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Foo ee Rae cee Pee ee ened et : Pe Ere Re EN ae ce ee Le EDITORIAL 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. Pei curtis Jervis Johnson by Fig Matt Keefe bScleliastery Gareth Roach & Ulisse Razzini Proofreading MEW vere bayer Pera) we orca) " 14 Everything you need to play the new game with older versions of the rules. pee eee 1 Jer UMOIBIAAO “KTUEUI Jo Yar9q J]asMOk PUY Nos uoyA sUOISEIO dSOIP TPE OF 100 UO 3DTTeD Su puE Joe paunout auo ayew 01 nod MOTE 01 sudUOduIOD ysNouD Pur ‘pop rey a1ajdww09 auo sureiuod xoq ay], “sjapour om PNG (01 NOK smoTTE IF adUTS “Ias Paxog Bunsasaqur Arad ¥ ST IaTTED aU, ‘epuntoxay tpeouag daap paying ure] Suoy pey yom pop my wepuUE jo surEWEr pareuNUE dip apuise apieq 01 apos ade ay “voHjegar sty Sung ands axp ajddon pur ajns peyadwy mosyzas0 01 1y8nos ay yIyAs yp¥ss aourFTE UE UF sdnox8 uapponumop 1soW S,xpunWOSIAN Jo Aue amu o1 auOIg arEMIPOOTE Ip Se UAOUY afar WA|UE UE JO UOYSsassod UT PaBraua ay Way ‘saoj snosoSurp isour siawaapay auf Jo aUO sea JIE ay, ast SHL ‘asinoo fo ajqnprpan 121s St (yoogatns aoyoppre 2 somaapax agi up pasnwef sv) Suv8 svvs uva agi “sayvy agi ‘Gauvu — saaiovavqo Buysixe aq] ‘souo mau Gorajduos pyng vpunuossenN avjndod ssom s,kuv4q¢T 01 asn uaaa 40 S3uns wvys ung Sunsixe yong Jo auos fo suopssoa ounswpupue 240 ino jpyf 04 asn uv9 nok goign ‘yovd 4918009 asaqy ISBuOWD ysoUAsof puD IS4pT “SaSVAIDL ADVE UNA agi aang am asoqs aptsSuofy mau fo majs ajoqn v aavg aa quuoU SiqT, S3aSva13a MSN BW SMAN S.HLNOW SIHL 1502 SNIQVVAL SHL THE 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 M WS BS 9s) oT qe EA rad 5 5 ea 2a a 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 coo 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 gaps BEACON 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 jin what makes an article publishable is whether it is a REAL hobby article, or just words on a page. Anyone can sit down and ‘write some rules, but a true hobbyist will play- test them or do that figure conversion he's telling us about and show us the photographs and the battle report. Fanatic Press isn’t about theory, it’s about what's really happening in the Games Workshop hobby. We need your permission to use your article. All you have to do is fill in and sign the Permission form printed at the end of the guidelines and send it in with your article ‘This will save time and paperwork, which for us is always a good thing! We cannot accept any articles that are unaccompanied by a permission form. If possible, supply articles on disk. We can read most formats, so just send in your article on disc as this will save a lot of time. Also, if you're on the Internet, why not e-mail your article to us. Send us photographic evidence. We want to ‘SEE what you've been up to. If you have some funky new rules for some new troop type, show us your models, show us your gaming area, show us your mates gaming with you, etc. This point is so important we'll write it again! We want REAL hobby material from REAL hobbyists! These are your mags! @, DECIDE WHAT SORT OF ARTICLE YOU WANT TO WRITE For example: + A scenario for one of our game systems. ‘This should be a scenario that you have play-tested at least once. Send in a battle report with photographs, some feedback from your players, etc * The house rules that you use in your games. These, of course, should be rules that you actually use in your games and not just theoretical ideas hot off your computer, completely unplayed. * Ideas for collecting, modelling, converting and painting Citadel miniatures. Naturally, an article of this nature should always be accompanied by photographs of your figures. Remember, the painting needn’t be excellent, because at Fanatic Press we are just as interested in the composition of your army, your ideas for conversions etc, as we are in whether you are upto ‘Eavy Metal standard. Tips and tactics. This should be an article based on an army and a games system that you are familiar with. It’s no good writing down theoretical tactics, they must be tried and tested —_ strategies, hopefully accompanied by battle reports and photos illustrating their use. +A review of a tournament/convention you have attended. Obviously, photographs of such events would be necessary, along with a record of events. Your Games Club. You can never give us too many details, we want to know more than just its name, address, venue, etc. We want to know what games are played, what amenitics are available, what the attendance is, what you are up to, etc. | 3. GET WRITING! As a guide there are three kinds of submission that we can work with: ° An article that has the nucleus of a great idea. These we will send back with a copy of our writer’s guides, so that you can re-work it into a publishable format. * A good article with some sound ideas which needs moderate editing. Generally, these are acceptable but sometimes we will return them for re-working. * An excellent article which is also typed (double-spaced!) with maps, conversions, etc, where necessary, and supplied on disk as a text document. This needs very little editing and is our favourite kind of submission! | We are more than happy (delirious even!) to | read all your ideas, no matter how weird and ' wacky, but, if you really want to get into print, there are a couple of areas to steer clear of: Special Characters. We've got a filing cabinet full of them! That is not to say that you shouldn’t include special characters in your scenarios or campaigns. On the contrary, these give flavour to the article and if you have tips for an appropriate conversion, so much the better. Army Lists. You can be rest assured that the busy chaps at our Design Studio have plans for all your favourite armies in both Warhammer and WH40K. Be patient, everything comes to those who wait. 4. CHECK YOUR WORK : Everything that goes into a Fanatic Press | publication is carefully checked but it makes | our lives a lot easier if you check your work over — or, better still, get a friend to check it i for you! It is also essential to playtest your | ideas. ' Things to keep in mind are: i ° Is it Games Workshop? Fanatic Press is the | forum for the World’s Greatest Hobby. | Everything that goes into a Fanatic Press | publication is connected with at least one of | our games. 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Signed by: - 13 THE 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. 1s Simply 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 += ¥ cr) yen Pe pRace om De gs 26 Besa wormemon) \NELODING Woes Bay AC bp PT ot, Dost ne te eps) CREE THE GOOD, THE BAD AND THE MSUNDERSTOOD ree Ee ee 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 and some 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 and looking 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. 2oO THE 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* bS>.eayct ata et ais Webbed Fingers/loes* Extra Finger + Grippling: Delon Boyan We Shean Prehensile Yail* Sy olan Androgenous pe eccetit e ie Armoured Hide* (ery Eos Disfigurement LB erlrWEecas Armoured Appendage Tentacles iDyortenlie ie Claw+ Spit Acid* -Bestial Face Sticky Enzyme* Skull Face* thomas tele 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. Foam StTeoLD) es aos ue kb E-Lale) ota 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. e4 nee 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 Hand to Hand Weapons teen Knife ie forme rere) Fiecca te forrest Massive Club, Axe ferret ote Flamer Poeene ery fore CeIag Penea Pistol Weapons ers tect it PMCs Tec) 15 reac Srecmaue meen) PES pATerst Rtas Grenades & Shel tennis as Reese sassy eee) Krak Grenades NECROMLUNDA: 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.

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