We’ve removed the need for sustained fire dice
and replaced it with the following rule.
When you shoot with a sustained fire weapon ,
first declare whether you are firing a normal
single shot or a sustained shot. A single shot is
worked out as normal. A sustained shot is
worked out as follows. First roll to determine
how many separate shots the weapon makes by
rolling a number of D3s equal to the weapons
sustained fire value. Each shot is treated as a
separate shot which can be made at the same
target, or another model within 4” of the
original target. At least one of the shots must
be allocated to the original target. Other than
this you can allocate the shots in any manner
you wish. Once the shots have been allocated,
make a roll to hit for each shot against the
relevant targets. Remember that some of the
shots may require different scores to hit than
others, since their respective targets may be in
cover and so on.
After making ‘to hit’ rolls, roll for wounds and
injuries as normal for any models which have
suffered a hit.
Veteran players will also notice that this means
that we've changed how you roll to hit from
sustained fire shots. In the old rules, a single
roll to hit was made then the number of hits
was determined, which seemed a little unfair
since it meant you either hit with all your shots
or missed with all of them. This way you roll
more to hit dice, which has two effects. It gives
a more even spread of hits (so sustained fire
weapons become more reliable in that they
will normally cause a few hits. Secondly it
increases the chance that you will have to make
an ammo roll (hence removing the need for a
‘jam’ result and allowing us to scrap the
sustained fire dice).
FLAMERS & CATCHING FIRE
The ‘catching fire’ rules have been removed
completely, since they were a little complex
and didn’t really add much to the game. Many
players also through flamers were too cheap,
so removing this ability rectifies a number of
problems. Early printings of the book contain
some erroneous references to catching fire,
but these should be ignored completely.
Weapons which used the ‘catching fire’ rule
(hotshot shells, flamers) are altered in
accordance with this, and such changes are
noted individually throughout this article.HAND FLAMERS
‘We've changed the way in which hand flamers
work, so they now use the following special
rules. You can get the profile for the weapon
from the weapons summary at the end of this,
article.
Template: ‘The hand flamer's shot is
represented by the teardrop-shaped template,
in exactly the same way as the flamer. This is
used as described in the rules for flamers in the
shooting section of the rules.
One Shot: The band flamer carries only a very
small reserve of fuel, far less than that
contained in the vast canisters of propellant
often attached to its larger cousin, the flamer.
Because of this the hand flamer may only make
fa single ranged shot (ie. using the flamer
template) during each game.
Hand-to-Hand Combat: As long as the hand
flamer is not used to make a template attack, it
may be used in hand-to-hand combat in the
same way as other pistols, where smaller,
controlled pufis of flame can be used against
the enemy without entirely depleting the
flamers fuel reserves. A hand flamer which has
been used in hand-to-hand combat may still be
used to make a template attack, but once it has
done so the fuel is exhausted and it may not be
used again for shooting or hand-to-hand
combat for the remainder of the game.
SCATTER SHOT SHOTGUN AMMO
The scatter shot ammo for the shotgun, which
previously used a very tiny 1/2” template , has
changed to accommodate the new templates.
When firing scatter shot, roll to hit the original
target as normal. In addition, roll a dice for any
model in base contact with the target, or any
model within the rang at which they could
normally be hit by stray shots. These models
are also hit on a roll of a 4+ (in a similar way
to blast weapons)
HOT SHOT SHOTGUN AMMO
Hot shot ammo no longer causes the target to
catch fire, Instead, the explosive gout of flame
unleashed by a hot shot cartridge envelops a
target, snaking through gaps in armour or
clothing and burning the target over a wide
area. Hot shot shells allow you to re-roll failed
‘to wound’ rolls.
27
SMOKE & GAS GRENADES
Because of the new template sizes, the tables
for gas grenades and smoke grenades have
changed. Both of these weapons now place a
gas cloud sized template when fired. You
should then roll on the appropriate table at the
start of each player's turn.
GAS GRENADES
1 The gas dissipates causing no further
harm.
23 The gas remains where it is.
45 The cloud shrinks to a blast template
in size.
6 The gas drifts D6” in a random
direction. Any models enveloped by
the gas are hit.
SMOKE GRENADES
12 The cloud remains where it is until the
end of the testing player’s turn and
then dissipates with no further effect.
3-4 The cloud remains where it is
5 The cloud shrinks to a blast template
in size.
6 ‘The cloud drifts D6” in a random
direction using a scatter dice.
‘WEAPON LISTS
Instead of all gangs sharing a single weapons
list, each House now has their own specific
weapons list. Use the following rules when
arming your gang.
Each fighter you recruit can be armed with one
or more of the weapons listed on the relevant
weapons list for their house.
In addition to being restricted to weapons
available to their house, different types of
fighter are restricted to different types of
weapon. Juves, for example, can only have
hand-to-hand weapons, pistols and grenades.
A fighter can carry only one heavy weapon eg,
he can carry a heavy stubber or a lascannon,
but not both. He can have any number of other
weapons. The model is always assumed to be
using the weapon depicted in his hands unless
the player declares otherwise. Remember,
additional weapons must be identifiable on the
model itself.
A fighter can carry grenades even if the model
does not actually include them, as they are
assumed to be stowed inside pockets, pouches
‘or bags. The cost is the price of equipping the
model with a supply of grenades ~ not the cost
of a single grenade. Once equipped with
grenades a fighter may use them in every
battle.