SURVIVAL EDITION

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INTRODUCTION Necromunda is a game of fierce combat wastes and the atmosphere is so between rival gang fighters in the polluted that it corrodes the hive's dangerous underworld of the armoured walls. Necromundan hives. Above is a harsh sky and the sun's deadly Your gang will also improve with time. light. Beyond the planet itself is the Every time a gang fights, its members wider galaxy and the great realm of the gain in skill and experience. Young Imperium of Man, an empire of a Juves quickly progress to become full million worlds held in thrall by the gang fighters, and fighters learn new Adeptus of Earth. But such things are abilities which make them superior nothing but legends in the Underhive combatants. where sky and space, planets and even the ground itself are concepts so wild A hive is an ancient and and abstract that many refuse to believe incomprehensibly vast city, built up they exist. layer upon layer, stretching ten miles into the planet's atmosphere. To those Out amongst the badzones the only laws who live in the depths the dark and are those enforced at the point of a gun. ruinous Underhive offers every The worst scum from the settlements opportunity for wealth and power. Its wind up here, driven out for real or collapsed caverns conceal the riches of imagined crimes by other gangs, irate the distant past: rare and precious settlers or vengeful guilders. They fight metals, unfathomable Archeotech constantly with the rats, mutants, plague devices, wondrous mutated fungi and zombies and scavvies that populate the much more. It is also a place of danger, reeking acidic marshes and waste pits of where mutant creatures, renegades and the hive bottom. Every day is a killers hide from the laws of House and nightmare struggle for survival which Hive. And, of course, there are others makes settlement life look an Off-World who want the riches of the Underhive holiday. for themselves. Renegade ratskins, escaped pit slaves s leader becomes richer and and mad wyrds wander the wastes and his followers ever more deadly, his fame may help or hinder other outlaws as the will spread throughout the Underhive. mood takes them. Crazed bands of Famous gunfighters and other Redemptionists mount crusades against renegades will come and seek him out, the forces of darkness who are in perhaps to join him, maybe to collect plentiful supply downhive, though the inevitable bounty that piles upon his fanatic zeal of the red brethren normally head! makes them outlaws too. But though the Redemption are far from kindly in their By recording the details of your gang ministrations the outlaw scum of the you can watch it grow from a bunch of badzones dread the spyrers more than young hopefuls to hardened fighters anything else. feared and respected throughout the domes. Every outlaw's greatest fear is to be hunted down and slain like an animal, Outside the hives the planet's surface is to be mutilated for trophies and covered by endless miles of toxic ash dismembered for sport by the Spyrers.

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Illegal trade posts and bandit detailed rules and to resolve more strongholds are scattered throughout complex situations, you can always refer the Badzones amongst the sumps and to the rulebook itself. mounds of refuse and slag. Here the dregs of the Underhive rub shoulders, Combined within this compendium are fight and kill one another while they the rules for The Outlanders trade their hard-won spoils for women, Community Edition which is based on drink, guns, drugs and information. The the Necromunda: Outlanders night trains travel areas too polluted to supplement published in 1996. It also be settled and these heavily armed includes The Heist scenario and Pit caravans will trade with mutants or Slave Gang rules from White Dwarf. The Ratskins as readily as anyone. Everyone OCE is not an attempt to overhaul or in the Badzones is fighting to keep what hugely expand the original rules, instead they have and claw as much as they can it's intended to be a fan update to an from those about them. Enslavement, already solid set of rules. disease, misery, madness and death lurk in the shadows to seize anyone too The main aims are to balance the variety weak, stupid or alone to survive. of Outlander gangs using minimal rewrites where possible and to fully The further you travel downhive, the incorporate the NCE ruleset. Also to harsher it gets. This maxim is well clarify ambiguities, patch up rule holes known through the hab-zones and is a and make minor tweaks and additions rule that many people live by - it gives a to improve general gameplay. real meaning to the idea of "moving up in the world". TABLETOP CONFLICT The Necromunda game allows you to Needless to say, moving down the hive fight conflicts between rival Underhive isn't usually a good thing, though for gangs on the tabletop. The opposing some it's that or the wrong end of a gangs are represented by models, rope, so the choice is easy. Eventually, assembled and painted by yourself, each you move so far down the hive that you representing an individual gang fighter. go beyond the reach of the law. Of You'll find more information about the course, this may be the whole point of different cultures and peoples of your exodus in the first place. Necromunda in the later sections of this book. Your tabletop becomes a part of Out in these desperate deadzones life is the Underhive, the scene of the action, cheap, and generally short, but if you with ruined buildings, gantries and can carve yourself a reputation there is a multi-level walkways. living to be made. The aim of the game is to outfight your THE RULEBOOK opponent, which requires a mixture of This book, the Necromunda rulebook, skill and luck. You'll soon learn how to contains the rules of the game. You arm and equip your gang efficiently, and don t need to learn all the rules to play, how to exploit the ruins and other but we suggest you read through the terrain to your best advantage. You'll rulebook before attempting your first also want to expand your gangs beyond game. The most important rules are the models provided in the game. Many summarised on the separate playsheets, models are available for the different and you ll quickly find these are all you gangs and new models are coming out need in most situations. For more all the time. With these you can expand

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your collection, equip fighters with different weapons and add more WHAT YOU WILL powerful characters. NEED WHAT IS THE SURVIVAL EDITION? MODELS! The NSE is not an attempt to overhaul Games of Necromunda are fought out or hugely expand the Necromunda using model fighters, each universe, instead it's intended to be a approximately 28mm tall. Before playing fan update to compile the three separate you need enough models to assemble a rulebooks of the Necromunda complete gang as detailed later in the Community Edition, Outlanders rules. A large variety of different models Community Edition and Inquisimunda are available various vendors. Rulebook into a single compendium whilst adding more realism to the game. TEMPLATES There are three main aims to this Special templates are used to determine project. the effects of many weapons. For example, grenade and shell bursts, and the gout of burning fire projected by a  To provide more realism and flamer. brutality to the weapons and

skills alongside minor tweaks to The templates used are the improve general gameplay. diameter blast markers and the Standard

 To clarify ambiguities and Flamer Template. streamline rules.  And finally to introduce an appropriate sense of scale to the WHAT ELSE YOU WILL game. NEED In addition to the game components BUILDING THE GANG mentioned above you will need two or Every time you play Necromunda you more players and a firm, level tabletop earn the opportunity to improve your or area of floor. A kitchen table will do gang. By winning games you gain fine. Some gamers make their own territory, discover ancient artifacts, gaming tables from a sheet of chipboard uncover mineral wealth, and so on. With or something similar. Such a table can this wealth you can buy more weaponry be slightly larger than the table or and hire more gang fighters. trestles that support it, and can be divided into two or more pieces for ease of storage.

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

You will need at least one retractable tape measure marked in feet and inches. All distances in Necromunda are given in Imperial units.

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From left to right: Two D6 s, a scatter dice, instead a D3 means roll a D6 and dice, and an artillery dice halve the result rounding up.

Pens and pencils, and plenty of paper So, for a D3, a roll of a 1 or 2 = 1, a roll will also be required. When you play a of 3 or 4 = 2 and a roll of 5 or 6 = 3. game you will need to keep track of wounds suffered by your fighters, the RE-ROLLS weapons they are carrying, and other Sometimes you may be offered the details. This is most easily done using a chance to re-roll a dice throw. This is roster sheet, an example of which is exactly what it sounds like, pick up the included in this book. We recommend dice and roll them again. You must that you copy or photocopy additional accept the result of the second roll even roster sheets and use them to record if it's worse than the first roll and re- details during the game. We l explain rolled dice cannot ever be re-rolled a more about roster sheets and how to second time. Note if you re-roll a single use them later in this book. 2D6 or D66 roll then both dice must re- rolled. s) are marked 1 to 6 in the usual way. These For example, when taking a Leadership dice are used a lot during play and to test you cannot re-roll just one of the save space on charts they are always dice, both dice must be re-rolled. referred to as D6 (where D stands for dice). So, when the rules call upon you to roll a D6 we are simply asking you to HALVING VALUES roll a dice. D6+1 means roll a dice and Sometimes you may need to halve a add 1 to the score. 2D6 means roll two value, in which case fractions are always dice and add the scores together to rounded up e.g. a fighter with a Weapon obtain a score of 2-12. Skill of 5 that finds himself inside a smoke cloud must halve his Weapon The Scatter dice is marked with four Skill to 3. arrows and two HIT symbols. This dice is used to determine where grenades and shells land if they miss their target, scatter . The dice can be used to establish any random direction from a point. Note that the HIT symbol also has a small arrow on it to facilitate this.

The Artillery dice is marked 2, 4, 6, 8, 10 and MISFIRE. This dice is used in conjunction with the Scatter dice to determine how far shells land from their mark. A MISFIRE result can result in a shell proving dud or even exploding in the breach.

In some cases, you will also find references to a dice called a D3. There t actually any such thing as a 3sided

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

Descriptions of the characteristics are Leadership (Ld): Leadership given below. represents raw courage and self-control.

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

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

WS BS S T W I A Ld 7 7 7 7 6 8 6 10

CHARACTERISTIC TESTs During a game fighters will often be required to take characteristic tests. For example, a model hit by a scare grenade must take a Toughness test to see if he succumbs to the effects of the gas.

If a model must take a characteristic test then roll a D6. If the result is equal to or

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

Flamer. is complete draw another token from the pool, it is It may be appropriate to allocate more shoot than one token to a single model to and fight. represent their heightened abilities or to speed up game play e.g. All Face cards der.

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

2. COMPULSORY MOVES Sometimes a model is obliged to move in a certain way and this is called a ompulsory . For example, a fighter whose nerve breaks must run away from his enemies and take cover.

Make all your compulsory moves before finishing any remaining movement.

3. THE REST Once you have moved chargers and compulsory movers you can move the rest of your models as you wish.

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

You should declare that models are A charge is like a run, at double move running as they move, as this will help rate, but ends with the attacker touching to remind both players that the model is his enemy base-to-base. Once opposing unable to shoot that turn. models are touching bases in this way they are engaged in hand-to-hand If a fighter starts the turn with any combat. Models are also engaged in enemy models within 12" then he hand-to-hand combat if separated by a cannot run that turn. The fighter is low wall or obstacle, where it is literally unwilling to holster his weapons with impossible for the bases to touch enemy gang members so close and must because the wall is in the way. stay alert to them. Note this applies even

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If you can move your fighter into base- himself. The player declares that his to-base contact with more than one fighter is hiding at any point during the enemy model with his charge move, he move and can indicate this by placing a can charge them both. This might be Hidden counter beside the model. inadvisable as he will then be fighting two enemies at once! While hidden a fighter cannot be seen or shot at, even if a portion of the model is Note that you cannot move models into actually sticking up or out from its hand-to-hand combat except by cover. While hidden a model cannot charging. shoot without giving away its position or coming out of hiding. If a hiding model Any move intended to bring a fighter shoots or moves so that it can be seen into hand-to-hand combat is a charge by then it is no longer hidden and can be definition. shot at as normal.

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

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undetected. After the shot has been of course, solid walls, collapsed tunnels made, roll a D6. On a roll of 4+ the and the like. enemy gang is unable to detect the shooter's position and so will remain in DIFFICULT GROUND hiding. On any other roll the shooter is Difficult ground includes steep or spotted and must come out of hiding as treacherous slopes, dense stands of hive normal. foliage such as giant fungi, pools of pollutant liquid or effluvia, and thick or TERRAIN sodden hive dust.

Battles mostly take part in open areas Models may move 4 where movement is easiest. Obviously very difficult ground. high walls and other constructions will block your progress, but the ground A fighter who is running is slowed down level and raised surfaces are reasonably by difficult ground. He will run at 6" solid. However, should you find yourself rather than 12" over steep slopes for struggling over shifting ash wastes or up example. to your elbows in marshes of bubbling pollutant, your progress will be impeded as indicated below. WALLS AND BARRIERS Walls, pipelines, small heaps of debris, VERY DIFFICULT and other low obstacles form barriers that you can either go around or leap GROUND over. A model can leap over a barrier This is the really nasty stuff you less than 1" high and no more than 1" t want to go near. It includes tar deep without impeding its movement at pits, deep or noxious pools of liquid all. A barrier between 1" and 2" high, wastes, and narrow crawl holes through and no more than 1" deep, can still be the rubble. crossed by climbing over but you must give up half of your total move that turn Models over to do so. For example, if you would very difficult ground. otherwise move 4" then you must give up 2". A barrier higher than 2" is too tall A fighter is not permitted to run through to climb over and is effectively very difficult ground. impassable.

OPEN GROUND The tabletop surface, building floors, Ignoring Terrain connecting walkways and ladders are all Note that Warp Creatures are unaffected considered to be open ground which by Difficult and Very Difficult terrain. does not affect your movement. You can Warp Creatures must still follow the also move through doors or hatches rules for Impassable terrain and moving without slowing your speed. up/down, as normal. Some beasts and species have special rules for terrain. These are explained under their IMPASSABLE GROUND particular entry. Much of the Underhive is simply impossible to move over or through, such as deep or corrosive pools, enveloping layers of soft hive dust, and,

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target any model within LOS. If failed, SHOOTING they follow the above rules.

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

So long as the shooter can see at least a WHO CAN SHOOT Each model can shoot once in the part of s body he can shoot, shooting phase so long as he can see a even if all that can be seen is an arm or target and assuming he has a suitable leg. If he can see nothing but the tip of a ranged weapon or a supply of grenades. gun or the end of a sword then he cannot shoot as he is unable to see the Models have a 360o field of view and s ve may shoot at any target if they are able checked the shot from both th s to see it, and the only way to check this and the target s view and still t is to stoop over the tabletop for a decide, then roll a dice - on a 1, 2 or 3 s eye view. Sometimes it will be you t see and on a 4, 5 or 6 you can. obvious whether a target can be seen, at

other times it will be more difficult as During the shooting phase of your turn buildings and girders will be in the way. each of your fighters may shoot once Note fighters can also block line of sight with one of his weapons. So you can just like terrain. either shoot a laspistol, fire a boltgun, or throw a grenade, for example. MOVING AND Work through your models one at a SHOOTING time. Pick which fighter is going to All fighters carrying non-Heavy weapons shoot, nominate his target, work out if can move at their normal movement rate he hits his enemy and, if he does so, any and shoot in the same turn. There is no wounds or injuries caused, and then penalty for this as a normal move continue to the next shooter. You can assumes a certain amount of time spent take shots in any order you wish. stationary or nearly so.

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

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If a model has failed a nerve check it The tight confines of the Underhive will may still shoot but is otherwise in most cases prevent long range occupied with finding a safe location to sniping of targets hide. foolish enough to walk out in the open! Special Weapon Modifiers HIT MODIFIERS Certain weapons are particularly deadly at close range. Those foolish enough to Some shots are easier than others. It is Charge at an enemy carrying one of easier to hit a target that is in the open these weapons will be considerably compared to a target behind cover. easier to hit. Usually it is easier to hit a target if it is close compared to one further away. -1 Shooting with a Pistol

Shooting accurately with a pistol at These are represented by the following range requires extra coordination. modifiers.

This penalty does not apply in HtH -1 IN PARTIAL COVER combat. The Torso and/or Upper Legs are visible.

+2 Charging into… Shotgun -2 IN COVER Shotgun shells fire a deadly spray of ball bearings without the firer to pay

particular attention to what they are

-1 OVERWATCH aiming.

The shooter is firing at a target whilst on +1 Charging into… SUSTAINED overwatch. Subtract a further -1 for each Weapons with the Sustained Fire rule subsequent target the shooter fires at fire a deadly hail of bullets at their during overwatch. target. Models charging into an enemy

armed with one of these weapons is -1 CHARGING INTO OVERWATCH much easier to hit. The shooter is firing at a target that is charging him whilst on overwatch. Note SMALL & LARGE TARGETS this rule does not stack with the These modifiers are not normally used Modifier for Overwatch unless the encounter involves a specific

target which is especially large or small. -2 Charging For example, perhaps you must destroy The shooter is firing at a target that is a water still collecting vane or a charging her. Note that some weapons chemical storage tank to achieve your such as Flame Template or particular objective. Shotgun Shells have special modifiers which ignore this rule. Enemy fighters are never small or

-1 RAPID MOVING TARGET large targets. The target ran or otherwise moved faster -1 SMALL TARGET in his previous move phase. The whole target is less than 1/2" tall or Note this modifier does not stack with wide. the -2 Charging Modifier

-1 Failed Nerve Such targets might include unexploded bombs, mechanical devices, or a specific point on the floor.

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

-1 Failed Fear Test Example: A Juve is shooting a stub gun If the Model is shooting at a Feared at a target that ran in its turn and is target for which it has failed a s BS is 2 Leadership test. so he requires a 5 to hit. The modifiers are -1 for a rapid moving target and a -2 Failed Terror Test further -1 for partial cover. A score of 7 If the Model is shooting at a Terrifying is therefore needed. To achieve this the target for which it has failed a Juve must roll a 6 followed by a further Leadership test. roll of a 4 or more.

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

Score Needed to Hit cover. BS 1 2 3 4 5 6 7 D6 6 5 4 3 2 1 0 The shooter suffers a -1 to hit penalty.

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If the shooter can see some of the may no longer be visible behind the s body but less than half of it barricade. (nominally the Extremities of the Lower Legs and Arms), then the target is said to This requires fair judgement from both be in cover. players as the model itself won't always make this obvious. The shooter suffers a -2 to hit penalty. Pinned If a target model is in cover or partially As soon as a fighter is hit the model is in cover and hiding, then it cannot be counted as pinned and layed down face seen or fired at even if the shooter can up to indicate this. We say the model s body. The has been pinned by enemy fire. fighter is assumed to be keeping still, The force of the shot has knocked the concealing himself in the shadows and fighter off his feet. The shot may have hugging his cover as closely as he can hurt or even killed him, or he may be (see Hiding in the Movement section). lucky and escape without significant harm. Even if he survives he is A certain amount of judgement is called momentarily confused, or, at best, his for by the players when deciding instincts force him to hit the dirt and whether a model can be seen, if it is in keep his head down. cover, or whether it can reasonably continue to hide behind cover. In ll deal with what happens to practice, players quickly reach an the pinned fighter if he survives agreeable method of determining this ll find out whether for themselves, but if you really cannot the shot has wounded him. decide in a particular case then each player rolls a dice to settle the matter, the highest scorer deciding in that WOUND Damage instance. Once you have hit a target you must test to see whether a wound is inflicted. A In Cover: shot may fail to cause a wound because body is in view. s equipment or weaponry, or perhaps it just scratches In Partial Cover: more than half of the the skin or causes some very minor body is in view. injury which the fighter bravely ignores. In The Open: a shooter would incur no If you fail to cause a wound then the penalties to hit. target is unharmed but is still knocked down by enemy fire as described later. PRONE TARGETS When a fighter is pinned or down the If a shot successfully inflicts a wound on model is placed on its back or its front a target then he will usually suffer a to reflect that he has hit the dirt and is single wound. However, some wounds keeping his head down. It's important to are more severe than others and take this into account when working out especially powerful weapons can inflict if the prone target can be seen and truly horrific wounds. This is when working out cover modifiers. For represented by the weapon's Damage example, if a fighter becomes pinned value, some examples of which are given behind a barricade then it might not be below. possible to target the model again as he

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To determine whether your shot has is random, in which case you simply roll caused a wound you must compare the the dice shown to determine how many Strength value of the weapon with the wounds are inflicted. For example, a Toughness (T) characteristic of the meltagun has D6 Damage, so can inflict target. between 1 and 6 wounds.

You will find a complete description of The chart below shows the D6 score the various weapons together with their required to turn a hit into a wound. Strength and Damage values in the Remember, an average Toughness Armoury section. characteristic value is 3 for gangers and other humans. However, the Underhive Each hit that passes its To Wound roll, depths contain many foul denizens and and isn't saved by an armour or special monstrous beasts whose toughness can saving throw, will inflict a number of range from average to unbelievable high wounds equal to the weapon's Damage proportions. value. Sometimes the amount of damage

Defender’s Toughness

1 2 3 4 5 6 7 8 9 10

1 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+

2 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 6+

3 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+

4 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+ 6+

5 1+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+ 6+

6 1+ 1+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 6+

7 1+ 1+ 1+ 2+ 2+ 3+ 4+ 5+ 6+ 6+

8 1+ 1+ 1+ 1+ 2+ 2+ 3+ 4+ 5+ 6+

Attacker’s Strength Attacker’s 9 1+ 1+ 1+ 1+ 1+ 2+ 2+ 3+ 4+ 5+

10 1+ 1+ 1+ 1+ 1+ 1+ 2+ 2+ 3+ 4+

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INJURIES 1 FLESH WOUND A player must roll to see what happens The target has sustained a minor wound to any of his fighters who are knocked and may resume fighting at the start down at the end of his recovery phase. their following turn. Fighters may recover, stay knocked down, or go out of action. Roll a D6 and 2-4 KNOCKED DOWN The target falls down to the ground consult the Injury chart again. Models where he laying badly wounded or which recover to flesh wounded pinned cowering in fear. for one turn (see Pinned). Place an appropriate marker next to the Model to Place an appropriate marker to indicate indicate this. Models which stay down the model is knocked down. remain with their respective marker.

Models which go out of action are 5-6 OUT OF ACTION removed from play. The target has been badly wounded and

falls to the ground unconscious. He Most fighters have a Wound takes no further part in the game and characteristic of 1 but some have a value the model is immediately removed from of 2 or more. If the target has more than play. 1 wound then deduct 1 wound from his total for each wound he suffers. Make a Out of Action note on the roster sheet. So long as the Out of Action indicates a man is out of model has a least 1 wound left he can combat and also out of the game. continue to fight. Remove the model from the tabletop. It As soon as a fighter suffers his last is impossible to tell whether the fighter remaining wound roll to determine the is alive or dead, but for game purposes extent of his injuries. The player who it makes no difference at this stage. After inflicted the wound rolls a D6 consults the fight is over you can test to see the following chart. whether he survives and if he sustains

any serious lasting injuries as a result of During his movement phase a model his wounds (see the later Campaign who is knocked down can crawl 2", but sections for details). other than this the fighter cannot do anything else. This enables a badly MULTIPLE WOUNDS wounded character to get behind cover Some weapons inflict more than 1 (if he s lucky!). wound when they hit. A model cannot be reduced to fewer than zero wounds, A model knocked down in Hand-to- but each extra wound inflicted means Hand combat may not move. you roll another Injury dice. So, if a fighter has 1 wound remaining and suffers 4 wounds he rolls four Injury dice.

Flesh Wound If a model only sustains a flesh wound then he suffers a mild injury and is able to fight on. His Wounds value is reinstated to 1 and he can move and act as normal.

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

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Unless specifically mentioned otherwise, Armour Penetration any model that suffers a hit is also Some weapons are better at penetrating pinned, even if no damage is inflicted. armour than others. A shot from a laspistol might be deflected relatively SAVING THROWS easily, but a shot from a huge lascannon is a different matter! To represent this, Armour is less important and less readily each weapon has an Armour Penetration available in the confines of the rating as indicated in its description in Underhive than on a conventional the Armoury section. For example, a battlefield. Gangers rely more upon the boltgun has an AP5 rating so will ignore natural cover of the hive and their own an armour rating of 5 or more. wits to avoid injury.

However, some fighters wear protective Invulnerable Saves clothing which may save them from a Whilst incredibly rare, there exists wound if they are lucky. Armour is represented in the game by Market to obtain Military Grade armour. saving throws. Far better constructed and designed to

withstand the rigours of battle against Armour Saving Throw foes of unimaginable power. If a fighter is wearing armour and suffers a wound then roll a D6. If the dice roll is To represent these near mythical items sufficiently high then the wounding shot any item of Armour marked with Military has struck the armour and not hurt the Grade confers an invulnerable save. wearer at all. The dice score required varies according to the type of armour. Invulnerable saves will always receive The most common armour types and the saving throw, even against high the D6 roll required to effect a save are Strength weapons such as a Lascannon. given below. Invulnerable saves cannot be combined

Armour Saving Throw into a single roll, instead each special Flak 6+ save must be rolled separately. If a Mesh 5+ fighter successfully rolls a special save Carapace 4+ then the model not only avoids the wound, but also the hit. This means that For example: A fighter is hit by a shot the fighter will not be Knocked Down, from a laspistol and suffers a wound. even if the hit originated from a Fortunately, he is wearing carapace template. armour, a hardened armaplas jacket. He Note however, that throughout the rolls a D6 and scores 5 - easily enough course of a campaign your opponents to deflect the shot and save him. may obtain Military Grade weapons which will ignore this invulnerable save If a fighter has multiple armour saving and apply the regular Armour throws then the score required to save Penetration Rating as per the rules in against a wound is combined into a the previous section. single roll. For example, a fighter wearing mesh armour (5+) who is fitted SHOOTING INTO with a bionic chest (6+) receives a HAND-TO-HAND COMBAT single 4+ armour saving throw. Normally it would be considered very However, an original roll of 1 is always a rash indeed to shoot at fighters who are failure, even if the fighter has a saving grappling with each other at close throw greater than 2+. quarters - it would be very easy to hit

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

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harmlessly in mid-air unless the centre A thrown grenade halves the distance reaches another ledge of the same level. scattered. Fired grenades will still scatter If a Misfire is rolled then the shot at the full distance. dissipates in the air or is a dud and has no effect. If the dice show both a Hit Cover and Misfire then the shell explodes in Grenades are especially good at blasting the breach or the grenade goes off in the fighters out from behind cover as they fighter's hand. The weapon explodes as can be simply lobbed over barricades or described in the Exploding Weapons bounced around bulkheads. A fighter section. Note however it's only possible throwing a grenade reduces the To Hit for a weapon to explode a single time. penalty when targeting a model in cover by 1. So, partial cover is ignored and If the Artillery dice shows a number this cover counts as -1 to hit rather than -2. indicates how far you have missed the target by 2", 4", 6", 8" or 10". SUSTAINED The direction in which the shot lands is indicated by the scatter dice arrow. Note SHOOTING the Hit symbol also has an arrow Some especially large and dangerous marked on it to indicate a direction. weapons can fire a sustained burst of Place the template in the position shells which may hit several targets at a indicated by the dice. time. This is called sustained shooting or sustained fire. Weapons which are Once the template has been capable of making sustained shots are repositioned, work out which models indicated in the Armoury section. are hit by the template and the effect of Basically, these are machine gun type those hits as normal. weapons such as the heavy stubber and autocannon which can rake targets with a hail of shells. GRENADES There are many different sorts of When you shoot with a weapon of this grenades available to gang fighters. The kind declare whether you are firing a most common are explosive normal single shot or a sustained shot. A fragmentation grenades and implosive single shot is worked out as normal grenades called krak. If a model carries following the usual shooting rules, while grenades then it is assumed that he has a sustained shot is worked out as enough to last the entire battle, follows. regardless of how many he might actually throw. First roll to determine how many separate shots the weapon makes by A model can throw a grenade rather rolling a number of D3s equal to the than shoot a weapon. A grenade throw weapon's sustained fire value. If the is treated exactly like any other shot, so weapon has a sustained fire value of roll to hit using the thrower Ballistic greater than 1 then you can choose to Skill (BS) characteristic. either roll the number of dice indicated, or you can roll less if you prefer. You Scattering may choose to roll fewer dice as this can Grenades that use a template scatter if reduce the chances of running out of they miss just like other weapons with ammo. blast markers.

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The number of shots rolled is how many As the name suggests, smoke bombs are ranged attacks the fighter can make that designed to produce clouds of smoke turn which follow the usual shooting which are used to provide cover. When rules. Each shot is treated as a separate you t shot and must all be worked through want to actually throw it at an enemy before moving on to another fighter. fighter but at a specific point on the Each of the shots follow the usual ground. You can do this by simply targeting restrictions and all shots must nominating the point you wish to aim target either the same model or another the grenade at, as such the normal model within • of the first original targeting restrictions do not apply. Note target. that since the smoke bomb is being thrown towards an area of the ground, it All of the shots indicated by the doesn't count as a small target. sustained fire dice must be fired. If the fighter can no longer see any targets but OVERWATCH he still has shots remaining then they Overwatch allows a model to shoot are wasted. Wasted shots must still roll a during the enemy s turn, To Hit dice in case it causes an Ammo representing fighters taking up position roll. to shoot at the enemy immediately as they appear. FLAMER TEMPLATE All flamer type weapons use a special A model can go onto overwatch at the teardrop-shaped template to represent start of his turn. A model must give up the jet of flame. his whole turn to go on overwatch. The model cannot therefore move or shoot. To shoot a flamer weapon take the The model cannot hide, but can remain flamer template and place it with the hidden if he started his turn in hiding. narrow end touching the base of the shooter and the broad end over your s movement phase, target. Take special care when the model may shoot at any target at any positioning the template as it must be time following the usual targeting rules. centrally directed at the targeted model. For example, the model could shoot You cannot for example adjust the before the target moves, after it has direction of the template in order to hit moved, or actually while the target is more enemy models. Any models wholly moving. Overwatch is obviously very or partially covered by the template are useful for shooting at enemy models as hit automatically. they dash from cover.

Any hits are resolved as normal, roll for Once a model has finished shooting, it wounds and then determine injuries for ceases to be on overwatch and is free to any wounded models. move and shoot normally in its own turn, or go onto overwatch again if you Note that the hit modifiers for cover, prefer. If the model doesn't shoot in the and such like do not apply to flamer s turn then it also ceases to be on weapons. Flamers are especially good at overwatch and can act as normal during winkling enemy fighters from behind his own turn as above. cover! If a model is hit whilst on overwatch Smoke Bombs then it loses its overwatch status immediately. The same applies if the

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model is forced to move for any reason another enemy fighter that turn. If the e.g. If a s nerve breaks he will test is passed then the model can be lose overwatch status. targeted as normal. When you wish to shoot with a model on overwatch begin by declaring that AMMO ROLLS you are doing so and then determine Ammo rolls represent faults in guns or the position of the enemy model at the ammunition as well as the possibility of moment of fire. Work out the shot as simply running out of ammo. normal, however, there is a special -1 to Power packs can fade or suddenly hit modifier for shooting whilst on release a burst of energy, shells jam in overwatch. the loading mechanism, explode or prove dud. No gun is When determining rapid moving targets absolutely reliable or has an infinite the fighter's move that turn is used ammo supply, some are notoriously rather than his previous turn. fickle. The whole of the move is also taken into account, not just the move up until he When rolling to hit a target a dice score was shot. For example, if a model is shot of 1 indicates that your weapon may after moving 6" but was going to move a have malfunctioned after firing and an further 6", then he counts as a rapid Ammo roll is required. moving target. Essentially an Ammo Roll is a Critical Multiple Targets Miss. fire at multiple targets in overwatch. Some weapons are more reliable than This confers an additional -1 to hit others. This is s modifier for each subsequent target. Ammo Roll rating as shown in the

Armoury section. Roll a D6. If you roll BEING CHARGED IN OVERWATCH If the target is charging the model on less than the number indicated the overwatch, then to represent the weapon has malfunctioned. unnerving effect of the enemy rapid approach, a further -1 to hit modifier is The weapon and any ammo allocated to also applied and the charger counts as a it is useless for the rest of the game. If fleeting target. Note this only applies to you roll the score indicated or more the shooter and only if the charger is then the weapon is alright and you can able to reach base contact. continue to use it normally.

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

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

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

If there are other combatants involved in the melee then they may strike against knocked down enemies as though they have a WS1.

PROCEDURE Combats are worked out as described below. Work through each combat one at a time until every fighter has fought all enemy models that they are involved in hand-to-hand combat with. The player whose turn it is may decide the order of the combats.

1. THROW ATTACK DICE B s equal to s Attacks characteristic.

2. WORK OUT COMBAT SCORE Each player picks his highest scoring dice and s Weapon Skill

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(WS) to the score. He then adds any 6. SAVING THROW Combat Score modifiers as shown on Models which are wearing armour or the opposite page. The total is the that receive a special saving throw can Combat Score. attempt saves in the same way as troops hit by shooting. In the hand-to-hand combat phase all close quarter fighting is worked out. 7. RESOLVE INJURIES Resolve injuries in the same way as you Regardless of whose turn it is, all models would for wounds inflicted by shooting. that are engaged in hand-to-hand combat will fight. Unlike shooting, a ATTACK DICE model in hand-to-hand combat can fight Roll the number of Attack dice indicated all round against enemies to its side, by the s Attacks characteristic. front or rear. In reality the models are This will normally be one but some constantly moving, dodging, ducking especially mean fighters may have two and weaving as they struggle to kill their or more Attacks. adversaries. Although a model can roll more than 3. DETERMINE WINNER one Attack dice it is only the best result The player with the highest Combat that counts towards the Combat Score. Score wins. In the case of a tie the The advantage of rolling more dice is model with the highest Initiative that it gives you a better chance of characteristic wins. If there is still a tie rolling high, however, it will also the combat is a stand-off. increase the chances of a model fumbling as described later. Models fighting in hand-to-hand combat cannot do anything else as they are far FIGHTING WITH TWO WEAPONS too busy struggling with their If the model carries a weapon in each adversaries. Any very close range shots hand, such as two pistols, two swords, they are able to make with pistols are or a pistol and a knife, then the model taken into account in the hand-to-hand rolls one extra Attack dice. combat rules that follow. This bonus only applies to fighters 4. NUMBER OF HITS armed exclusively with pistols and/or Compare the Combat Scores of both hand-to-hand combat weapons. combatants. The difference between Fighters who carry a basic, special or their Combat Scores is the number of heavy weapon never receive this bonus times the winner has hit the loser. If you as the extra bulk of the weapon limits win the combat on a tie you still cause 1 their agility. Carrying grenades does not hit. prevent you using an extra weapon as

they are assumed to be clipped to the 5. THROW TO WOUND s belt or stowed conveniently out For each hit scored the winner rolls a of the way. These different types of D6 on the Wound chart in exactly the weapon are discussed in the Armoury same way as hits from shooting. The section. Strength value will depend upon the weapon used. If a fighter uses two weapons (one in

each hand) any hits are inflicted using

the weapon profile chosen by the

owning player. It is assumed that the

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

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

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Add +1 to your score for each of your shooting at a distance as described in s fumbled dice (rolls of 1). the Shooting section.

See the Fumble rule for an explanation HITS of how this works.

+1 CRITICAL HIT CRITICAL HITS Add +1 to your score for each critical hit If a fighter is using a single weapon then inflicted (additional rolls of 6). See the any hits inflicted in hand-to-hand Critical Hit rule for an explanation of fighting are assumed to have been made how this works. with that weapon - be it a sword, knife, pistol etc. Resolve the hit using the +1 CHARGING Strength of the weapon as indicated in If your fighter charged into combat this the Armoury section. turn add +1 to his Combat Score. A critical hit represents a lucky blow, a Only applies against the first combat. spectacular feint or a cunning trick. You must roll at least two 6 s to score a +1 HIGHER UP critical hit. The first 6 is taken as your If your fighter is standing on a higher highest score and each extra 6 counts as level, platform, or slope then add +1 to a critical hit adding a further +1 to your his Combat Score. total.

-1 ENCUMBERED If your fighter is carrying a heavy MULTIPLE COMBAT weapon, or other heavy piece of When two or more models are fighting a equipment, he suffers a -1 penalty on his single enemy this is called a multiple Combat Score. combat. The outnumbered model must fight each of his opponents during the -1 Slung Weapon hand-to-hand combat phase. Models carrying a basic weapon may Having chosen the first model to fight sling their weapon and draw a the combat is worked out exactly as specialised hand-to-hand combat described for one-on-one fights. weapon. Carrying this extra equipment results in a -1 penalty on her Comba If the outnumbered model survives he Score. must go on to fight his second opponent. The combat is worked out as Note special or heavy weapons may not before except that the outnumbering be slung model now rolls an extra Attack dice and adds a +1 bonus to his -1 OBSTACLE Combat Score. If you charge an enemy who is sheltering behind cover such as a low If the outnumbered model again wall, then you suffer a -1 penalty on survives then he goes on to fight the your Combat Score that turn. Note this third, fourth, fifth and each successive penalty only applies during the turn enemy until there are none remaining. when you charge. Each subsequent enemy he fights gains a further Attack dice and adds a further Note that hit modifiers for ranged +1 to his Combat Score. For example weapons are never applied in hand-to- the third enemy has +2 Attack dice and hand fighting. These only apply when +2 Combat Score, the fourth has +3

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Attack dice and +3 Combat Score, and However, you can only parry if your so on. opponent's highest scoring Attack dice is greater than your own highest scoring FOLLOW-UP Attack dice. For example, if you rolled a If all of a model s hand-to-hand 5 and your opponent rolled a 3 then he opponents go out of action, or break cannot be parried, but he can parry you. from the combat, the model may make a Remember, if your opponent has 2 or special follow-up move. This is an more Attack dice he can always choose exception to the normal turn sequence his next highest score rather than the and it makes no difference whose turn it score of the re-rolled dice. is. The model can be immediately moved up to 4". You can use this 4 If both combatants are fighting with move to get behind cover, to engage swords then the ability to parry cancels another model in hand-to-hand combat, out and neither may do so. In the or in any way you wish. You can cross unlikely event that a model carries two an obstacle without penalty during a swords it may parry twice that is, it may follow-up, but other terrain penalties force two re-rolls or one re-roll against a apply as normal. model with a single sword.

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

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

Regardless of your own feelings or those s leader, even the most hardened gang fighter can be driven off or forced to take cover as the action hots up.

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

Nerve Tests A fighter may be called upon to take a test to see if his nerve holds. A nerve test works in the same way as a Leadership test. If the test is passed then the fighter keeps his nerve and there is no further effect.

Breaking Fighters If a gang fighter gets knocked down or goes out of action, then each friendly model within 2" must take an immediate nerve test.

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

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

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turns away from his enemy and runs table edge when they have completed away 2D6" just like any other broken their mission. Fighters that leave a fight fighter. Because a broken fighter is do not count as down or out of action turning his back upon the enemy he is for purposes of the Bottle roll. very likely to be struck as he turns to flee. To represent this the model takes To take a Bottle test roll 2D6. If the one automatic hit from his enemy. Work score is more s this out as soon as the fighter breaks Leadership characteristic then the test is and before he is moved. failed and the gang bottles out of combat. Recovering Your Nerve A broken fighter may attempt to recover The game ends immediately and his nerve during his recovery phase so surviving fighters retreat from the area. long as he is in cover and he cannot be A failed Bottle roll is the most common seen by an enemy model. To attempt to way for a game to end. If the score is s nerve, the model equal to or less than the Leadership must take a nerve test. If the test is characteristic the player has passed the passed then he can fight normally from test and may continue to fight. then on. If the test is failed then he remains broken. s leader is down, broken or out of action, then the player may not Downed Fighters use his Leadership to take the test. Fighters that are down can be broken as Instead, use a model's Leadership normal, however their injuries mean characteristic of your choosing amongst that they must crawl 2" towards cover the remaining fighters who are neither instead of the usual 2D6" dash. down, broken, nor out of action.

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

For example, in a gang of 10 men a test is required if 3 or more men are down or out of action.

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

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fighter then he may also be hurt. The ADVANCED hapless individual is hit on a D6 roll of a 4+. He sustains the same strength hit as RULES the faller, suffering 1 or D6 wounds depending on the distance of the fall. If This section includes a variety of new struck by the falling fighter, and rules which add further detail and out of action, complexity to the game. They are not the victim is knocked down as if hit by a necessary in order to play, and for this shot. Assuming the faller and victim reason the rules have been gathered survive, position the models 1" apart to together at the end here to avoid make it clear they are not in hand-to- potential confusion. hand combat.

We recommend that new players ignore If a fighter is engaged in hand-to-hand this section to start with, or at least until fighting within 1" of an edge then he they are familiar with the way the game may fall off if he loses the combat. The works. If you consider yourself to be an fighter must take an Initiative test. If the experienced games player then test is failed then he falls over the edge have no problem introducing these to the ground. more complex elements as you go along. If a fighter is forced to move in a random direction, such as due to FALLING moving through smoke, then there is a The multiple levels and gantries of the chance he may fall if he touches an Underhive afford fighters ample edge. The fighter must take an Initiative opportunity to fall from a great height. test. If the test is failed then he falls over the edge to the ground. If the test is Armour saves do apply to wounds passed then the fighter ends his move at sustained by falling. Save modifiers are the edge. the same as for hand-to-hand combat hits from combatants with high JUMPING DOWN strengths. A model can jump down from a higher level to another below if the height is 3" See the Hand-to-Hand Combat section or less and he has enough movement to for the full chart. A model which falls cover the fall. If the fighter elects to do and is not taken Out of Action is this then he may take an Initiative test. considered Knocked Down, just as if he was hit by enemy fire If the test is failed the fighter lands clumsily and suffers a hit just as if he TEST TO FALL fell. If the test is passed then the fighter If a fighter is Knocked Down within 1" of lands safely and can continue his move. an edge there is a chance he will slip and fall off. To determine this he must Each 1" fallen costs 1" of movement. So take an Initiative test. If the test is failed for example, if a ganger moved 2" to a then he falls over the edge to the ledge and successfully jumped down 2" ground. then he will have used 4" of movement.

FALLING ONTO ANOTHER MODEL In the unlikely event that someone else lies directly in the path of a plummeting

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

STRAY SHOTS Escher A shoots at Cultist A, but rolls a 2 In the close confines of the Underhive on her to hit roll. She misses Cultist A when a fighter shoots and misses it sometimes happens that the path of the Cultist A, there is a chance he will be hit shot passes close to one of your own fighters or ricochets and by sheer luck hits another enemy model. EXPLODING WEAPONS Badly maintained weapons, home-made Friendly Models ammunition and old corroded power If a shot passes within 1" of a friend at packs can explode damaging the any point along its path then there is a weapon and probably harming the chance of accidentally hitting the friend. shooter. This represents the weapon This can only happen when you miss overheating, plasma leakage, or a and roll a 1 to hit. magazine exploding as the next shell is auto-loaded. While not as dangerous as Roll a further D6 to determine if the a direct hit from the weapon, this is still stray shot hits the intervening model.

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

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catching fire then the combat is For example, the water still in the Hit immediately broken and the two models and Run scenario has a Toughness of 6 are separated from base contact. and 1 Wound.

FLYING A structure can be shot at just like an Some winged beasties are capable of enemy fighter. You must therefore roll flying through the ruinous Underhive. to hit and score wounds as normal. Models that can fly can move in any Many structures will be easier to hit than direction and ignore any difficult and fighters because they are large targets very difficult ground penalties. Note the (+1 to hit). model must end its turn on the ground i.e. not flapping in mid-air. A fighter can also use Krak grenades or Melta bombs as demolition charges. The Flying models can also glide between device can be placed upon a structure structures as long as the whole move is within 1" of the fighter during the downwards. Each 1" down allows the shooting phase. This is considered to be model to move an extra +1". However, shooting although no roll is required to the extra move cannot exceed the hit. The bomb is fastened to the model's base move. For example, a structure by means of its magnetic model with a Move characteristic of 4 casing, it explodes, and the target is hit can gain a max bonus of +4" when automatically. moving normally, or a max bonus of +8" if the model runs. A fighter can strike a structure in base contact in the hand-to-hand combat phase. He cannot fight hand-tohand ATTACKING TERRAIN combat against an enemy or shoot his Sometimes a fighter may want to attack weapon in the same turn. In effect the an inanimate object rather than an fighter is attacking the structure during enemy. Perhaps he wants to cave in a the turn, hacking away at it with door, destroy a fuel pipe, rip apart a whatever weapons he has. A fighter power cable, or smash a water still. automatically strikes 1 hit on a structure These are all structural features and can for each Attack on his profile. Work out be attacked as described below. the result of hits in the normal way.

Note the following rules can only be used as described in the scenarios or Psychology under special conditions if agreed by FEAR both players. You cannot for example Fear is a natural reaction to horrific shoot a blast weapon at a bulkhead next mutants, unearthly psychic powers, and to a model simply in order to avoid a some particularly gruesome injuries. To cover modifier. represent this, models must take a nerve

test when confronted by fearsome Although not strictly accurate it is creatures or circumstances. convenient to think of structures as being able to take a fixed number of A model which causes fear does not , just like fighters. Structures have to take tests for fear. It treats any also have a Toughness value and they enemy which causes terror as causing can sustain a certain number of wounds fear instead i.e. it does not have to test before they are destroyed or damaged. just because the model is within 8" at

the start of its turn.

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

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

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

If not fighting in hand-to-hand combat Stupid models must take a Leadership roll a D6 to determine how the model test at the start of each of their turns to determine how they react. If the test is

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passed the model may act normally. If influence of dangerous hive fungi, or the test is failed the following rules affected by localised gases or radiation. apply until the start of the next turn. A frenzied model must always charge the closest enemy within his charge move model with equivalent rule may use the (usually 12") if able to do so. Leadership value of the Leader The frenzied model doubles his Attacks WILDSNAKE characteristic. For example, A1 becomes The favoured drink of Underhivers is A2, A2 becomes A4 and so on. the potent spirit known as Wildsnake. It is brewed from the skins and flesh of Frenzied models cannot parry (see Parry snakes caught in the wilds of the in the Hand-to-Hand Combat section). badzones. Some hunters and farmers can spend their whole lives catching Frenzied models are never affected by and breeding snakes for the Wildsnake fear or terror, nor are they affected by industry, such is the popularity of the stupidity or hatred. drink. The provenance of each bottle is guaranteed by the dead snake If a frenzied model loses his nerve and is preserved within. Wildsnake is a clear broken as described in the Leadership sharp tasting liquid the bitterness of section, then the Frenzy rules no longer which is derived from the venom in the apply. The fighter has taken a beating snakes themselves. and his sense of self-preservation asserts itself. For those who cannot afford the price of Wildsnake the next best is quite literally A player may try to gain full control over Second Best. Second Best is brewed from a frenzied model at the start of his turn. rat pelts too mouldy to use for anything This is purely up to you - you may not else, slugs too rancid to sell as slave wish your splendidly berserk fighter to food, and household waste so calm down and behave sensibly! To gain s better not to think control over the model take a about it. Leadership test as you would for testing your nerve. If the test is passed then the Conveniently, it is almost impossible to fighter is under control and can act think about anything after drinking a normally - however, none of the special bottle of Second Best... Frenzy rules described above will apply. This control lasts until the start of your FRENZY following turn.

If an individual is frenzied the following Frenzied models must use their 2" rules apply. follow-up move to engage in hand-to-

hand combat if possible. Otherwise they Some fighters are more than a bit crazed must use the extra move to move closer and can be driven into a frenzy of to their enemy. They may not use a slaughter during combat. Such wild and follow-up move to get behind cover or dangerous individuals are described as retreat (see Hand-to-Hand Combat). frenzied. How or exactly why a fighter may go over the edge in this way is not particularly important he could be HATRED psychotically deranged, under the Hate is a powerful emotion and in the Underhive there is plenty of opportunity

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for gangs to develop bitter rivalries. Investigation Rating of about 4, whilst Grudges and ingrained animosity can high-ranking members of the Inquisition lead to feuds that tear gangs apart and can have an Investigation leave dozens dead. This is represented Rating of 8 or more! This rating is used by the special rules for hatred. Hatred in different ways: can often develop following disturbing injuries. 1. At the beginning of every scenario where selecting a deployment area is Most gangs will have fighters that hate randomly chosen, roll 2D6 and add your an enemy gang member over the course of a campaign. The following rules apply sort players from the highest score to to models which hate their rivals. the lowest one. The highest score is allowed to select his table edge, If a fighter can see a hated adversary followed by the second highest result then all nerve tests are taken as if he had and so on. a Leadership characteristic of 10. 2. During every scenario, once per game A model fighting hand-to-hand combat and only during your own turn, you may with a hated foe can re-roll any of his declare that will perform an own Attack dice in the first turn of any Investigation Action. This must be hand-to-hand combat engagement. After announced before the movement phase. the first turn the model has vented his First, you will perform an Investigation pent-up anger and fights as normal. Test, roll 2D6. If the result is below or equal to your Investigation Rating, it is a A model in hand-to-hand combat must success. If the result is higher, you have use his 4" follow-up move to engage a failed. The war band missed some clues hated enemy if possible. Otherwise he or did not perform a deep analysis of must use the follow-up to move towards the situation. The war band then has the a hated enemy he can see. He may not right to declare an Investigation Action use follow-up to move away from hated one more time during the same game enemies or take cover if there are any with a - hated enemy models in sight. investigation rating. If it fails again, the war band was not focused enough Inquisition & during this mission.

Subversion If the roll was a success, then you may Ratings select one of the below bonus for that round: Investigation Rating - Focus on the objectives: One (1) fighter, of the war band, not carrying a representation of how knowledgeable, efficient, and/or lucky a war band is at Skill. figuring out what is occurring during a - Secure the objectives: One (1) loot scenario or a campaign. It represents counter carried by a fighter of the war how well the war band work thoroughly band can be transferred to another and systematically, as well as its ability to model in base-to-base contact, whenever stay focused. This rating is represented you want during the movement phase. on a scale of 1 through 10 1 being the This action is performed without lowest, and 10 the highest. Most average affecting movement or the ability to groups of Imperial citizens have an shoot or fight.

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- Grab the Objectives: One (1) fighter, of declare that will perform a Subversion the war band, not carrying a loot Action. This must be announced before counter, is granted the the movement phase. Skill. - Knowledge is power: The war band is First, perform a Subversion Test and roll granted a single reroll for any action 2D6. If the result is below or equal to during the turn. If you choose to use it, your Subversion Rating, it is a success. If then you must accept the reroll result the result is higher, you have failed. The even if it is worse than the original dice war band was not cunning or aggressive result. enough. The war band has the right to declare a Subversion Action one more 3. The GM may request from a war band time during the same game with a -1 to perform an Investigation Test to penalty on provide the war band players with some rating. If it fails again, the war band was information, specific scenarios, or not focused enough during this mission. specific missions. Between scenarios, If the roll was a success, then you may the GM may provide more detailed select one (1) of the below bonus for information about the upcoming that round: scenarios or grant bonuses based on this - Take his head off! : One (1) fighter, of rating. the war band, not carrying a loot counter, Subversion Rating - Steal the objectives: One (1) loot representation of how cunning, counter carried by an enemy fighter of subversive, or just plain destructive the the war band can be stolen by another war band is to its enemies. It represents how well the war band can undermine, you want during the movement phase. overturn, or render ineffective the This action is performed without opposing war bands. This rating is affecting movement or the ability to represented on a scale of 1 through 10 shoot or fight. 1 being the lowest and 10 the highest. - Rampage: One (1) fighter, of the war An average group of Imperial citizens band, not carrying a loot counter, is has a Subversion Rating of about 4, whilst some well-organized cults can - Rip them off! : The war band is granted have a Subversion Rating of 8 or more! a single reroll for any action during the This rating is used in different ways: turn. If you choose to use it, then you must accept the reroll result even if it is 1. At the beginning of every scenario worse than the original dice result. where selecting a starting player is randomly chosen, roll 2D6 and add your 3. The GM may request from a war band war ersion rating. Then sort to perform a Subversion Test to provide players from the highest score to the the war band players with some lowest one. The highest score then information, or specific scenarios, or selects if he starts or not, followed by specific missions. Between scenarios, the second highest result and so on. If the GM may provide more detailed no one else chooses to the lowest score information about the upcoming must start. scenarios or grant bonuses based on this rating. 2. During every scenario, once per game and only during your own turn, you may

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Summoning Summoning is the process used to summon Daemonic Creatures before each scenario. Any war band whose listing says that they may perform a summoning may do so before the battle starts. The summoning player selects one Daemonic Creature to summon. Each war band has a list of Daemonic Creatures it can summon; their stats are within the bestiary.

The opposing player rolls a D66. The total amount is the total amount the summoning player must roll equal to or more then to successfully summon the Daemonic Creature. If the one war band is either an Ordo Malleus or a Coven, it may reroll one (1) of the dice, but must accept the second result.

The summoning player then rolls a D6 for each friendly model in its war band to a maximum of 14. Beasts, Constructs, Daemons, allies, and Hired Guns do not making these rolls.

Each D6 result is added together. If this total is equal to or greater than the opposing players D66 amount, the summoning is successful the Daemon may be setup as if it were a friendly model and functions as if it were an ally.

If the result is unsuccessful, the Daemon is not summoned this scenario. The summoning player may try again in the next scenario.

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ARMOURY sustained in a previous game. Other devices can help to acquire territory. For This section of the rulebook describes example, the Isotropic fuel rod enables the different weapons which gang a gang to set up a new settlement, while fighters carry as well as other equipment the Ratskin map guides the gang such as armour and gunsights. In through secret passages and into old addition to commonplace weapons and treasure domes. easily obtained items of equipment there are many unusual or exotic weapons and rare devices of various TYPES OF WEAPON All weapons are divided into one of the kinds. These much sought after and following broad categories. expensive items are carried only by the Hand-to-Hand Combat Weapons richest and most successful gangs, but These are weapons designed for use they have been collated here for ease of purely at close quarters such as swords, reference. knives, axes and crude clubs.

Such weapons cannot be used for Some of the items described on the shooting but only in hand-to-hand following pages are used in the various combat. scenarios given in the Playing a

Campaign Game section. This section describes the different

weapons that gang fighters can carry. For example, screamers and stummers Some of these weapons are common, are used with the special rules in the simple and even cheap, whilst others are Raid and Rescue scenarios, being alarm rare, technically complex and expensive. devices and sound mufflers respectively. A gang may be equipped with any Players fighting these scenarios will weapons it can afford within the limits appreciate how useful such devices can discussed later. Models are available be. with a wide variety of weaponry, and are

always assumed to carry the weapons t worry about learning the rules for they are depicted with. Holstered pistols every weapon and item of equipment as can obviously represent any pistol t necessary. The pages that weapon, whilst grenades can be follow provide you with all sorts of assumed to be concealed, so a model information which can be referred to as not depicted with grenades can still and when needed. There is a summary carry them. All fighters are assumed to chart for the various weapons for carry a knife even if the model itself convenience. To start with, players does not visibly have one. should familiarise themselves with the weapons their gang is armed with. Once Pistols players have mastered these, new Pistols are small hand-held firearms weapons and unusual items of which can be used at close quarters or at equipment may be introduced as longer range. A fighter can shoot with a required. pistol or use it in hand-to-hand combat.

Other items are used in the context of Basic Weapons the broader Necromundan Underhive Basic weapons are larger, heavier campaign described later in the Playing firearms generally carried and fired a Campaign Game section. For example, using two hands. You can shoot in the the lobo-chip will cure a fighter of the shooting phase with such a weapon but long term effects of a head wound

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it confers no advantage in hand-to-hand WEAPON fighting. PROFILES Special Weapons Special weapons are similar to basic weapons in terms of their size and the HAND-TO-HAND way they are used. However, they are COMBAT WEAPONS more complex in design, costly, and far As the name suggests, hand-to-hand more specialised in nature. Due to this, combat weapons are used only in hand- only the gang's leader and heavies can to-hand combat, so usually have only a use special weapons. short profile.

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

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

negate its effects e.g. An AP Rating of 4 with negate Armour that provides a saving throw of a 4 or more.

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

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

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

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

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

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

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Note that the AP rating for Power Axes is reliable. The quality and appearance of variable and is calculated based upon individual weapons varies a great deal. the Strength of the weapon. Dum-dum Bullets: A stub gun can be Dual-handed: A power axe can be loaded with dum-dum bullets. A supply wielded in one hand using the profile of these powerful handmade bullets above. Alternatively you can choose to costs extra, but they are more effective wield a power axe with both hands, in than standard ammunition adding +1 to which case it receives a further +1 the Strength of any hits (Strength 4 Strength bonus. rather than 3). However, a stub gun firing dum-dums must test to see if it PISTOLS explodes on an Ammo roll of 1, 2 or 3 Pistols are small hand-held weapons that instead of just a roll of 1. are especially useful for close ranged Dum-dum bullets follow the usual fighting and hand-to-hand combat. At ammo rules as explained in the short ranges their lightness means they Ammuntion & Gunsights section. are easy to aim and fire, though at longer ranges their lack of stability and BOLTPISTOL Bolt weapons are sophisticated weapons power means they are inaccurate. that fire self-propelled explosive AUTOPISTOL ammunition in the form of small The autopistol is a rapid firing automatic missiles called bolts. Bolt pistols and pistol, effectively a smaller and handier boltguns are manufactured in the version of the larger autogun. Auto factories of the Hive City, but the fine weapons are easy to manufacture and engineering tolerances and quality simple to use, and are amongst the most materials required means few if any are commonly employed weapons in the made in the Underhive. Underhive. For the same reason bolt weapons are hard to maintain, spares are rare, and Most weapons are made in the factories ammunition is expensive. Furthermore, of the Hive City and traded down ammunition made in the Underhive is through the hive. Crude but effective often unreliable. On the whole this is a versions are made in the Underhive weapon best suited to the technically workshops themselves. Ammunition, sophisticated armies of Space Marines spares and repair facilities are relatively for which it was designed. easy to find throughout the Underhive, and traders always have guns and Despite its drawbacks the bolt pistol is ammunition for sale. Because of its high still a highly favoured weapon. It may rate of fire, the autopistol is not always work, but when it does the astonishingly accurate at the short results are usually impressive. For one ranges favoured by some gang fighters. thing, it makes a lot of noise and creates a great deal of obvious damage. More STUB GUN deadly and far more obvious than an The stubber or slugger is a primitive autopistol or laspistol, it makes the ideal hand gun which fires solid bullets. It is side-arm for a gang leader keen to recognisable as a revolver or small impress rivals. automatic of the kind used since the Twentieth century. Stub guns are made LASPISTOL locally in the Underhive and are readily Laser weapons are manufactured in vast available, simple to maintain, and fairly quantities in the factories of the Hive

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City and are exported to the armed be made using the Strength shown in forces of the Imperium throughout the the profile. galaxy. Injuries: A target suffering his final Laspistols find their way into the wound from a toxic dart does not roll Underhive via the Guilder traders. on the standard Injury chart. Power packs come from the same source Instead, roll on the chart below both and some are made in local settlements. when the injury is inflicted and in Supplies of parts are plentiful and subsequent recovery phases. repairs are cheap. 1 No Effect: The toxin has no effect or Laser technology is reliable and easy to wears off. replicate, and although the weapons are not the most powerful they are certainly 2-4 Comatose: The target is knocked the most trustworthy. A laser power comatose and falls to the ground. The pack will last for many shots and can be model counts as Knocked Down. recharged from a standard power source or by exposing its thermal cells to heat 5-6 Out of Action: The target slumps or light. In an emergency a pack can be lifelessly to the ground. He may be dead recharged by placing it in a fire, or barely living, but is overcome by the although such treatment tends to toxin for the rest of the game. shorten the life of the pack and increase the probability of it failing. Many Remove the model as you would any experienced fighters prefer the laspistol other that was out of action. over more powerful weapons for these very reasons. If a needle pistol hits a model that is already Knocked Down and inflicts a NEEDLE PISTOL Comatose result, then the model must The needle pistol or needler is a continue to roll on the chart above in complex laserpowered weapon. Its tight subsequent recovery phases instead of laser beam carries a tiny toxic needle or the standard injury chart. dart which pierces the target s flesh to send its deadly poisons into their body. Silent: This weapon emits no noise so The laser carrier beam will dissolve or when fired doesn't test to sound the blow away armour or clothing and alarm during scenarios such as The Raid. burrow into exposed flesh enabling the darts to penetrate more deeply. The PLASMA PISTOL needler is a rare and expensive weapon Plasma weapons fire energy shells of in the Underhive. Its chief advantage is bright glowing plasma matter in a super- that it is virtually silent, and heated energised state. consequently the favoured weapon for When a plasma shell strikes its target assassins and other unwelcome there is a tremendous release of energy Toxic Dart: No wound roll is required and the target blows apart in an when shooting a needler: if the target is almighty explosion. Plasma weapons are hit then the toxins will automatically extremely effective and very dangerous, inflict 1 wound. Armour may still save a however, they are also highly unstable, target as normal. Note this only applies difficult to maintain and frequently against living targets. If a needle pistol malfunction. The user can mitigate this hits an unliving target, such as a water by firing as short a blast as possible with still, then a normal to wound roll must slightly reduced effectiveness.

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Energy Levels: You can choose to shoot is used as described in the Shooting the plasma pistol on a low energy section. However, due to the web setting or maximum power. pistol's limited ammo, any models The profiles for each setting are partially covered by the template are not different. If you shoot the plasma pistol hit at all. on maximum power then after all shots with the gun have been resolved you Webbed Targets: Once a web pistol has must roll a D6 on the Gets Hot table hit its target the victim is automatically below to see if the weapon enmeshed - there is no roll for wounds malfunctions. Note a plasma pistol and no armour saving throw is allowed. cannot be fired on maximum power This also applies in hand-to-hand during hand-to-hand combat. combat, any extra hits that must be allocated to the pistol are wasted. Gets Hot 1-2 Critical: The weapon vents super- A webbed target cannot move or do heated gases that inflict a D3 Strength anything else other than attempt to hit against the user. The weapon also struggle free at the start of his turn. If cannot be fired again for a full turn. the fighter wishes to make an attempt to 3-4 Overheat: The weapon cannot be struggle free roll a D6 and add the fired again for a full turn as it needs to s Strength. cool down. 5-6 Stable: The weapon remains stable If the total is 9 or more the victim frees and can be fired again as normal next himself but may not do anything for the turn. rest of the turn. If the total is less than 9 then he automatically suffers 1 wound, WEB PISTOL though an armour save can be The web pistol, or glue gun as it is attempted. If a webbed model is cheerfully called, is a common sight in involved in hand-to-hand combat then the Hive City. It's used by enforcers or treat him as if he was Knocked Down. the Houses Friendly fighters in base contact with a crowds and take captives without webbed model at the start of their turn harming them. can help cut away the steely webbing. The model cannot do anything else that The weapon fires a tangle of gluey turn. If the fighter helps out in this way threads which envelop and ensnare then his Strength characteristic is added their target, trapping and rendering to the D6 roll. them immobile. The sticky mass quickly shrinks and hardens holding the target Web Solvent: All web pistols incorporate fast and preventing them from making a solvent spray for removing the web the slightest move. A victim who material. Any model that has a web struggles too hard may be strangled or pistol can automatically free a webbed crushed by the constricting mesh. Web fighter at the start of the turn if he is in pistols are bulky with a coned nozzle base contact and doesn't do anything and a distinctive canister containing the else that turn. However, a model can web chemical. Although easily available never free itself from a web using a web uphive, both the weapon and its pistol, as the strands are far too tight to chemical ammo are hard to get hold of allow the fighter to reach his solvent by Underhive traders. spray. Template: The s shot is represented by the flamer template. This

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Capture: If a fighter equipped with a gouts of flame ignore any intervening web pistol takes an enemy model out of terrain and can catch concealed targets action in hand-to-hand combat then he as if they were in the open. In addition, will be automatically captured on a roll roll a dice for any other models in base of 4+. Models captured in this way do contact with the target model. Any such not have to make a roll on the Serious models are hit on a 4+, in a similar way Injuries chart. Note this rule only to blast weapons. Resolve hits as applies so long as the web pistol has not normal. ran out of ammo. BASIC WEAPONS HAND FLAMER This section covers weapons designed to Amongst the Underhive gangs this be carried and used with two hands like weapon is also known as the flame an automatic rifle or submachine gun. pistol or burner. It fires a short burst of These comprise some of the most flaming chemical, an unstable sticky common and effective weapons material that ignites upon contact with available to the Underhive fighters. They air. This volatile fuel is held within a typically are typically more powerful or small pressurised container that fits into cause more damage than their smaller the weapon. A single container contains pistol equivalents. This is offset by often very little fuel so hand flamers often run being more difficult to maintain and out of ammo. The unstable and therefore have a lower (worse) ammo temperamental nature of the fuel also roll. means that some containers prove useless whilst others explode AUTOGUN unexpectedly as they are loaded. The autogun is a rapid firing automatic Nevertheless, the hand flamer is a very weapon. Auto weapons are easy to dangerous weapon that spreads a sheet manufacture and simple to use, and are of flame over a short distance which amongst the most commonly employed allows it to claim several victims with a weapons in the Underhive. single shot. The majority of autoguns are made in Flamer: The hand flamer s shot is the factories of Hive City and traded represented by the flamer template. This down through the hive. But some crude is used as described in the Shooting but effective versions are also made in section. However, due to the hand the ramshackle Underhive workshops. flamer's limited ammo, any models Ammo, spares and repair facilities are partially covered by the template are not relatively easy to find throughout the hit at all. Underhive, and traders always have plenty of guns and ammunition for sale. Ammo Roll: The hand flamer must take an Ammo roll each time it fires, except LASGUN during hand-to-hand combat. Laser weapons are manufactured in vast quantities in the Hive City and are Catch Fire: Any models hit by a hand exported to the armed forces of the flamer catch fire on a roll of 5+. Note Imperium throughout the galaxy. the hand flamer cannot set hand-to- Lasguns are traded in Underhive hand combat opponents on fire. settlements and the Guilders bring shipments from the factories above. Flame weapons disregard any cover Power packs come from the same source modifiers for hitting the target - the and some are made locally. Supplies of

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

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

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

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over longer ranges. However, it is more useless whilst others explode expensive than an ordinary solid shot. unexpectedly as they are loaded.

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

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

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

The weapon itself makes no noise when D6 Result fired. However, the passage of the beam 1 No Effect: The toxin has no effect or heats the air to super-hot temperatures, wears off. causing a distinctive hiss which becomes 2-4 Comatose: The target is knocked a roaring blast as living flesh is hit and comatose and falls to the ground. The body moisture vaporises explosively. model counts as down except he cannot move. Short Range: The Meltagun is a 5-6 Out of Action: The target slumps devastating weapon however it only has lifelessly to the ground. He may be dead

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or barely living, but is overcome by the hit against the user. The weapon also toxin for the rest of the game. Remove cannot be fired again for a full turn. the model as you would any other that 3-4 Overheat: The weapon cannot be was out of action. fired again for a full turn as it needs to cool down. If a needle rifle hits a model that is 5-6 Stable: The weapon remains stable already down and inflicts a Comatose and can be fired again as normal next result, then the model must continue to turn. roll on the chart above in subsequent recovery phases instead of the standard HEAVY WEAPONS injury chart. This category covers particularly large and powerful weapons. They are too Silent: This weapon emits no noise so heavy and clumsy to be used by all when fired doesn't test to sound the fighters, and are also difficult to alarm during scenarios such as The Raid. maintain and repair. Only fighters with appropriate technical skills can hope to PLASMA GUN own heavy weaponry of this kind, Plasma weapons fire energy shells of though most gangs have one or two bright glowing plasma matter in a super- fighters who carry heavy weapons. heated energised state. When a plasma These individuals are known as shell strikes a target energy is released heavies on account of the weapons and the target blows apart in an they carry and also because they tend to almighty explosion. be big, muscular fighters able to bear

the weight of their weapon, ammunition Plasma weapons are extremely effective and spares. and very dangerous weapons, however, they are also highly unstable, difficult to Special Rules: All of the heavy weapons maintain and frequently malfunction. described below are weighty, The user can mitigate this by firing as cumbersome affairs which take quite a short a blast as possible which has bit of physical strength and energy to slightly reduced effectiveness. carry and use. Spare parts, ammunition

and a basic tool kit all add to the weight Sustained Fire: 1 dice. Note that a heavy must bear. Because of this, a sustained fire can only be used when fighter cannot fire a heavy weapon if he shooting on maximum power. moved during his movement phase. As

this rule applies to all heavy weapons it Energy Levels: You can choose to shoot is not included in the special rules for the plasma gun on a low energy setting individual weapons. or maximum power. The profiles for each setting are different. If you shoot AUTOCANNON the plasma gun on maximum power The autocannon is a heavy automatic then after all shots with the gun have weapon a larger and more powerful been resolved that turn you must roll a version of the Autogun. It is a rapid D6 on the Gets Hot table below to see if firing, high-velocity weapon capable of the weapon malfunctions. spitting out a hail of deadly shells. The blaze of shells, scream of the loading Gets Hot mechanism and brutal recoil mean that 1-2 Critical: The weapon vents super- it is a difficult and energy sapping heated gases that inflict a D3 Strength weapon to use. It is also extremely

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effective, and one of the most popular heavy version is the most effective and heavy weapons. most complex weapon of its type. They are extremely bulky and are often HEAVY PLASMA GUN back by those The heavy plasma gun, or sun gun, fires who carry them. Like all bolters it is energy shells of bright glowing plasma noisy and the shells explode when they matter in a super-heated energised state. hit their target causing great devastation. When a plasma shell strikes a target energy is released and the target blows Only very experienced and relatively apart in an almighty explosion. Plasma wealthy fighters can afford to own and weapons are extremely effective and use a heavy bolter. The constant and very dangerous and the heavy version is demanding maintenance routine also the most deadly of all, however, they are makes it an unwise choice for a novice. also highly unstable, difficult to maintain For those who re doing and frequently malfunction. The user it is a prestigious weapon carried by the can mitigate this by firing the weapon most dangerous of fighters. on a low energy discharge. LASCANNON Energy Levels: You can choose to shoot The Lascannon is the most powerful of the heavy plasma gun on a low energy the laser technology weapons available setting or maximum power. If shot on in the Underhive. It is a military weapon, maximum power then after the shot has made in the factories of the Hive City for been resolved you must roll a D6 on the the armed forces of the Imperium. Gets Hot table below to see if the Examples find their way into the hands weapon malfunctions. of gang fighters, though the Guilders are reluctant to trade such powerful Gets Hot weaponry into the anarchic Underhive. 1-2 Critical: The weapon vents super- heated gases that inflict a D3 Strength The Lascannon fires a powerful energy hit against the user. The weapon also burst, a single mighty blast of energy cannot be fired again for a full turn. that can burn up a target or vaporise 3-4 Overheat: The weapon cannot be plasteel. It is designed for destroying fired again for a full turn as it needs to large armoured vehicles and other cool down. fighting machines, its massive energy 5-6 Stable: The weapon remains stable discharge is reckoned unnecessarily and can be fired again as normal next potent in the cramped Underhive where turn. targets are generally living men. As a result it is not highly favoured, most Sustained Fire: 2 dice. fighters preferring something which spreads its shots over a wide area or Firing on Maximum Power: Blast/Gas fires rapidly. Cloud: A heavy plasma gunshot envelops an entire area in a searing Terrifying Force: The effects of a discharge so uses the blast template. If it Lascannon blast on a living target are is fired on maximum power then it uses horrifying to behold. Usually if a ganger the gas cloud template instead. goes down or out of action then friendly fighters within 2" must take a nerve test, HEAVY BOLTER however, this range is extended to 6" All bolt weapons are highly advanced when struck by a Lascannon. and technically sophisticated, and the

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

an electromagnetic charge. There are Ammo Roll: The heavy flamer is required many different kinds of grenade to take an Ammo roll each and every available in the Underhive, including time it fires. strange and unreliable devices

concocted by the Underhive fighters Catch Fire: Any models hit by a heavy themselves, but the most common by far flamer catch fire on a roll of 3+. are Frag and Krak grenades.

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

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GAS GRENADES been shrunk then it dissipates with no There are many different kinds of gas further effect. grenades or gas bombs. Some of these 3-5: The cloud remains where it is. weapons are made in the factories of the 6: The gas cloud drifts D6" in a random Hive City, others are fabricated by direction. cunning armourers in the Underhive itself. All of these weapons are rare and Models will be hit by the moving cloud somewhat specialised in nature, so they following the usual template rules. If the are not commonly used by gang fighters. cloud drifts from above ground level off The different effects of the various gas over a ledge, then the cloud dissipates grenades are discussed below. in mid-air unless it reaches another ledge of the same level.

When you throw a gas grenade choose Choke your target and work out where the Fighters affected by Choke fall to the grenade hits. Place a gas cloud marker, floor and are helpless whilst they remain or a patch of cotton wool, to represent in the cloud. Models can crawl 2" and the gas. Models within the cloud are hit attempt to leave the cloud, but they automatically; models partially within cannot shoot or do anything else if the cloud are hit on a D6 roll of 4 or within the cloud at the start of their more, exactly as for ordinary weapons. turn. Affected models in hand-to-hand Fighters hit by gas are not pinned as a combat are treated as down so may be result. In other it taken out of action. Once they have the targets are not actually struck or crawled free of the gas or it has t count in quite dispersed they recover by the end of the the same way as a regular weapon hit. turn.

Any model hit by gas must take a Hallucinogen Toughness test. If the test is passed then Fighters affected by this dangerous they are unaffected by the gas. hallucinogenic gas become subject to all If the test is failed then they cannot do kinds of strange delusions and can anything except as described below. A behave in an extraordinary manner. If an model that is not already affected by the affected model is within the gas cloud at gas must make this roll if it finds itself the start of his turn roll a D6 and within the gas cloud at the start of its consult the chart below. Note if a turn. Fighters can move into a gas cloud hallucinogen cloud dissipates it still but must test to see if they are affected affects models within it at the start of the as soon as they enter it and are 'hit' turn, and if a cloud drifts it affects all following the usual template rules. hit by the gas as it drifts. If a model fails the original Toughness test Gas clouds can last for several turns, or when struck by the grenade then he's slowly disperse or drift away altogether. automatically affected by the gas at the Test at the start of the turn. turns. At the start of each turn roll a D6. Note if a cloud dissipates it still affects 1: Resist! Wild and dizzying visions spin models within it at the start of the turn, before the s eyes as he battles to and if a cloud drifts it affects all models overcome his inner madness. The model hit by the gas as it drifts. must take a Leadership test.

1-2: The cloud shrinks to a blast template in size. If the cloud has already

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

The model is automatically broken, just Any models that fail the Initiative test are as if he had failed a nerve test. blinded. Blinded fighters are unable to see so cannot do anything except 5: Traitors! The victim becomes stagger around in a haphazard manner. convinced his fellow fighters are out to If they do decide to move then they do get him and that the whole thing is a set- so at half speed and in a random up. The victim doesn't move this turn direction. If engaged in hand-to-hand but pivots to shoot at the nearest friend combat they can fight but their WS is that he can draw a line of sight to. He reduced to 1. shoots with the highest Strength weapon that is within range and if he A model who is blinded remains can shoot multiple times then he will try blinded, but can test at the end of each to hit as many different friendly fighters of his turns to recover his sight. as many times as possible starting with the nearest. Roll a D6. On the score of a 5 or 6 the model 6: Errrr... The victim lapses into a recovers but remains dazzled until the mindless slackjawed state for the end of his next turn. remainder of the game.

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

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ARMOUR help), suffering a Strength 4 hit with no The armed forces of the far future make armor save allowed. Leave the tox use of advanced powered armoured marker in place for the rest of the game. suits and energy fields which are Anyone who subsequently moves within necessary to protect them against the range may be hit as above. awesome weaponry used on the battlefields of the 41st millennium. Once Per Fight: A fighter can only carry Armour is much less useful in the a single tox bomb each game so once depths of the Underhive. Its bulk thrown cannot throw another. hinders movement amongst the tangled ruins and its cost is beyond the reach of Tox bombs are still replenished after most gangs. Although advanced armour each fight just like normal grenades. is sometimes traded, by far the most common forms of protection are the simpler types of armour.

Special Rules: Unless otherwise stated a fighter can only wear one suit of armour at a time.

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

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

Cameleoline may be taken by itself (which represents its inclusion into the

(representing its coating onto the

wearers an additional -1 cover save from shooting attacks (i.e. partial cover would be -2, etc.). If the owner does not have a save cover, then it is useless.

CARAPACE ARMOUR Carapace armor is made of rigid plates of armaplas moulded to fit parts of the body. A typical suit of carapace covers the vital chest region, with separate plates for the arms and legs. The armaplas plates offer quite good

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protection from low-powered weaponry the direction indicated. If this causes the but are rather heavy. model to not be placed on a horizontal surface, it suffers from Falling. If this Armor Save: A fighter wearing carapace places the model in impassable terrain armor receives a 4+ armor saving throw. or another model, it immediately suffers an automatic wound with no save Initiative: Because of its cumbersome possible. If the model is lucky enough to weight a fighter wearing carapace armor survive, suffers a -1 Initiative characteristic destination. penalty. FLAK ARMOUR CONVERSION FIELD Flak armor is made from high-tensile A conversion field works by taking padded fabric usually in the form of a incoming kinetic energy, converting it sleeveless jacket which covers the upper into potential energy (hence the name), torso. Flak is rather uncomfortable and and then releasing that energy in the not especially popular despite its low form of light. The Rosarius used by cost. It offers minimal protection against many members of the Ecclesiarchy low powered weapons and is most incorporates a conversion field. A useful against blasts and explosive conversion field grants lowers the impact from near-misses. strength of all incoming Shooting attacks by 2. If the wearer is successfully Armor Save: A fighter wearing flak armor hit by a weapon of Strength 5 or higher, has a basic D6 saving throw of 6 against treat the field as a photon flash grenade a wound. This is increased to 5 or 6 attack, centered on the equipped model. against weapons which use a template This has no effect on the wearer. Note a as these are generally the low velocity force field offers no protection against weapons that flak is most effective hits struck in hand-to-hand combat. against flamers, blast weapons and Frag grenades, for example. The save DISPLACER FIELD modifiers for these weapons may reduce A rare and little understood device, a or cancel out this save in many cases. displacer field is similar to a refractor field however, if the field senses any FORCE FIELD failure, it will attempt to teleport the Force fields are the simplest and most wearer several feet out of danger. common form of protective energy Although, such sudden random shield used throughout the Imperium. displacement may have unintended Nevertheless, personal force fields are expensive and rare in the Underhive, only gangs with the right connections A displacer field lowers the strength of can ever hope to own one. all incoming Shooting attacks by 3 and is considered Exotic. All ranged attacks made against a fighter protected by a force field suffer a -1 Any weapon which scores 2 or more penalty to their Strength and Save successive hits (usually via Sustained Modifier. Note a force field offers no Fire) and/or with the High Impact protection against hits struck in hand-to- attribute which is hits the wearer, may hand combat. cause the displacer to activate. Roll a D3 and Scatter Dice. The model is GHOSTHELM immediately moved that many inches in

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A Ghosthelm is a psychically attuned attacks against the user, and all Orkoid helmet worn by psykers to boost -2. A KFF is only their powers and protect them from the usable by models and only 1 may be predations of the Warp. A Ghosthelm included in a warband. allows the wearer to reroll one Perils of The Warp result or Psychic power per MESH ARMOUR scenario. A Ghosthelm is an Eldar Mesh armor is a fabric-like material weapon and is considered Exotic to all made from tiny cells of bonded non Eldar races. thermoplas. The resultant mesh is light but very strong and can be fashioned A Ghosthelm grants the wearer the into garments or used as a protective Focus power attribute. lining. Mesh absorbs physical blows or heat energy by becoming momentarily HEXAGRAMMIC WARDS solid, effectively absorbing the energy of Hexagrammic Wards are the catchall an attack to switch from one morphic term applied to etchings, incantations, state to another. Repeated hits to the or physical systems which protect the same area will tend to erode this effect user from psychic powers, sorcery, and and reduce the protective value of the other Warpcraft. The ability to apply a mesh. ward is a largely forbidden lore within the Imperium as is considered Exotic to Armor Save: A fighter wearing mesh Humans. Hexagrammic Wards confer no armor receives a 5+ armor saving throw. saves against normal attacks. However, all direct attacks from Psychic/Wyrd POWER ARMOR powers, Force weapons, and Warp Power armor is a set of full-body protective armors, which are servo- est is passed, the power or assisted and grant the wearer greater attack is negated. power. In many cases, a neural interface is included so the wearer does not suffer HOLO-FIELD any lag-time between the controls and A field of Eldar manufacture, this field places several holograms of the wearer actions. around it, whenever the user moves rapidly. Armor Save: A fighter wearing power armor receives a 3+ armor saving throw. A holo-field wearer is always considered However, if the wearer is below Strength to be in Partial Cover (1 to hit), if the 5, it suffers -1 Initiative (Astartes and wearer is in partial cover already it models equipped with an MIU ignore counts as being in Full Cover (2 to hit). this penalty). Models shooting at the wearer from Overwatch suffer 2 to hit, rather than REFRACTOR FIELD the normal 1 modifier. A Holo-Field is A refractor field works by dispersing the considered an Eldar weapon. energy of incoming attacks throughout the field. A refractor lowers the strength KUSTOM FORCE FIELD of all incoming Shooting attacks by -1 It is a strange array of energy-based and, as it glows slightly, the wearer shields utilized by the technologically- cannot hide. minded Orks known as Mekboyz. A Kustom Force Field lowers the strength of all incoming Shooting

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AMMUNITION which locks unto the target. If a shot This section covers special types of gun with an Executioner misses, the firing ammunition and advanced gunsights model may re-roll the to hit roll once. which are rare and highly sought after in FRAG MISSILES / Missile the depths of the Underhive. Launcher

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

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INFERNO Bolts are loaded with a small Psycannon bolts are psychically charged promethium charge. Models hit by an Bolts which negate the powers of Warp inferno bolt may Catch Fire, as if hit by a creatures and other followers of Chaos. Hand Flamer (5+) They add +1 Strength. Warp Creatures do not receive their 4+ save against KRAK MISSILES / Missile Psycannon Bolts. Launcher This missile contains a powerful implosive charge designed to crack open heavy armored targets.

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

MANSTOPPER SHELLS / Shotgun This is a particularly heavy solid cartridge with a massive propellant charge. It is more powerful than a normal solid shot and more accurate over longer ranges. However, it is more expensive than an ordinary solid shot.

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

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

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

PSYCANNON BOLTS

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

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

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

MONO-SIGHT A mono-sight is an optical sensor worn over one eye, attached to the fighter s weapon by a power link. The fighter sees an enhanced image and superimposed targeting reticule with its crosshairs clearly showing where his shot will land. The high resolution of

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BIONICS and enable the fighter to see in darkness The Underhive presents a weird mixture and through smoke. A fighter that is of advanced technology and primitive Partially Blinded can be implanted with technical improvisation. a bionic eye, in which case all serious Conditions are rough and ready in the injuries to a chosen eye are struck from settlements, and those who live there the gang roster. A fighter implanted with are used to making compromises. a bionic eye counts as wearing a photo- To the wealthy inhabitants of the Spire visor and infra-red goggles. The model is bionic implants and transplants of living also unaffected by smoke clouds, though tissue are readily available and any shots through the cloud suffer a -1 affordable solutions to disease and to hit penalty. injury. In the Underhive people cope as BIONIC LEG best they can, making do with simple A bionic leg is very much stronger than prosthetics and putting up with an ordinary leg and affords the fighter debilitating injuries. However, even in the opportunity of making a devastating the Underhive there are a few skilled kick attack. A fighter suffering from a Leg bio-surgeons able to perform transplants Wound can be implanted with a bionic for those who are able to pay the price. leg, in which case all Leg Wounds that a

chosen leg suffers from are struck from the gang roster. A fighter implanted with recruitment or to replace a damaged a bionic leg gains +1 to his Attacks limb or other body part if the model characteristic in hand-to-hand combat. suffers such from the Serious In-juries In addition, if the fighter attempted to chart (i.e. a bionic eye may replace a jump down from a ledge and the blinded eye, etc.). If used as a Initiative test is failed, roll a D6. On a replacement, it cancels out the negative roll of 4+ the bionic leg takes the brunt modifiers for that body part. Bionics of the force. The fighter suffers no may be damaged just as a body part can. damage and may continue his move, just If this happens, any positive effects as if the Initiative test was passed. provided by the bionic in question are cancelled and, if not replaced with BIONIC ARM another bionic, the model is affected A bionic arm is a particularly expensive device which offers greatly amplified body part. Once implanted, bionics may strength, grip and dexterity compared to not be removed and transferred to a normal arm. A fighter suffering from another model. an Arm Wound or Hand Injury can be

implanted with a bionic arm, in which BIONIC INJURY case all Arm Wounds and Hand Injuries If a model suffers a serious injury to an that a chosen arm suffers from are area replaced with a bionic arm, eye, struck from the gang roster. chest or leg then, roll a D6. On a roll of

4+ the bionic is repaired and the fighter A fighter implanted with a bionic arm suffers no lasting injury. On a roll of 1-3 receives a +2 Strength bonus when the bionic is damaged and the fighter using that arm. He also receives a +2 suffers from the serious injury following Initiative bonus during hand-to-hand the usual rules. combat or when testing to see if the

BIONIC EYE fighter falls off a ledge.

BIONIC CHEST protection against photon flash flares

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A bionic chest is a toughened membrane Injury roll, the model may take one that sheathes the sternum and frontal reroll. This may only be used on the first rib cage. The material absorbs impact Injury roll a model takes. If the model trauma and spreads the energy chooses not to reroll the result, the rig throughout the membrane thus cannot be used on any subsequent rolls. reducing the chance of penetration. A fighter suffering from a Chest Wound LOBO CHIP can be implanted with a bionic chest, in A lobotomy chip is implanted directly which case all Chest Wounds are struck into an organic brain and effectively from the gang roster. A fighter implanted with a bionic chest counts as behavior. A lobo chip will cure a fighter wearing a respirator and also receives a of psychology tests associated with any 6+ armor saving throw. serious head injury. Once implanted, the model does not have to test for ELECTOOS Stupidity or Frenzy and its Initiative is Electoos are a series of sub-dermal reduced to 1. capacitors and wiring which turn the bearer into a living spark plug. Rare MIU outside the Adeptus Mechanicus, A Mind Impulse Unit is rarely seen Electoos are common amongst the sect outside the Adeptus Mechanicus. It is a known as Electro-Priests who use these neural uplink which allows the user to implants to provide power to control Constructs and equipment via machinery. They can also be used in thought. A model with an MIU does not close combat as a form of shock incur any penalties for wearing Power weapon, deadly to most foes, armored Armor and doubles the distance at or not. Models with Electoos are which any selected Constructs may be considered armed with a Medi-pack controlled. when attempting to repair Constructs hit by EMP or haywire grenades. MECHADENDRITES/SERVO-ARM Additionally, the bearer may use the Technically not a bionic replacement, Electoos in HtH combat. If doing so, the Mechadendrites are long metal player must declare the model is using Electoos before charging or before being repair equipment, perform sensory charged. The model may then not use operations, or any number of myriad any other HtH or Pistol weapons. uses. A servo-arm is a crude version of However, the model counts as being the mechadendrite but is often seen armed with 2 HtH weapons, adds +1 mounted on the backpacks of many Strength to its attacks, and its Attacks Astartes Techmarines. have the Shock attribute. A mechadendrite/servo-arm does not INJECTOR RIG replace a limb. Only non-Construct This can be a crude system of syringes models may select mechadendrite/ servo arms and only then if it has a MIU. No elegant augmetic installed sub dermally. model may have more than their Injector Rigs are used to infuse Toughness characteristic. Every stimulants and other drugs directly into mechadendrite/servo arm grants the Injector Rig following: the user is +1 Strength in allows the model to use any drug it is HtH combat, does not suffer the equipped with at any time during its encumbered modifier, and gains +1 turn. Additionally, Attack in HtH combat (ex: so a normal

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human with 2 Mechadendrites would assign a Ganger to help him. Both have 3 Attacks at Strength 5 in HtH fighters must not have gone out of combat). action in the previous game and the Ganger cannot collect income from SKULL CHIP territories or search for rare trade It is a small neural microchip which goods. improves reaction time and memory. A model with a Skull Chip can reroll any In the next game, any weapon that fails Initiative based test, but must accept the its Ammo roll may roll a D6 and ignore second result, even if it is worse. the failed Ammo roll on a roll of 4, 5 or 6 regardless of the kind of weapon it is. SHOULDER RIG Weapons which automatically fail an Technically not a bionic, the shoulder Ammo roll can still ignore it on a 4 or rig is used to mount an independent more. leaving his or her hands free. Shoulder Note that the auto-repairer is kept in the Rigs may only be used by models with gang territory and is not associated an MIU. A shoulder rig may be fitted with any specific Heavy. with any basic weapon, at normal cost. As it does not belong to a specific model During the shooting phase, a model its value is not included in the gang with a shoulder rig may fire the rating. If the gang is raided in the Raid shoulder rig at any enemy model, even if scenario then the auto-repairer is firing another weapon at the same or automatically destroyed if the encounter another model, at 1 BS (in addition to is lost. any other To Hit modifiers). BIO-SCANNER MISCELLANEOUS A bio-scanner detects life signs within the proximity of the user. The device is EQUIPMENT small, about the size of a pistol, and can The Underhive merchants sell all kinds be worn upon a belt or around the of equipment ranging from advanced gear smuggled down from Hive a device improves his chances of City, ancient archeotech devices, spotting enemy intruders. A model mystical items fashioned from the flora carrying a bio-scanner will automatically and fauna unique to Hive Bottom as spot any hidden well as simple accessories made to make Underhive life a little more bearable. BIO-BOOSTER A bio-booster is a small chemical charge AUTO-REPAIRER that fits into a wrist band or similar. The An auto-repairer is a large device kept in -sensor is activated when s hideout or one of its the wearer is injured, administering a workshops. The machine is used by a shot of booster chemical into the gang s heavy to check and repair bloodstream by means of a pressure equipment, scan for hidden structural diffuser. The bio-booster is self- weaknesses and test batteries, power administering and completely packs and internal generators. automatic.

If a gang has an auto-repairer then it can If a fighter wearing a bio-booster is be used in between fights to check out required to roll on the injury chart then gang must a roll of 1-3 counts as a flesh wound. include a Heavy to do this and you must

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Note this only applies to injury rolls commands a price to match. Acunning made in the recovery phase ie, not to leader can use the Wildsnake to instill a rolls made when initially suffering a wounding hit. by giving it to them to drink before a game. The bottle of Wildsnake is used BLADE VENOM up and the whole gang can reroll any Blade venom is brewed from a variety of failed nerve tests and Bottle rolls. Sadly natural poisons to produce a viscous their inebriation also reduces their purple substance which will kill a man Initiative characteristic by -2 as well. in seconds. The only problem is that a Once the clumsy fighter with a poisoned weapon characteristics are returned to normal is as great a danger to himself as anyone with accompanying blistering else. Doses of blade venom are kept in headaches. the start of a game to fighters who will CHARM use them. A dose of blade venom will A charm can be anything from a lucky envenom one weapon for one game, Aquila to a rat-bone necklace. A model after which the venom loses its potency. with a charm can sometimes sense when Blade venom can only be usefully danger is present. If a fighter equipped applied to knives, Chains or Flails, with a charm is shot at and hit from Clubs, Mauls or Bludgeons, Massive overwatch, roll a D6. Weapons and Swords. Any hits inflicted by a weapon coated in blade venom On a roll of 5+, the model avoids the gains the TOXIC Attribute. shot. If the model fails, he takes damage normally. Blindsnake POUCH The Ratskins milk venom from the CLIP HARNESS albino Blindsnake, mix the toxin with Fighters who must constantly climb the certain secret fungi, and place the sheer ruins and crumbling resultant paste into a small leather superstructure of the Underhive often pouch which is worn around the neck. choose to make use of a clip harness to The spirit of the Blindsnake is said to save them from falling. The harness is watch out for bad spirits and to guide its nothing more than a safety line that is owner in the darkness. The mixture in fastened round the body, with a strong the leather pouch is absorbed by the steel clip or magnetic clasp which can be s skin and enhances his natural attached to a nearby object. If the psychic sensitivity, endowing him with a wearer should fall the harness will save sort of rudimentary sixth sense. him and enable the fighter to scramble to safety. A fighter who carries a Blindsnake pouch can sense when an enemy is The end of the safety line must be waiting to shoot at him. If a fighter is fastened for it to work. A model can shot at and hit from overwatch, he has a fasten a harness if it does not move in its chance of ducking or weaving to avoid movement phase. The fighter can still the shot. The model receives a 4+ perform other actions in addition to special save against overwatch shots. fastening the harness, such as shoot or go onto overwatch. The harness is BOTTLE OF WILDSNAKE automatically unfastened when the Wildsnake is rare and potent liquor model moves or enters a hand-to-hand brewed out in the bad zones where it combat.

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

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models once per game and any Frenzon allows the user to immediately subsequent drugs used have no effect. Frenzy. Roll a 2D6 after each battle the equipped model uses the drug; on a roll following chart and apply the effects of 2 or 12 the user becomes addicted. immediately: Addicted models derive no further benefit from that drug and suffer -2 to their Initiative and Weapon Skill power of the Warp. The model must roll on the Perils of the Warp chart. GRAV CHUTE 2- The grav chute is a passive gravitic improved. The model may add D3 to repeller which reduces the downward any characteristic. This lasts until the pull of gravity to a fraction of its normal end of the scenario. strength. It enables the wearer to float from great heights and land softly. The user permanently gains either D3 to one characteristic or one skill of their A fighter wearing a grav chute takes no choice. damage from falling. He can also use it to jump down from ledges of any height mind but its body revolts. The user gains as long as he has enough movement to one minor Wyrd power until the end of cover the fall. the battle and one random minor mutation for ever. GRAPNEL The grapnel consists of a magnetic The model immediately suffers 1 grapnel attached to a long wire which is wound, with no armor or field saves fired from a small launcher. allowed. If the user survives, it suffers A fighter can fire the grapnel in the from Stupidity until the end of the shooting phase instead of shooting with battle. a weapon. Choose the spot you wish to aim for, counting it as a small target, and Roll a 2D6 after each battle the roll to hit as for weapons fire. If you equipped model uses a Flects, on a roll miss the target then it fails to grapple of 2 or 12 the user is driven utterly and is recoiled ready for the next shot. If insane and is either mercifully killed by you hit then the magnetic grapnel sticks its comrades or runs screaming into the to the point indicated and this can be night. The model, and all its weapons marked with a suitable counter. In his and equipment, is permanently lost. following movement phase the model may winch itself to the position of the FRENZON marker. If the fighter elects to do this A combat drug typical to Penal legion then he cannot do anything else that units and Arco-Flagellants, Frenzon turn. If the fighter is forced to move glands before managing to winch himself, such and hypothalamus, speeding up as because he becomes broken, then the reaction time and slowing down outside grapnel is automatically recoiled. Note actions. Frenzon is a drug and can be the grapnel can be aimed at the edge of consumed at any time during the a level from below, thus allowing the model to scale up on to a ledge above. last until the end of the game. Models without Injector Rigs may only use one ICROTIC SLIME type of drug per scenario. Icrotic slime is a rare and dangerous Underhive organism - a living

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transparent blob about the size of a vary tremendously, especially in the fist. A mature slime seeks out a dangerous, sleazy environments where living creature and positions itself on these are often used. slowly absorbed through the flesh into Amongst the wealthy decadent elite who ery indulge in this practice the risks are less fast or agile they rely on catching their because they can afford good quality victims asleep. Whilst they invade their antidotes, but even so success is not host they protect themselves by certain. There are even strains of Icrotic releasing psycho-chemical stimulants slime that have become immune to the anti-parasite drugs. and body. So euphoric is the effect, and so great the sense of power, that the Effect: Icrotic slime has a potent effect victim makes no attempt to remove the on the user: the chemicals it releases slime. make him stronger, more agile, improve his reflexes and nullify the effects of shock and trauma so that he can fight on encysts and reproduces in the manner and survive terrible wounds. It is of common amoebic parasites. As the thought these effects are produced in amoeba divides it becomes millions of the host to ensure it survives long tiny babies, which break out from their enough for the icrotic slime to shells and begin to reproduce successfully. brain from which they derive vital psychic as well as physical nutrition. If a fighter uses the icrotic slime, then at Soon the host turns into a gibbering the start of the game roll a D6 on the wreck as his brain is consumed from table below for each of the within. Within hours the pressure of the characteristics except Wounds and feeding, growing baby slimes is so great Leadership. millions of tiny Icrotic Slimes slither out. Results: These are only a millimeter or so across, 1-The characteristic is unaffected. but they grow quickly by enveloping and 2-3 Increase the characteristic by +1 digesting increasingly large creatures. points. 4-5 Increase the characteristic by +2 So great is the physical and mental point. enhancement and general sense of 6- Increase the characteristic by +3 euphoria induced by Icrotic slime that points. some people use it as a drug. They avoid death either by ensuring there is somebody ready to scrape off the slime characteristics are both doubled up, to a at the last minute, or by use of anti- maximum of 10 each. In addition, the parasite drugs that kill the Icrotic slime character is so deranged by the slime before it has a chance to encyst. Once that he is never pinned by any hits. encysted the tough outer shell makes Duration: Icrotic slime has an effect for the slime immune to all but physical the whole game, after which it must be removal involving major surgery. removed or the recipient will die. The slime is destroyed by removal so it may The risks of using icrotic slime are only be used once. considerable, even when using drugs. The efficacy and potency of antidotes

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Side-effects: Roll 2D6 at the end of the Settlement at the start of the post-game game. If the roll is a 2 the Icrotic slime sequence. The fuel rod can be used only comrades once and is kept in the gang's stash so could remove it, he dies screaming in its value is not included in the gang agony. On the plus side you get to keep rating. his equipment and all these valuable baby icrotic slimes are scooped up and Note outlawed gangs that use a fuel rod sold on for 4D6 credits. On a 3-11 the set up an Outlaw Settlement instead. slime is successfully removed. On a 12 This behaves like a regular Settlement the slime is removed plus the fighter except outlaws generate the full 30 gained some benefit from his slime time credits. and has all of his serious injuries removed (including the good ones like KALMA scars). If he had no injuries the fighter Kalma is the hive name for a general gets a free roll on the Advance Table group of euphoric sedatives which lower instead. the state of consciousness and induce a state of well-being. Such drugs are often INFRA-RED GOGGLES ground up and used in small quantities These take the form of a pair of goggles in food. A tablet of kalma renders the or visor which allows a fighter to see the individual docile and compliant. A thermal images of enemy fighters. This enables the wearer to see foes who are will remain passive while unattended. hiding or partially concealed behind Models without Injector Rigs may only cover. use one type of drug per scenario.

A fighter wearing infra-red goggles can Effect: Kalma can be used in one of two spot hidden enemy at triple his normal ways. Kalma can be ingested by a distance i.e. his Initiative x3. However, downed fighter to alleviate pain, or it the enemy model must be within the can be fed to a captured fighter if a fighter's arc of sight. Sentries wearing rescue attempt is made. goggles will also spot fighters in cover just as if they were in the open. If a down fighter consumes kalma then

In addition, any fighters wearing goggles chart the Flesh Wound bracket is are immune to the effects of smoke increased to 1-3. However, once the clouds. effects of the kalma have worn off the sudden overload of pain ISOTROPIC FUEL ROD automatically taken out of action. Isotropic fuel rods are used to provide power for almost everything in the If the kalma is fed to a captive then he is Underhive. Rods are made uphive in the treated in the same way as a down Hive City factories, and sometimes turn model throughout the scenario (i.e. they up as archeotech. Underhive settlers are placed face down and can only move often use them to set up small out-holes in the wastes using the fuel rod to recovery rolls. power its air-pumps, water still and generators. In either case, the sedative effects of the kalma means that a fighter which If a gang has a fuel rod it can convert consumes it has his Initiative reduced to any one piece of territory into a

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1 and follows the rules for stupidity comrade. He cannot shoot, fight hand- until its effects wear off. to-hand or do anything else. At the end of the turn in the recovery phase an Duration: Roll 2D6 in each recovery Injury roll is made for the down model as normal except that a score of 1-4 characteristic to the result. If the total is recovers the injured fighter to flesh greater than 12 then the effects of the wound, a 5 is down, and a 6 is out of kalma wears off; if the total is 12 or less action. the fighter is still affected and grinning beatifically. Note if the kalma is fed to a Note that a fighter cannot use a medi- captive then this test is only rolled once pack on himself, nor may another the captive is freed or the alarm is individual use the medi-pack once its sounded. owner is injured or otherwise incapacitated. Side-effects: There are no long-term side-effects to using kalma. MUNG VASE The Mung vase is a much sought after One Use: Once a dose of kalma has been and extremely rare kind of archeotech. used it must be struck from the gang Genuine vases are prized by collectors roster. amongst the noble houses throughout Necromunda and first class examples LOBO-CHIP are said to change hands for millions of The lobotomy chip is similar in general credits. function to a standard skull chip. The effect is to anaesthetise part of the brain, But for every genuine newly discovered vase found in the deadzone wastes a curbing excessive and violent behaviour. thousand replicas are made in the shanty towns of the Underhive. A fighter fitted with a lobo-chip is immune from the effects of stupidity, If you are offered a Mung vase then the frenzy and hatred, as well as nerve tests. chances are it is a worthless copy or a However, the model's Initiative is damaged example of only token value. reduced to 1 and it cannot be modified Canny investors will no more touch a in any way. Mung vase than a festering sore on a rabid plague rat, but not everyone is so Bionic: A lobo-chip is a bionic so cannot circumspect. You can buy the vase if be removed once implanted into a re feeling lucky (some would say fighter. gullible).

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

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

1: The trader convinces you the vase is A Master crafted weapon will never an obvious fake, but quite a nice one, explode. and offers D6 credits for it. You accept and thank the trader for his generosity. Military Grade WEAPON The following day you learn that he has A master-crafted weapon is the pinnacle left town in a hurry. He is never seen again. from the finest materials and is engineered with exacting engineering. A 2: You are offered 2D6 credits. Military Grade weapon automatically passes any Ammo Roll it is required to 3-4: You are offered 30+6D6 credits. take. Weapons with Roll will pass on a roll of 4+. 5: You are offered 2D6x10 credits. A Military Grade weapon is still subject 6: You are offered 3D6x10 credits. to the rules of exploding.

Note unless a 1 is rolled you don't have PHOTO-CONTACTS to accept the offer. Indeed it may be Photo-contacts are multi-layered plastic lenses worn on the eyes to enhance worthwhile to hold out until you find a vision in poor light conditions. They trader willing to part with more credits. also incorporate a photochromatic layer

A vase can only be valued once per s sight against game. sudden bright flashes.

MASTER CRAFTED WEAPON A fighter wearing photo-contacts cannot The One in a Million Weapon is a rare be blinded by a photon flash flare, example of the art, instead they are always only dazzled. made from the best materials to the finest standards and the most exacting RATSKIN MAP tolerances. Such weapons are prized It is commonly supposed that the beyond mere cash. Men have fought and Underhive contains huge amounts of died to own a weapon such as this. treasure: collapsed tunnels leading to untapped mines, caverns containing

piles of gemstones and long lost domes The weapon is normal for its type but automatically passes any Ammo roll it's brimming with archeotech. It is also required to make. Roll a D6 to find out common knowledge that the Ratskins what kind of weapon you have been know of many such places as well as paths through and under the hive that offered: 1-2 pistol, 3-4 basic, 5 special, 6 no ordinary man has ever travelled. It is heavy. You can choose any weapon from the category rolled. equally common knowledge that anyone

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trying to sell you an ancient Ratskin relic. When you fight a battle you may treasure map is inevitably on the make. add or subtract up to 2 from the On the other hand, the map looks real, Scenario chart to decide which scenario s certainly very old, and the trader is played. sounds genuine. Dare you take the risk? In addition, the map reveals the location If you decide to buy the map roll to see of ancient service ducts. You can choose how accurate it is before you play your to add either a Vents or Tunnels next game. If the map is accurate it will territory to your gang roster - you must enable you to manoeuvre round your do this immediately or never. enemy, and gives you an advantage when deciding which scenario to fight. If s leader s a good one you can use the map and is lost if he is killed. Its cost is from then on. Roll a D6: therefore included in the s value and gang rating in the normal way. The 1 Fake: Your opponent can choose the cost paid for the map is its value. next scenario automatically, there is no need to roll. PHOTO-VISOR A photo-visor is a special visor that 2 Treasure map: The map shows the enhances vision in poor light whereabouts of an ancient archeotech conditions. It also incorporates a hoard. Roll a further D6 to determine Photo-chromatic layer that protects the whether it is real or a fake. On a 1-5 it is wearer against sudden bright flashes. a fake. On a 6 the map is genuine and you can add an Archeotech Hoard to A fighter wearing a photo-visor is your territory for free. The map has no immune to the effects of a photon flash further use. flare.

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

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

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

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attached to the skull by means of a fine needle-like pin which fixes straight into influence. Only a the brain. The chip melds with the may be taken in a game or the s mind improving his reaction cumulative effects would kill the user. time and memory functions. Side-effects: There are dangers A fighter wearing a skull chip can re-roll associated with long-term use of any failed Initiative tests, such as when de testing to avoid pinning early or when for duration there is a chance that the seeing if the model falls off a ledge. model will become addicted. On a roll However, if the re-rolled dice fails the of double 1 the model has become test then the chip's effect is exhausted dependent upon it. A dependent and it will no longer have any effect for character no longer derives any benefit the remainder of the game. from the drug but must continue taking it in the future or he will suffer Bionic: A skull chip is a bionic so cannot detrimental effects. If denied access to be removed once implanted into a the drug a dependent character loses - fighter. D3 points from his Initiative and from his Weapon Skill until he receives his SLAUGHT next dose. If either characteristic is Slaught is officially known as Onslaught reduced to 0 the model cannot fight. and it is a crude combat drug made Long-term slaught are called from a dangerous combination of mutant rat glands and a number of synthetic adrenalin compounds. mental coherency if the drug is denied them. These drooling, jerky-limbed fighting abilities: increasing alertness madmen roam the Underhive, no longer and speed, apparently slowing down the able to tell friend from foe or man from mental monster. unfortunate side-effects it would be an ideal combat drug. Models without been used it must be struck from the Injector Rigs may only use one type of gang roster. drug per scenario SPOOK Effect: A model may take a dose of Spook is extracted from certain decayed

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

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fungi spores that made up an important One Use: Once a dose of spook has component of it, turning the stuff into a been used it must be struck from the potent and dangerous powdery green gang roster. scum. This is drunk in a frothing liquid form by those foolish enough to use it. A SPUR tiny glass phial contains a standard dose. The name spur is given to a number of similar stimulants. Spur has some Spook enhances any latent psychic unusual side-effects which discourage awareness in the human mind. Most most individuals from using it. Taking spook-induced wyrds will be devoid of spur involves extra risks because not all any inherent mental strength (otherwise spur is the same, and so the potency of latent wyrd powers would have any side-effect cannot be judged developed and manifested themselves accurately. All types stimulate the naturally). They are psychically nervous system, improving the senses, vulnerable and consequently prone to muscle reaction and speed of thought. daemonic attack in all. Its forms, as However an old, adulterated or badly indeed are many wyrds. made batch may be ineffective. Models without Injector Rigs may only use one Models without Injector Rigs may only type of drug per scenario. use one type of drug per scenario Effect: A dose of spook will temporarily give a Effect: A model may take a dose of spur model a minor Wyrd power. Generate before the start of a game. Roll a D6 on the power by rolling D66 on the Wyrd the table below to determine its effects. Minor Powers table at the start of the game. This may result in a power which Results: is useless on its own, or indeed no 1-The batch is old or bad and has no power at all. If an Extra Primary Power effect. result is rolled then you may choose 2-3 Increases Movement and Initiative which Primary Power table to roll on, or by +D3. to control D3 pets following the usual 4-5 Increases Movement and Initiative Beastmaster rules. Taking spook is not by +3 points,but sensitizes the same model takes spook twice in a row sudden physical shock may render him it will not get the samepower. unconscious. To represent this the by -1 Duration: A single dose of spook lasts point as long as the spur lasts. for the duration of the game. 6- Weapon Skill by +D6 points each, Side-effects: Just like Wyrds, daemonic Ballistic Skill and Movement by +D3 attacks can occur whenever the spooker uses their power following the Perils of hyperactive nervous condition, he goes the Warp rules found in the Wyrd down for one whole turn as soon as the section. However, to reflect that the drug wears off, after which he recovers spooker has no inherent mental automatically. defences, when attempting to use the power he must roll for Perils of the Duration: Roll 2D6 in each recovery Warp if any double is rolled. characteristic to the result. If the total is 12 or less the model is still affected by the dose. If the total is greater than 12

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

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

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

BIONIC IMPLANT Bionic implants cover a variety of small cybernetic devices tailored to an individual hiver to remove the negative effects of a lasting injury.

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

BERSERKER CHIP Berserker chips are small bio-plates that attach to the skull by means of a fine needle-like pin which plunges straight into the brain. The chip's circuitry melds with the wearer's mind and on command can flood the body with adrenaline and other chemicals. Once per game, a fighter implanted with a berserker chip can activate it at the start of any of his turns. If the chip is activated then the model gains a +2 bonus to his Movement and Strength

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CREATING A you are playing a campaign game each gang has a number of territories which GANG represent trading contacts, property owned by the gang, and areas they Before you are ready to play commonly have access to. As you fight Necromunda, you need to start a gang. more games you may win new

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

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Juves cannot unequip or sell their free knife Juves are young inexperienced fighters. and their cost is not added to the gang The settlements are full of wannabe rating. Any 'free' knives captured from fighters eager for a chance to join a gang enemy fighters are treated as regular and see some real action. Often juves knives that follow the usual rules. are younger brothers or cousins of the Full-blooded gangers, included by way ARMING YOUR MODELS of teaching them how to fight. Juves are A gang fighter's weapons must be inevitably poor shots and prone to represented on the model itself. The running off. exceptions are knives and grenades, which are assumed to be tucked inside You will need to give your gang a name, clothing, and pistols contained in and also name all your fighters. We leave holsters can represent any type. it to you to invent suitable names, Otherwise models are armed as ll find many examples and depicted, so it is a good idea to decide ideas for Necromundan names in this how you d like to arm new recruits book. before assembling and painting your models. GANG RECRUITMENT The following list is used to recruit and A fighter who changes his weaponry equip your gang. To start with you have after a game should be represented by a 1000 Guilder credits with which you new model, or can be converted to carry must recruit at least three fighters the appropriate weapons. Other items including a leader. Any credits unspent don't always need to be modeled onto s stash and can be the miniature, such as photo-visors. It's used later or hoarded to buy something up to the player to decide how much more expensive. detail they want to add.

CHOOSING THE GANG Unless specifically mentioned otherwise, You have 1000 Guilder credits to spend it's not possible for a gang fighter to on recruiting and arming your gang modify or change his equipment mid- within the following guidelines. game. For example, a fighter cannot switch a telescopic sight from one gun Minimum 3 Fighters: A gang must have to another, or give a weapon to a fellow at least three models. gang member, nor can he steal the equipment of enemy fighters. Leader: Your gang must have one leader. Not more. Not less! OUTLAws Gangers: You can include as many No-one sets out to become an outlaw, it gangers as you can afford. just works out that way. Of course, the Redemptionists know that they will Heavies: A gang can have up to two place themselves beyond the laws of heavies but no more. House and Hive when they don that red robe and mask but they don't care, they Juves: No more than half the gang can refuse to even acknowledge the simple be made up of juves. rules of the settlements. Ratskins can't help being born ratskins and Scavvies Knives: All fighters are recruited can't help being the twisted scumsuckers that they are. Spyrers don't think that together with a free knife. Fighters any Underhive law applies to them on

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principle, and they're probably right. outlawed if each reports the other to the But the real outlaws, the Underhive Watchmen. gangs that have been driven out of the Guilder settlements into the badzones Outlaw TABLE are just unlucky. They got caught. 2D6 Result BECOMING AN OUTLAW After every gang fight there's always a 2 Outlawed: Time to get out of town, chance that a gang will be declared your gang has been outlawed! 'outlaw' by the Guilders. A gang may not have committed any crime at all and be 3-6 Clean: You're a clean citizen, move outlawed anyway because they have along. been falsely accused by someone who's scared of them or jealous of their status. 7-11 Black Mark: You're a clean lawful Far more likely is that the gang has citizen. In addition, the Guilders are broken the law and just had the unimpressed with the reporting gang misfortune to be caught and punished. wasting their time. They suffer an extra - The law is uncompromising in the 1 modifier the next time they are Underhive and anyone who is outlawed reported to the Watchmen. will have to get out of the settlements very quickly or get used to their head 12 Deputised: The Guilders are so adorning a pole as a waming to others. impressed (or fooled) by your law abiding manner that you are given the Whenever two players fight out a game chance to become Watchmen and help of Necromunda either player can decide keep the peace. If you accept you gain to report the incident to the Guilders' an income bonus of 25 credits each time Watchmen afterwards. This accusation you play a game against Outlaws from may cause the other gang to be now on, and you can inflict a -1 modifier outlawed, particularly if the opposing on another gang when it rolls on the gang has been engaging in nefarious Outlaw Table after a game with you. activities of some sort or is particularly Mark your new Watchman status on our large and well known. gang roster so you can show your credentials. You can decide to stop your There is nothing to prevent both players gang being Watchmen at any time by reporting to the Watchmen; indeed such crossing it off your roster. acrimonious counter allegations are very common. Naturally outlaw gangs can't MODIFIERS report other gangs to the Watchmen, The roll is subject to the following they would just shoot them on sight or modifiers. imprison anyone who was sent by them. -1 For each enemy fighter taken out of In the post battle sequence, after rolling action that game, of which died from a for income, skills etc. each accused Dead serious injury. player must roll 2D6 to see whether the -3 If the scenario you just played was an accusations against his gang come to the Outlaw scenario and you were attacking. attention of the Guilder courts. The rolls -l For each Wyrd or Pit Slave in your must be witnessed by the opposing gang. player and are modified as noted. Note +1 If your gang rating is under 1,000. that it is possible for both gangs to be

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

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

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

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

by 10 TG.

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

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The bounty hunters sell the captured Fines must be paid out of the War fighter into slavery. The bounty Hunters add to their stash: (D6*5) game. If a player is unable or Throne Gelds as well as the equipment. unwilling to pay the fine the fighter is Remove the Captured fighter from the sold to the slavers and never seen again. enemy roster. 3.4.5.6 = The Captured fighter is an Outlaw, and he is delivered to the Local have the choice of paying or missing a Law Enforcement. game. The bounty hunters bring the captured fighter in front of the law. The bounty Recruitment Hunters add to their stash: (Total Xp of the captured fighter +D6*5) Throne 1 - Leader Gelds. WS BS S T W I A Ld NB: Captured fighters from +2 +2 - - - +1 - +2 Arbites/Expurgators as well as Puritan war bands are always sold to Slavers. Base +100 TG To find out what happens to a fighter who is turned over to the Local Law Enforcement roll a D6. Abhuman Untouchable, or Wyrd 1. Sold into Slavery: The fighter disappears forever. weapons from the HtH, Pistols, Basic, 2. Fined: The fine value is set to his Special, and Grenades list. value in TG including the value of his weapons and equipment. His equipment from the Armor, Gunsights, equipment is confiscated. His War band and Equipment lists. may free the fighter by paying his value in TG including the value of having a friend within 2. Additionally, his weapons and equipment. All of his friendly models within 6 of the leader weapons and any equipment that is not may use its Leadership when taking any physically part of him (bionics/lobo chip Leadership test. etc) are confiscated by the Enforcers/Arbites. 0-3 - Heavies 3. Fined: His value in TG including the WS BS S T W I A Ld value of his weapons and equipment. +1 +1 - - - - - +1 His War band may free the fighter together with his weapons and Base +40 TG equipment by paying his fine. 4. Fined: D6x10 TG. His War band may -Astartes Human or free the fighter by paying his fine as Abhuman, Wyrd, Mutant above. 5. Fined or Sentenced: The War band from the HtH, Pistols, Basic, Special, may choose to free the fighter for D6x5 Heavy, and Grenades list. TG or let him serve his sentence in the pit, in which case he misses the next equipment from the Armor, Gunsights, game. and Equipment lists. 6. Insufficient Evidence: Released immediately. 2+ - GANGERS WS BS S T W I A Ld +1 +1 - - - - - +1 Base +30 TG

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

Pistols ArmoUr Autopistol Light Armour Stubber Flak Armour Hand Cannon Flak Armour (Enclosed) 1 Bolt Pistol Medium Armour1 Laspistol Medium Armour (Enclosed)1 1 Hellpistol Heavy Armour1 Hand Flamer Heavy Armour (Enclosed)1

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1. Not available to Juves 2. Only available to Leaders

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

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

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No HOUSE AGI COM FER MUS SHO STE TEC Leader X X X X X X X Gangers X X X X X X - Heavies - X X X X - X Juves X X - - X X -

CAWDOR AGI COM FER MUS SHO STE TEC Leader X X X X X - X Gangers X X X - - - - Heavies - - X X X - X Juves - X X - - - -

Escher AGI COM FER MUS SHO STE TEC Leader X X X - X X X Gangers X X - - - X - Heavies X - - X X - X Juves X X - - - - -

Delaque AGI COM FER MUS SHO STE TEC Leader X X X - X X X Gangers X - - - X X - Heavies - - - X X X X Juves - - - - X X -

Goliath AGI COM FER MUS SHO STE TEC Leader X X X X X - X Gangers - X X X - - - Heavies - X - X X - X Juves - X - - X - -

Orlock AGI COM FER MUS SHO STE TEC Leader X X X - X X X Gangers - X X - X - - Heavies - X - X X - X Juves - X - - X - -

VAN SAAR AGI COM FER MUS SHO STE TEC Leader X X X - X X X Gangers - X - - X - X Heavies - X - X X - X Juves - - - - X - X

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SCAVVIES Starting Experience & Skills Scavvies are the very dregs of humanity, All fighters start with the following though they are so devolved and twisted experience point totals. All non- that they can be hardly considered Construct Mutant Mob members gain human any more. They are severely experience as normal. Mutant Mobs deformed and often mutated by the gain Underdog Bonuses as detailed in toxic environment they live in. Scavvies the Necromunda Community Edition dress in rags and are caked in the most Rulebook. indescribable foulness.

Unit Type NEC eq XP Their skin is a disgusting mass of sores, Boss Leader 50+D6 warts and blisters and their limbs so BlASTER Heavy 40+D6 withered that crude hooks and peg legs MASHER HEAVY 40+D6 are common. Any Scavvy too crippled to Spook HEAVY 20+D6 defend himself is easy prey for his DREG GANGER 10+D3 fellows. SUB Juve 0

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

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each model in the pot will feed a Shallow end of the Gene number equal to: Pool All mutations for Scavvies cost -5 Geld Victim's (Strength x Toughness) + each (to a minimum of 5 Geld). Wounds. For example, if a normal Scavvy is put into the pot he will feed 10 Mutants members of the gang. Scavvies are often mutated by their dreadful living conditions. Most of these Unreliable Weapons mutations are simply horrible and Scavvy guns are shabby, rusty and badly inconvenient: webbed fingers, extra treated. If a scavvy member must make toes, tentacles for noses, skin colours an Ammo roll, then the weapon ranging from bright orange to sickly automatically explodes on a roll of 1. green and so forth. However some scavvies are born with useful mutations Gangers and other mutants hide out amongst the For purposes of rules that specifically scavvies for fear of the Redemption and reference Gangers, such as when Imperial authorities. These creatures searching for rare trade or working out may have lashing tentacles, bony spikes, which fighter takes over as gang leader, crablike claws and other natural the Scavvy fighter type count as Gangers. weaponry. Scavvy bosses ruthlessly exploit these mutants as enforcers and Scrofulous gangers, though the mutants also enjoy Scavvies start with a Scrofulous Wastes a chance to make the normals pay for territory. If their hideout is lost then their repression. they always find another place to defile, give them another Scrofulous Wastes. Scavvies cannot abandon their hideout.

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

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

Bunch of Animals Scavvie wherever they go. To represent this, a mutant mob may purchase up to 150pts worth of Beasts. All Beasts selected in this way must be represented by a suitable model and must be controlled with a character with a control collar.

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Recruitment This is subject to the normal limitations in their species listing. 1 – Scavvy BoSS WS BS S T W I A Ld +2 +1 - - - +1 - +2 0-2 – Scavvy SPooks WS BS S T W I A Ld Base +85 TG +1 +1 - - +1 - +1 +1

-Astartes Human, Base +40 TG abhuman Beastman, Wyrd, or Mutant. -astartes human, weapons from the HtH, Pistols, Basic, abhuman Squat, abhuman - Ratling, Special, and Grenades list. abhuman - Beastman, or mutant. equipment from the Armor, Gunsights, from the HtH, Pistols, and Grenades list. and Equipment lists. equipment from the Armor and having a Equipment lists. purposes of recovering from pinning. Additionally, friendly models within 1, 2 or 3 Wyrd upgrade on recruitment.

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

- Ogryn, or Big 2+ – Scavvy DREGS Mutie. WS BS S T W I A Ld ------weapons from the HtH or Grenades & Ammo list. Base +15 TG the Armor and Equipment lists. -Astartes Human, Special weapon from the following list: Abhuman Squat, Abhuman Ratling, -Ripper Gun abhuman - Beastman -Scatter Cannon or Mutant. -Spear Gun

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

SCAVVY MUTATIONS Long Legs (15cr): The mutant is no Note the rules effect of a mutation only longer slowed by Difficult Terrain but is extends to that written below. Although otherwise affect. it's logical to think a Two Heads mutation would have many other Spikes (15cr): The mutant has a 5+ ramifications, such as Head Wounds armour save. being treated differently, for the purpose of rule simplicity they are Two Heads (15cr): Allows them to make treated like a regular fighter. an extra ranged attack following the usual shooting rules, but only when Claw (5cr): The mutant's hand is a huge firing two pistols. claw. It can be used as a hand-to-hand weapon instead of holding a regular Wings (15cr): The mutant can fly. weapon, in which case it counts as having User+2 Strength. Any Scavvy may be purchased as a mutant when he is recruited by Forearm Spines (5cr): The mutant gains choosing a mutation from the Mutations a 6+ armour save against any hand-to- list and paying the appropriate cost. A hand combat hits and allows the mutant mutant may only have one mutation and to make a parry. it is rare for mutations to be duplicated within the same gang, as such a Scavvy Hideous (5cr): The mutant causes fear. cannot be purchased with a mutation that has already been given to a scavvy Suckers (5cr): The mutant treats any gang member. sloping or vertical surfaces as if it was open ground allowing it to freely move Plague Zombies up and down terrain. Long ago Necromunda was swept by a mysterious neurone plague which Tentacle (5cr): The mutant may re-roll boiled up from the Underhive and Initiative tests for falling and in hand-to- touched even the highest peaks of the hand combat may grapple his opponent Spire. Victims of the plague fell ill for weeks, days or hours depending on

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their strength. If they succumbed to the them. If the 10 credits is paid then D6 fever their brains were rotted by the Zombies come along to fight. Note the terrible disease, all higher reasoning was gang cannot pay more than 10 credits lost and the victims became little more otherwise they risk being overrun than beasts. themselves! The Zombies are under the control of the Scavvy player for the Unfortunately beasts still need to eat entire game, but scatter back to their and soon thousands of brainless, half- wandering existence after the fight. dead plague victims roamed the boulevards and thoroughfares of the Scenarios: Zombies are deployed like great hives seeking flesh to feast on. regular gang models and count towards Each time they pulled down some any scenario fighter limits. luckless citizen and tore into his flesh Zombies cannot interact with non- with teeth and nails another victim was fighter scenario objectives e.g. loot infected and another plague zombie was counters. They don't contribute added to their ranks. Anarchy and chaos towards winning or losing conditions swept through the hives as and are ignored for Bottle roll purposes. Necromundans struggled to fight off the hordes of plague zombies and drive the Shuffle: Plague Zombies usually stagger surviving ones down into the Underhive. around with broken, faltering steps. Occasionally when they get the scent of Zombie plague breaks out from time to blood in their decaying nostrils, they can time in the Underhive and packs of flesh break into a loping, shambling run. eating plague zombies are yet another of the many dangers in the hive's dark To represent their unpredictable gait underbelly. These shambling neurone Plague Zombies move 2D6" in the plague victims live in wild packs living movement phase. Each Zombie is off what carrion they can find or rolled for individually and the Scavvy anything that's stupid enough to let itself player may move them as he wishes up be caught. Scavvies often round up to the distance rolled. packs of zombies and send them against outposts, settlements and rival gangs Note Zombies cannot go into hiding and that they are attacking. In sufficient follow the usual movement rules if numbers these contagious creatures are downed. fearsome opponents. Plague Zombies may not run or charge, D6 – PLAGUE ZOMBIES they always move 2D6". However, WS BS S T W I A Ld Plague Zombies always count as 2 0 3 3 1 1 1 4 charging into hand-to-hand combat if they manage to reach base contact with Cost to recruit: 10 credits an enemy model.

Weapons: Plague Zombies don't have No Pain: You can burn Zombies, shoot wargear; they are armed with a variety of them or cut them up and they'll still just improvised weapons but lack the finesse keep trying to bite you. to gain any real benefit from them. Zombies are immune from the negative Recruitment: A Scavvy gang can 'buy' effects of pinning, flesh wounds and gas Plague Zombies for a game, the cost clouds. If a Zombie is set on fire then he representing bits of food used to lure can still move as normal. If the alight

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Zombie 'charges' into base contact with Weapons & an enemy model then he automatically inflicts a S3 hit before the bases being Equipment Lists separated as per the catching fire rules. All costs are included within the armory

No Fear: Zombies lack the intellect to be Hand-to-Hand Knife afraid as the reasoning parts of their 5 brains are long gone. They are immune Stilleto, Dirk Throwing Knife from nerve tests. 1 Sword Plague!: Naturally, Plague Zombies carry Club, Maul, Bludgeon the dreaded neurone zombie plague. If Chain, Flail Massive Weapon a model is taken out of action by a 5 Zombie he may contract the disease and Chainsword Chain-Axe5 (gulp) turn into a Plague Zombie. At the 5 end of the game, each affected model Man-Catcher Electro-Flail3 must roll a D6 to see if they are infected. 4 Note this roll is made before the Serious Force Staff (Max. 2) Injury roll. Pistols

Hand Bow D6 Result Autopistol Stub Gun 1-2 Clear: After a few tense days no Hand Cannon5 symptoms of zombie plague have Laspistol emerged and the gang member is in the Hellpistol3 clear. Hand Flamer5 Web Pistol3 3-5 Sickness: The victim feels weak and Plasma Pistol2 ill for days and must miss the gang's Web Pistol next fight while he recovers. Basic5 6 Zombie Time! The gang member is Bow infected and suffers brain death within Musket hours. Roll a further D6: on a roll of 4-6 Scatter Gun the new Zombie wanders off into the Autogun wastes to join his fellows. On a roll of Lasgun 1-3 the Zombie attacks a randomly Las Carbine determined gang member, fight out the Bolt Carbine5 close combat immediately. In either Bolter3 event all of the model's equipment is Shotgun (Solid/Scatter) infected and counts as destroyed. Hunting Rifle

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

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

Armor Light Armor AGI COM FER MUS SHO STE TEC Subs X - X X - - - Dregs X X X X - X - Spooks X X X - - X - Masher - X X X - X - Blaster - X X X - X X Boss X X X X X X X

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Ratskin RenegadeS finally get in trouble with the watchmen Ratskins are normally a shy, peaceful and are driven out of the settlement for people who are inclined to avoid the good. There can be no return home for noisy, raucous downhivers and their ratskins tainted by their contact with settlements. They need nothing from 'civilisation' so they drift from place to the settlers and stay hidden in small place until they can join a renegade communities far from the hivers and band and be with their own people their guns. If hivers start working near again. the ratskins' settlements they will pack Scenario Table their gear and quietly slip away deeper Ratskins can rapidly move between into the wastes. Ratskins find the hivers domes due to their intimate knowledge strange and bewildering and would of hidden passageways. rather not have anything to do with them. A Renegade can add or subtract 2 from

any Scenario Table rolls. Note Sadly, the ratskins' peaceable ways make Renegades do not gain any benefit from them vulnerable to exploitation by Ratskin Maps. unscrupulous Guilders or gangs.

Outlaws may run riot and murder a Resilient whole ratskin settlement, leaving a few Ratskins are remarkably resilient to embittered survivors thirsting for injury and have incredible survival vengeance on all hivers. These fierce instincts. Ratskins who go out of action ratskins turn their backs on their own can re-roll the result when rolling on the people and become renegades, hunting Serious Injuries Chart. and killing the hivers wherever they can to free the Underhive from intruders. SPECIAL RULES Ratskin Renegades are an outlander Foraging gang so all outlaw rules apply to them Ratskins are expert hunters and as such unless otherwise stated. As outlanders, receive a +1 credit bonus when Renegades don't have a guild price so foraging. cannot pay off their outlaw status.

Isolationists They also start the campaign with one Renegades are bitterly distrustful of all piece of territory generated on the nonratskins. Due to this Renegades Outlaw Territory Table cannot use hired guns. In addition, usually a gang is offered D3 rare items Native after each game, but a Renegade is not Ratskins are utterly at home within the offered any. Ratskins can still be sent in Hive Bottom's environments as they are search of rare items following the usual born and bred in unimaginably harsh trading post rules. conditions. Due to this, Ratskin

Renegade members are immune from Other ratskins go to the hivers' the effects of Treacherous Conditions. If settlements out of curiosity or to look a Blind Fight scenario is being fought for work as trappers or guides and then Ratskins are immune from the become corrupted by contact with the Vision and Running special rules and hivers. The ratskins themselves don't receive the usual bonus +D6 dispossess these individuals and call Experience points for surviving. them badskins. Badskins spend all their money drinking and gambling until they

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

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

Braves/Ratskins: The renegade can have any number of Braves and Ratskins.

Ganger – Ratskin Chief WS BS S T W I A Ld 4 4 4 3 1 4 1 8

Cost to recruit: 140 TG

A ratskin chief is not born to the position but is elected by his elders and his peers. A chief is always a skilled warrior who is an expert in the ways of the Underhive and a natural leader of men. Some renegade chiefs are driven by a passionate hatred of the hivers who desecrate their homeland; others feel

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

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

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

AGI COM FER MUS SHO STE TEC BraVE X - - - - X N RATSKIN X X - - - X N TOTEM X X X - - X N WARRIOR SHAMAN X - X - - X N CHIEF X X X - -X X N

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RENEGADE Spirit Infused: For each Archeotech EQUIPMENT Hoard the Only Ratskin Renegade members can Renegade has currently captured, the use the following items as no other gang spirit ward's would want to be associated with the armour save is increased by +1. much-loathed renegades. For the purpose of skills, hand-to-hand combat, Spirit Infused: For each Archeotech etc,Handbows count as pistols while Hoard the Muskets and Scatterguns count as basic Renegade has currently captured, the weapons. Spirit Totem's Strength and Save Modifier receives a Additionally, renegades can craft certain +1 bonus. items that other gangs would find hard to find at trading posts. If you roll up SPIRIT LORE Blade Venom, a Blindsnake Pouch or a D6 Result Ratskin Map when searching for rare trade, re-roll the result. 1 Slime Dance: The shaman is able to call on the spirits of the hive to summon Renegades can buy Blade Venom and up fogs, slime, creatures and suchlike... Blindsnake Pouches at a reduced cost, sometimes. When the treacherous though the full cost (shown in brackets) conditions are rolled for at the is still used for gang rating, selling, etc. beginning of the game the Shaman with this power can roll twice on it instead of SPIRIT WARD once if he can first pass a Leadership Spirit wards are elaborate tattoos and test. decorations designed to attract the protective spirits 2 Beast Sacrament: The Shaman may of the hive. perform a sacrament in honour of the They are suffused with the guardianship hive's beasts, infusing the surrounding of these animal spirits with an affinity for spirits, enabling them to seemingly himself. If the Shaman passes a deflect projectiles Leadership test then he can bring along aimed at the ratskin harmlessly away. D3 pets to the fight following the usual Wyrd Beastmaster rules. Armour Save: The ratskin receives a 6+ armour save 3 Ghost Dance: The shaman can call against any ranged attacks. Note a spirit upon the guardianship of the hive spirits ward cannot to protect the Ratskins. If the Shaman be combined with flak, mesh or passes a Leadership test at the start of carapace armour and his tum and then dances and chants for a ratskin cannot wear multiple spirit the rest of it (ie doesn't move or do wards. anything else that turn) he can weave a protection which will last until the end Dual-handed: A ratskin can focus the of the opponent's tum. The protection totem's energies affects all members of the Renegade by using it with both hands instead of within 16" of the shaman giving them a one, in which 4+ armour saving throw against any case it gains a +1 Strength and Save ranged attacks. If the Shaman suffers a Modifier bonus. hit or becomes engaged in handto-hand

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combat then the dance will stop having any effect immediately.

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

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

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

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

in the depths and verifies their kills so Once the hunt has achieved its vow they no duplicity is possible; the spyrers return victorious to the Spire ready to must succeed in their quest or die start new lives in the Noble House trying. In the Underhive itself they are hierarchy. However, many aspirants hated and feared, but in the Spire they develop such a taste for the excitement will be lionised on their return and the and bloodletting of the hunt that they

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survivors of the team will take their Spyrer teams have a gang rating of 200 place among the powerful ruling elite of per surviving spyrer plus their Necromunda. Experience points. The Spyrers low gang rating is a reflection of their skulking Alternatively, the hunt can return above behaviour making them difficult to track the wall early without fulfilling their vow and predict by other gangs, however, (much to the ire of their families). The even a lone Spyrer is a dangerous normal rules listed above still apply, but prospect for most gangs. To reflect this, each Spyrer must take a Leadership test. Spyrers never gain any bonus If the test is failed then they are Experience points through being an removed from the hunt and replaced Underdog. with a fresh Spyrer. Starvation You must then pick the same vow and Spyrers gain synthesised sustenance the hunt heads downhive to try and from protein packs wired into their suits absolve themselves. so they are immune to the effects of starvation. Any Spyrers that enter the Spire with at least 200 Experience points or a Capture Leadership of 9 must retire as his Gang fighters captured by Spyrers are outstanding qualities earns him a place liable to be turned into interesting suit in a respected house position. omaments as the Spyrers have no interest in ransoms or exchanges. The only way a gang can get back SPECIAL RULES captured members is by playing a

Rescue scenario. Spyrers just love using Territory captured prey as bait to get more. Spyrer teams have no use for territories and are constantly on the move seeking Spyrers captured by gangers can expect fresh prey. a horrible death. Their companions will

make no attempt to rescue them and Spyrers cannot capture territories from they can expect no ransom from the enemy gangs and since they don't start Spire. A Spyrer who is captured is always with a territory they have nothing to killed and stripped of his sophisticated capture. devices which are sold as curios for

Outlanders 3D6x5 credits. Spyrers are an outlander gang so all Equipment outlaw rules apply to them unless stated Spyrer suits are complex pieces of otherwise. As outlanders, Spyrers don't hunting kit that count as having a Bio- have a guild price so cannot pay off their booster, Skull Chip, Filter Plugs, Photo- outlaw status. contacts and Infra-red Goggles.

Income Spyrers never collect any income, never Spyrers are entirely reliant on their suit's trade, cannot buy extra gang members arments and so they cannot use after their initial recruitment and never additional weapons or equipment. They use hired guns. cannot for example use items stolen from captured enemy fighters. Gang Rating

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Note some spyrer models may look interest in loot, they can still play in armed with deadly close combat scenarios that involve it like any other weapons, such as the Orrus suit's gang, such as Scavengers. One of their powerful clawed fists. Spyrers don't roll favourite tactics is to exploit the greed of an extra Attack dice for fighting with two the Underhive gangs. weapons in hand-to-hand combat, instead this is already reflected in the Killer Reputation Spyrer suit's characteristic boosts. The Spyrers' infamy understandbly means they start with the Killer Leader Reputation skill. Spyrer teams have no set leader: leadership devolves to whoever has the Hard Target highest kill score or the best ideas. Any Spyrers are an elusive and deadly foe Bottle rolls are taken using the best that require immense wit, skill, and Leadership characteristic in the team some would say luck, to put down. To who is present and not down. Note in reflect this, usually fighters earn +5 some scenarios an Experience point Experience points for inflicting a bonus goes to the leader of the winning wounding hit during a fight. However, gang: since spyrers have no leader they any wounding hit awards scored against are not eligible for this bonus a Spyrer earns +10 points instead. Experience.

Power Boosts The power boosts for Spyrer suits begin to kick in once the hunter starts making kills and earning combat experience. They work by increasing the energy feed into weapon systems and making them more powerful, improving cybernetic enhancements to make the wearer stronger or faster, thickening armour cells to increase their protection and so on. These are represented by Power Boosts which can only be earned with Experience points and behave in exactly the same way as skills.

Independent Spyrers are in constant communication with each other and are highly self- motivated. Spyrers who are pinned are always allowed to roll to try and escape from pinning at the start of their turn even if there are no other Spyrers within 2".

Scenarios Spyrers roll on the normal Scenario Table, not the Outlaw Scenario Table. Although Spyrers have no monetary

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CHOOSING THE HUNT JAKARA The Jakara is the lightest of all the spyre Spyrer teams always consist of five hunters, emphasising agility and speed Spyrers, no more, no less. Each spyrer is over heavy armour. recruited with the profile below and you must then choose which type of Spyrer The suit itself is armoured with flexible suit the noble will wear. Note Spyrers plates like snake scales which are cannot change their suit type once overlaid with the tubes and cables that chosen, even if they fulfil their vow and feed power to the spyrer's limbs. The return to the Underhive they must use Jakara buckler is inset with energy the same suit. absorbing devices that look like faceted

Ganger – SPYRER jewels, each one can drain the force WS BS S T W I A Ld from an attack and hurl it back at the 3 3 3 3 1 3 1 6 aggressor.

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

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Weapons: Orrus are equipped with bolt SPYRER EQUIPMENT launchers. Only Spyrers of the appropriate type can use the following items and no other Boosts: The Orrus suit confers a +1 gang can use any Spyrer gear. characteristic bonus to Weapon Skill, Note a Spyrer's ranged weapons cannot Strength and Attacks. be used in hand-to-hand combat, but for all other purposes, such as for Armour: Orrus suits have a 4+ armour skills, they count as pistols. saving throw and are protected by a force field which confers a 6+ MONOMOLECULAR sWORD invulnerable save against any ranged attacks. WEB SPINNER

YELD Monomolecular swords are marvels of The Yeld is the most bizarre of the spyre molecular hunters: a winged fiend with pinions of engineering. The blade is a living chameleonic metal and claws of laser crystalline structure energy. When not in use the Yeld's which constantly renews its edge as it is wings sweep back to form a pinioned blunted. The cloak of steel and reveal the heavy sword's edge is only one molecule thick forearm units bearing laser tubes that and can slice are its primary weapons. Its wings are through any but the densest of matter. jagged with edges sharp as razors so it As the Jakara's can slice its victim as it swoops power boosts kick in the sword's edge overhead. When stealth is needed the renews more Yeld's wings curl around to mimic the regularly and evenly to make it ever hues surrounding its body, concealing sharper still. the spyrer until it takes flight again. The spinarets of a Malcadon's web Weapons: Yeld Spyrers are equipped spinner spew out with laser gauntlets and chameleon silky threads of gossamer which harden wings. with the strength of steely wires. A victim of the Boosts: The Yeld suit confers a +1 web is left characteristic bonus Ballistic Skill. hopelessly ensnared and at the mercy of the The Yeld suit allows the Spyrer to move Malcadon's ripping claws. The Malcadon through Difficult terrain without can also use penalty. Rules for Very Difficult and its spinner to create threads which it Impassable terrain still apply. uses to climb vertical surfaces or lower itself down Armour: Yelds have a 5+ armour saving sheer drops. throw. Strength

Damage

Save Mod.

As user +1

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Save Ammo 1 Str. Damage Mod. Roll

- 3

Range +1 Close Combat Entangled models cannot move or do Range anything else. If To Hit the model is involved in hand-to-hand Short Long Short Long combat then he is treated as down. A model which is 0-6 entangled at the start of their turn can struggle free by Parry: The monomolecular sword allows passing a the Jakara Strength test. If passed the victim frees to make a parry as described in the himself but game rules. may not do anything else for the rest of the turn. If 8-16 the test is failed then the fighter remains entangled. +1 The Jakara mirror shield is a complex - device that contains an unusual force field 1 generator. The generator sets up a resonant energy - vortex across the shield which bleeds off the power it - absorbs into one of several containment devices which - stud the shield's surface. In turn this stored energy can - be channeled back to its source as a brilliant bolt of 2+ heat and light.

Abseil: The Malacadon can use its 0-8 spinner threads to help it move as long it hasn't run out of +2 ammo. This means he can move up or down even if Entangle: If a model is hit by a web there is no spinner then he ladder or vertical surface. The distance automatically becomes entangled - there is counted is no roll for against the Spyrer's movement that turn wounds and no armour saving throw is and he must allowed. end its move on the ground, not dangling in mid-air. MIRROR SHIELD

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

Parry: The mirror shield allows the Ammo: If the mirror shield fails an Jakara to make a Ammo roll then it parry as described in the game rules. will also no longer grant any of the above benefits. LASER GAUNTLETS 0-12 12-24 Special Save: The mirror shield confers a 5+ special 55 saving throw against all hand-to-hand combat hits and +1 any ranged attacks that originate in the forward 90º - arc of the Jakara. Save Ammo The Yeld hunting rig is fitted with heavy Str. Damage Mod. Roll gauntlets mounting multiple laser tubes. The 3 gauntlets fire a storm of laser bolts from the Yeld's fists, 1 a deadly attack which has the longest range of - any of the Spyrer hunting suits. The power boosts 2+ for the Yeld rig make its lasers even more potent, feeding more power to them so they can fire over greater distances and increasing their penetrating power.

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

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BOLT LAUNCHERS Result EXPERIENCE 2 The bolt launchers on an Orrus suit are racks of small Power Boost: Randomly roll a boost rockets mounted on the back of its from the crusher fists. The appropriate Spyrer's Power Boost table. power boosts of an Orrus hunting rig can extend the 3-4 power and burn duration of the rocket's tiny engines, New Skill: Select one of the Skill tables giving them a greater range. They can for your also increase Spyrer and randomly roll a skill from it. the power of the warheads and improve the fire Twin-linked: Bolt launchers are linked to control so that salvoes of bolts can be fire together fired. so they must be fired at the same target and only a Unless noted below, Spyrers gain single dice is rolled to hit. However, if a experience and hit is scored advance just like any other gang make two separate rolls to wound. members. All Spyrers start with 10 Experience points. 5

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

+1 CHAMELEON WINGS

ADVANCE ROLLS 7 2D6 Characteristic Increase: Roll again Save Ammo Jakara Str. Damage Mod. Roll 1-4 = +1 Weapon Skill 5-6 = +1 Ballistic Skill - Malcadon 1-3 = +1 Weapon Skill 4 4-6 = +1 Attacks Orrus 1 1-2 = +1 Ballistic Skill 3-4 = +1 Strength -1 5-6 = +1 Toughness Yeld 2+ 1-4 = +1 Ballistic Skill

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5-6 = +1 Initiative spotted via non-visual means, such as being within 8 Initiative distance of an enemy model. The chameleon Characteristic Increase: Roll again effect also makes a Yeld difficult to 1-3 = +1 Initiative; 4-6 = +1 Leadership. track. Any ranged attacks against a Yeld suffers an 9 additional -1 penalty if the weapon firing is at long range. Characteristic Increase: Roll again 1-3 = +1 Wounds; 4-6 = +1 Toughness. 11-12 Power Boost: Randomly roll a boost from the 10 appropriate Spyrer's Power Boost table.

New Skill: Select one of the Skill tables SKILL TYPES AVAILABLE for your Fighter Type Spyrer and randomly roll a skill from it. Jakara Malcadon A Yeld's wings are made from hundreds Orrus of individual Yeld plates of metal connected by micro fibre bundles on Agility an articulated frame. These bundles are activated by Combat brainwaves read directly from the wearer's cortex. Ferocity With a little training the wearer can make the wings Muscle move and flap at will, enabling him to glide Shooting exceptionally well or climb upward somewhat more Stealth laboriously. Each of the metal plates is also wired with Techno crystalline circuitry allowing it to change colour and ✓ meld into the wearer's surroundings. ✓ Fly: The Yeld's wings allow its user to ✓ fly. Chameleon: If the Yeld didn't run or fly, ✓ his wing's ✓ chameleonic effect provides the ✓ following benefits. ✓ The Yeld can hide even if he is not behind cover. He ✓ simply remains stationary long enough ✓ for his outline ✓ to disappear completely. Note the Yeld - can still be ✓

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

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

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

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

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

SPECIAL RULES

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

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OUTLANDERS CHOOSING THE GANG WS

TECHNO BS

You have 1000 credits to spend on S recruiting and arming the Pit Slave gang. Just like a T House gang it must have at least three models and W all fighters come with a free knife. I

Cost to recruit: 80 credits A Technos manage the upkeep and maintenance of the Ld pit slaves, whether it be as simple as oiling gears and 4 tightening chains or as complex as transplanting 3 bionic limbs. Most technos are members of House 3 Van Saar who have been captured in the constant 3 gang skirmishing and enslaved by the Guilders before 3 escaping with a pit slave revolt. When a group of pit 1 slaves make a break for freedom, a wise chief will 3 always ensure that they take a techno with them to 1 make repairs and keep the gang functioning. 7

Pit Slave Chief: A gang must have one Weapons: A Techno may be given Chief. equipment chosen Techno: A gang can have up to 2 from the Hand-to-Hand, Pistols, Basic, Technos. Special Pit Fighter: A gang can have any Weapons and Extras sections of the number. weapon list. Pit Slaves: At least 50% of the gang must be Pit Cost to recruit: 140 credits Slaves. If the number falls below this The pit slave chief is a natural leader, then only Pit the one who the Slaves can be recruited. others look to for direction in their battle against the PIT SLAVE CHIEF Merchant Guild. Usually the chief is the one who led M

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the others to freedom and who has kept Cost to recruit: 60 credits the slaves The most burly and aggressive pit together through their wanderings ever slaves are thrown since. Pit into fighting pits for the enjoyment of slave chiefs have to work hard to keep paying their position spectators. They are always augmented amongst the ruthless cut-throats they in some way, lead, a favoured rending chainsaws and buzz saws way is to acquire numerous bionic create bloodbaths implants and for the baying crowds while armour armour plates. A fully arrayed chief is plates and terrifying, his toughened rod implants prolong the many machine arms snapping insanely. agonising M spectacle. Pit fighters can gradually chip away at the WS bounty on their head by surviving the fighting pits, BS but more often than not a vicious breakout is their S only real chance for freedom.

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

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

3 59

3

1

4

1

7

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

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

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OUTLANDERS 3 PIT SLAVE 3 PIT SLAVE WEAPON LIST Leader Only Weapons 3 Bolt Pistol Bolt Shells 1 Boltgun Chainsword 3 Hand Flamer 1 Cost to recruit: 60 credits Regular pit slaves make up the majority 7 of slave gangs, scarred half-men with bitter memories of Weapons: A Pit Slave may be given the normal equipment chosen life they used to enjoy. Slave chiefs only from the Hand-to-Hand, Pistols and accept the Extras sections of most hate-filled and hardened slaves as the Pit Slave Weapon List. only they can Pit Slave Weapon: Pit Slaves must be be expected to survive their war against equipped with the Merchant a pit slave weapon and cannot be armed Guild. Pit slaves make frightening with more. enemies, vengeful and careless of their own wounds as EXPERIENCE they tear apart Unless stated otherwise, Pit Slave hivers with industrial-sized mechanical gangs gain weaponry. experience and advances just like a M regular gang.

WS Fighter Type

BS Initial Experience

S Pit Slave Pit Fighter T Techno Pit Slave Chief W 20 +1D6 I 40 +1D6 40 + 1D6 A 60 + 1D6

Ld MAXIMUM CharacteristicS M 4 WS 3

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BS Pistols Autopistol S Laspistol Stub Gun T 15 W 15 10 I Basic Weapons A Autogun Lasgun Ld Shotgun (+Solid Slug, Scatter Shot)

4 20 25 6 20

6 Special Weapons Autoslugger 5 Flamer Grenade Launcher 5 Meltagun Plasma Gun 4 45 5 40 60 4 95 80 9 Pit Slave Weapons Cost Buzz Saw 25 Chainsaw 15 Claw 35 Hammer 25 Rock Drill 25 Shears

Hand-to-Hand Weapons 15 Chain or Flail 15 Club, Maul or Bludgeon 10 Knife (first knife free) 15 Sword 10 10 10 10 Extras 5 Armour Plates 15 Dum-dum Bullets Frag Grenades

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

Agility

Combat

Ferocity

Muscle

Shooting

Stealth

Techno

Pit Slave Pit Fighter Techno Pit Slave Chief

✓ ✓

✓ ✓ ✓

✓ ✓ ✓ ✓

✓ ✓ ✓

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

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

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

Strength Strength

Damage Damage

Save Mod. Save Mod.

4 3

1 1

-1 -

Range Range Close Combat Close Combat

Strength Close Combat

Damage Save Mod.

Save Mod. 3

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Strength 1 Range - Close Combat

4 Strength

D3 Damage

-3 Save Mod.

Huge shears are used for harvesting 4 fungi and scrap metals. Their fearsome sharpened 1 blades are quite capable of snipping bits off an -1 unfortunate human. Snip: If a shears hit wounds on a roll of Giant hammers are fitted to mining, 6, roll another demolition and D6. If this roll is also a 6 the Pit Slave foundry slaves. Their blunt pile driver has snipped his force can knock opponent's head clean off unless the opponents senseless as they are beaten wound is saved. to their knees. Fighters that suffer this fate are Damage automatically dead so are crossed off the roster along with Save Mod. their equipment.

SHEARS Pummel: When fighting in hand-to-hand combat the HAMMER Pit Slave's opponent suffers a -1 Combat Score penalty Strength for each hammer the fighter wields.

Damage ARMOUR PLATES

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

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minimum of 1. Note that armour plates cannot be combined with flak, mesh or carapace armour.

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

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

Territory & Income: AdMech war bands equipped with a heavy armor granting it select territories and collect income 4+ armor. exactly as described in the Necromunda

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

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SCYLLAX BODYGUARD cost. War bands led by a Genetor may WS BS S T W I A Ld replace their Sicarian allowance with 0-3 4 2 4 3 2 2 2 8 Gholams or Chimerics (Check the constructs entries) Cost to Recruit: 150 TG

Recruitment is equipped with 1 - Magos Mechadendrite Combat Array. WS BS S T W I A Ld is equipped with a +2 +2 - - +1 +1 - +2 heavy armor granting it 4+. Base +110 TG

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

Additionally, Admech war bands may Base +110 TG select one (1) of the following factions upon creation. This faction may not be changed or removed once selected. Please note that some factions weapons from the HtH, Pistols, Basic, may have adverse effects when Special, and Grenades list. facing certain opposing war bands. any equipment from the Armor, Gunsights, and Equipment lists. follows the strict Universal Laws laid down by the Ommnisiah. The war band as having may not be equipped with any Xenos Additionally, friendly models weaponry or equipment and will never of the leader may use its Leadership employ non-human Hired Guns. When when taking any Leadership test. facing any war bands possessing Xenos weaponry or equipment or Radical 0-3 – Enginseer Admech war bands or including a WS BS S T W I A Ld +1 +1 - - - +1 - +1 Xenos, the entire war band may choose to be affected by Hatred when the Base +50 TG scenario begins. The Magos and

Enginseers/Secutors may select 1 servo- skull each, at normal cost.

weapons from the HtH, Basic, Pistols, Special, Heavy, and Grenades lists. band seeks to extend its knowledge nt: Enginseers may select any regardless of the consequences. The equipment from the Armor, Gunsights, war band may be equipped with Xenos and Equipment lists. weaponry and equipment and may hire non-Human Hired Guns. The Genetor and Enginseers/Secutors may select 1 servo-skull or Drone each, at normal 0-2 – Electro-PRIEST

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WS BS S T W I A Ld +1 - - - - +1 - +1 weapons from the HtH, Pistols and Grenades list. Base +40 TG equipment from the Gunsights and Equipment. -Priests may select ation Skill. (If the fighter weapons from the HtH, Pistols, and gets it once more, reroll the result). Grenades list. Sicarians have an included 5+ armor -Priests may select save than cannot be upgraded. any equipment from the Equipment lists. 0-4 – Servitors -Priests have Electoos WS BS S T W I A Ld and may never wear armor. ------

0+ – Skiitari WS BS S T W I A Ld Gun-/Combat-Servitors. +1 +1 - - - - - +1 eapons: Gun-/Combat- Servitors may select weapons from the Base +30 TG HtH, Pistols, Basic, and Grenades list.

n-Astartes Human or Abhuman. 0-2 – Praetorian WS BS S T W I A Ld from the HtH, Pistols, Basic, and +1 +1 +1 +1 +1 -1 +1 - Grenades list. Base +140 TG equipment from the Armor, Gunsights, and Equipment lists.

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

Base +100 TG

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

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

Agi Com Fer Mus Sho Ste Tec Menials X - - X - X - Skiitari - X - X X X - Electropriest - X X X - - X Sicarian - X - X X X X Enginseer - X X X X - X Magos X X - X X X X Genetor X X X X X X X

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Arbites/Expurgat described in the rulebook. They receive ors Expurgator warbands receive D6+3 Initial Resources: Throne Geld per model after every You have 1000 Throne Geld to spend on scenario. Expurgators never own recruiting and arming your warband. territory. They receive half (rounded up) You must have a minimum of 3 models. of

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

Detective Ganger 30+D6 Recruitment Process: Arbites / Expurgators that suffer from a Arbitrato Ganger 20+D6 Dead result in the Serious Injuries chart R/Troope must roll a D6. Do not apply this rule if r the dead fighter is the leader.

Wardens Heavy D6 1.2.3.4 = Administrative documents are

Penal Juve D6 sent to the local precinct to replace the Legionnair casualty and nothing happens. His team e members will perform his last rituals. 5.6 = Administrative documents are sent Recruits Juve D3 to the local precinct to replace the casualty. Luckily the local precinct just Judge/Exe Heavy 70+D6 finished training new recruits. Replace cutor the dead fighter with a new one of the same Unit Type for free. You can buy Territory & Income: him Weapons & Equipment as if you just Arbites warbands select territories (their recruited him. tithes and

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Arbites Warband Special captured and any Capture roll means Rules: the fighter is killed and his equipment The Riot shield is a special piece of permanently lost. equipment used extensively by law enforcement agencies all across the Expurgators may never employ any Imperium. In consists of a metal or Hired Guns and may never select fibre-alloy shield that has a built-in weaponry or equipment outside of their generator. When the generator is lists below. activated a glowing blue field of energy, called a suppression field, surrounds the If a Telepathic psychic power targets an shield. A suppression field diverts and Ex purgator model, the fighter rolls D6. stores away the energy of an attack. In On a roll of 4+ the power is negated hand to hand combat the shield can be and has no effect. point the stored charged is released as a Expurgators may never be Wyrds. powerful electrical discharge that is perfectly capable of stunning or even Expurgators warbands add +1 to their killing an opponent. Subversion Rating.

Riot Shield: Arbites & Wardens Only Recruitment

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

Arbites warbands add +1 to their equipment from the Armor, Gunsights, Investigation Rating. and Equipment lists.

Expurgators Warband having a Special Rules : friendly models Expurgators are mind-scrubbed, highly- may use its Leadership when taking any trained teams of killers under the direct Leadership test. authority of the High Lords of Terra. Their uniforms carry no insignia or A Marshal/Leader may select one (1) markings and their weapons are of the Servo-Skull or Psyber-Familiar, at normal highest quality available. cost.

Expurgators may not select the Detective, Wardens, and/or Legionnaire unit type and are limited to a total of 2 Recruits at all times. They may never be

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0-2 Detectives equipment from the Armor, Gunsights, WS BS S T W I A Ld and Equipment lists. +1 +1 - - - - - +1 must be made up of Base +40 TG Arbitrators/Troopers. If this number ever falls below 50%, you may recruit no - further non-Arbitrator models until this Untouchable, Human Wyrd (Level I or II number is over 50%. only) weapons from the HtH, Pistols, Basic, 0-3 WARDENS and Grenades list. WS BS S T W I A Ld +1 ------+1 equipment from the Armor, Gunsights, and Equipment lists. Base +15 TG

Infiltration Skill. If a Detective rolls this - Ogryn, skill again, re-roll the result. Abhuman-Untouchable

0-3 PROCTOS/SPECIALISTS weapons from the HtH, Pistols, and WS BS S T W I A Ld Basic lists. +1 +1 - - - - - +1 equipment from the Armor and Base +40 TG Equipment lists.

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

- Mutant 2+ ARBITRATORS/TROOPERS WS BS S T W I A Ld weapons from the HtH, Pistols, and +1 +1 - - - - - +1 Basic lists. uipment: Legionnaires may select Base +30 TG equipment from the Equipment lists.

-Ogryn, Out of friendly model, that model does not weapons from the HtH, Pistols, Basic, need to test for breaking. and Grenades list.

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

0+ Recruits Hand-to-Hand WS BS S T W I A Ld Knife +1 ------Stilleto, Dirk5 Throwing Knife5 Base +15 TG Sword Club, Maul, Bludgeon Chainsword1 Chain-Axe1 weapons from the HtH, Pistols, and Shock Maul (Arbites Only)1 Basic lists. Power Sword3 ment: Recruits may select Electro-Flail2 equipment from the Armor and Shock Maul2 Equipment lists. Power Sword3 Force Staff4

0-1 JUDGE/EXECUTOR Special WS BS S T W I A Ld Flamer +2 +2 - - - - - +1 Melta-Gun5 Ripper Gun (Ogryn Only) Base +70 TG Grenade Launcher Plasma Gun - Long Las Untouchable Needle Rifle5 Storm Bolter3 may select weaponsfrom the HtH, Webber (Arbites only) Pistols, Basic, and Grenades list. Heavy may select equipment from the Armor, Heavy Stubber Gunsights, and Equipment lists. Heavy Bolter Heavy Plasma Gun5 the Killer Reputation Skill. If the Judge Missile Launcher rolls this skill again, re-roll the result. Multi-Laser Multi-Melta5 I am the Law! (Arbites) / You are my Heavy Flamer5 Target ! (Expurgators): Before any game Heavy Webber (Arbites Only) begins, select an enemy fighter from the opposing War Band. This fighter is Pistols sentenced to death. The Judge/The Autopistol Executor hates the selected fighter. If Stubber the Judge/executor takes the target out Hand Cannon of action, he receives 2D3 XP bonus. Bolt Pistol1 Laspistol Hellpistol1 Needle Pistol5 Hand Flamer1 Plasma Pistol2

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Web Pistol (Arbites only) Hexagrammic Wards6 Refractor Field3 Grenade & Ammo Conversion Field2 Frag Grenades Krak Grenades Equipment Photon Flash Grenades Bio-Scanner (1/warband)6 Melta-Bombs1 Blade Venom (One Use)5 Scare Gas Grenades1 Charm (Arbites Only) Choke Gas Grenades1 Clip Harness Smoke Grenades Frenzon4 Hallucinogen Grenades1 5 Injector Rig4 Frag Missile Kalma4 Krak Missile IR Goggles5 Dum-Dums Photo-Contacts/Visor Man-Stoppers Respirator Hot Shot Shells Reloads2 Executioner Shells Silencer5 Overcharge Cell Spur4 Stummers (One Use)5 Basic Autogun Gun-Sights Lasgun Red-Dot Laser Hellgun1 IR Sight Bolter1 Telescopic Sight2 Shotgun (Solid/Scatter) Hunting Rifle2 1. Not available to Bolter2 Recruits/Legionnaires Shotgun (Solid/Scatter) 2. Not available to Recruits, Legionnaires, Custodians, or Armor Arbitrators Flak Armor 3. Marshal/Leader only Flak Armor (Enclosed) 4. Legionnaires only Carapace Armor1 5. Detective, Legionnaire, and/or Carapace Armor (Enclosed)1 Expurgators only Mesh Armor1 6. Expurgator Leader/Specialist only Mesh Armor (Enclosed)1

Agi Com Fer Mus Sho Ste Tec Recruits X - - X X - - LEGIONAIRE X - X X - X - CUSTODIANS - X X X X - - ARBITRATOR X X - X X - - DETECTIVES X X - X X X X PROCTORS X X X X X - X MARSHALS X X X X X X X JUDGE/EXECUTOR - X X X X - -

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CHAOS COVENS Special Rules: All Coven war bands may select Comm-

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

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

destroyed to cleanse his new dark path, but he will keep implanted bionic equipment.

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

Chaos Marks: To reward their Grant +2 Subversion & +1 dedication and obedience, Chaos Gods Investigation, and can only be given to may mark an individual with a physical the leader. mark or item. This may take many forms; from oddly shifting tattoos to a Khorne: ring that burns, or an archaic item that Khorne is the Blood God, Lord of Rage, should not exist in the material world. Taker of Skulls. He is wrath incarnate, All Coven war bands may select one the embodiment of a never-ending lust fighter to bear the mark of his God. The to dominate and destroy. It is his sole Mark must be aligned with the Covens desire to drown the galaxy in a tide of God. There can be only one (1) Mark slaughter, to conquer and kill every per Warband. living thing until there is nothing left but spilt blood and shattered bone. The selected fighter cannot be the leader of the ward band except for Khornate war bands despise the use of undivided Warband. The selected fighter sorcery and psychic powers and, as must have more than 20 Experience such, no psychic powers or Wyrds may point. be selected for this war bands fighters (they may not even employ Psyker Hired The Mark may never be destroyed, Guns). Instead of Rogue Psykers, traded away, or sold. Hired guns cannot Khornate war bands may select 0-3 bear a mark. If the bearer dies, a new Beastmen, who may be armed similarly mark can be bought. The stat boost and begin with the same starting given by the Marks can lead to go above experience and skill tables (replace but never Stealth with Muscle) as Rogue Psykers. above the overall game stats maximum. The Chain Axe is a favored weapon If the fighter gains a skill he has already among the Khornate War bands; acquired with his mark again, reroll the Khornate fighters are experts in wielding result. such weapon. A Khornate fighter equipped with a Chain Axe and using it Additionally, Chaos Covens must select in HtH combat gains the parry attribute. one (1) of the following dedication The cost of Chain Axes is reduced by upon creation. This specialty may not be 5TG. Khornate war bands may only ever changed or removed once selected. summon Bloodletters and Juggernauts.

The fighter gains permanently +1 Attack and +1 Weapon Skill and the Frenzy rule.

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At the end of each game during which Nurglite war bands may only ever the fighter did not take out an opponent summon Warp Predators & in HtH combat, and that he is not down Plaguebearers. or out of combat, his blood lust makes him loose his mind. Roll 2D6 to test his : 20 TG Ld. If the test fails, the fighter falls into madness. The fighter gains permanently +1 Toughness and +1 Wound and the True Roll D6. Grit skill. 1.2.3 = Select randomly 1 fighter within the chaos coven war band, initiate an At the end of each game during which HtH to combat, the fight last until one of the fighter did not score two wounding hits in combat, and that he is not down Mark Bearer receiv or out of combat, his blood lust makes Bonus. Apply serious injuries roll for the him loose his mind. Roll 2D6 to test his looser. Ld. If the test fails, the fighter falls into 4.5.6 = The fighter turns his weapon on madness. himself and chops his head off. Remove him from the roster. Roll D6. 1.2.3 = Select randomly 1 fighter within Nurgle: the chaos coven war band, initiate an Nurgle is the Great Lord of Decay and HtH to combat, the fight last until one of the Master of Plague and Pestilence. All things, no matter how solid and permanent they seem, are liable to Bonus. Apply serious injuries roll for the eventual corruption and death. Even the looser. process of creation is but the precursor 4.5.6 = The fighter turns his weapon on to destruction and decay. The bastion of himself and kills himself. Remove him from the roster. the morning is the crone of the night, and the hope of a moment is but the Tzeentch: foundation of regret. Though he is the Tzeentch, also known as the Changer of creator of every infection and epidemic Ways, is the Chaos God of Change, to have ever swept the universe, Nurgle Evolution, Intrigue and Sorcery, he who is not a morose purveyor of despair and weaves the threads that connect every gloom, but a vibrant god of life and action, plot and subtle intrigue in a laughter. In death, there is life. galaxy-wide game of manipulation and subterfuge. At the end of each of these Each Nurglite warband receives a Tox threads lies the ensnared soul of a Bomb for free upon creation. Nurglite human puppet; those of his servants and weaponry is unreliable, old, and of agents who believe they serve the Lord generally low quality. As such, all of Sorcery in mutually beneficial pacts. members must take an Ammo Roll if they roll a natural 1 or 6 on their to Hit Tzeentchian warbands with Mutants do roll. This does not apply to the Magus & not pay double for the second mutation Acolytes & Daemonhost. as listed in the Mutant profile of Species and Races. The first mutation any Because of this, the cost for all Ranged member selects costs -10 Geld (to a weaponry is reduced by -5 Throne Geld minimum of 5).Tzeentchian war bands upon creation (to a minimum of 5). subtract -1 from their Subversion Rating

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and add +1 to their Investigation Slaaneshi war bands may select and pay Rating. Rogue Psykers unit is modified for one Pitslave or one Beastmaster to 2-4. Daemonhosts only requires only upon creation. The selected model is 2 Cultists instead of 3. Tzeentchian war considered a member of the war band bands may summon ANY Warp from this point onward, but may only Creature!

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

Roll D6. The fighter is no longer slowed by 1.2.3 = Select randomly 1 fighter within Difficult Terrain and has +1 Initiative and the Leap skill. Mark Bearer initiates a psychic fight. Make a Ld Test for both of them. At the end of each game during which The highest result wins. Apply serious the fighter did not score two wounding injuries roll for the looser. hits, and that he is not down or out of 4.5.6 = The fighter starts to mutate combat, his blood lust makes him loose quickly into a chaos spawn. He is lost to his mind. Roll 2D6 to test his Ld. If the the coven. Remove him from the test fails, the fighter falls into madness. roster. Roll D6. Slannesh: 1.2.3 = Select randomly 1 fighter within Slaanesh, also known as the Dark Prince, the chaos coven war band, initiate an the Prince of Pleasure and even the HtH to combat, the fight last until one of Prince of Chaos in the Imperium of Man, is the Chaos God of Pleasure, Passion and Decadence. Lust, pride and self- Bonus. Apply serious injuries roll for the indulgence are the hallmarks of all who looser. follow him. He is the youngest of the 4.5.6 = The fighter turns his weapon on Chaos Gods, having come to full himself and kills himself. Remove him sentience within the Immaterium only from the roster. during the 30th Millennium. While generally humans and as a female by the Eldar, Slaanesh is actually neither gender, combining characteristics of both.

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Recruitment 0-3 ROGUE PSYKERS

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

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Weapons & 0+ Novitiates WS BS S T W I A Ld Equipment Lists ------All costs are included within the armory

Base +5 TG Hand-to-Hand Knife -Astartes Human, Stilleto, Dirk1 Wyrd (level-I), Mutant, or Big Mutie. Throwing Knife Sword1 weapons from the HtH, Pistols, and Club, Maul, Bludgeon Grenades list. Chain, Flail Massive Weapon Chainsword2 Chain-Axe2 0-2 Daemonhosts Man-Catcher2 WS BS S T W I A Ld Electro-Flail3 ------Wych Blade5 Agonizer5 Base +40 + Mutations/Powers TG Pistols -Astartes Human. Hand Bow Autopistol Stubber Hand Cannon1 has, it may select one (1) Daemonhost. Laspistol Daemonhosts may select up to 100pts of Hellpistol3 mutations and/or psychic powers at Hand Flamer1 normal cost upon creation. Web Pistol3 Splinter Pistol5 Daemonhosts may never be captured. Re-roll this result. Basic Daemonhosts are considered Daemons Bow (though they never have to be Musket summoned) and have all the special Scatter Gun Autogun entry of the Bestiary. Lasgun Las Carbine Bolt Carbine2 Shotgun (Solid/Scatter) Hunting Rifle

Special Flamer Grenade Launcher Ripper Gun Scatter Cannon Spear Gun Webber Splinter Rifle5

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

Agi Com Fer Mus Sho Ste Tec Noviciates X - X - - X - DAEMONHOSTS X X X X - - - CULTISTS X X X X - X - ROGUE PSYKERS X X X - - X - ACOLYTES X X X X X X - MAGUS X X X X X X X

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

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

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

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

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

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51-53 Holestead D6x10 The Crusade stops at a holestead out in the wastes which belongs to Redemptionist settlers. They receive shelter, nourishment and donations to the Redemption cause in return for prayers and teachings. 54-56 Weapons 2D6x10 The Crusade uncovers one of the Cache Redemption's weapon caches out in the wastes. When a Crusader is sent to retreive the cache all of the money must be spent immediately on common items available at the Trading Post. It cannot be supplemented from the Crusade's stash or saved for later so any unspent credits are wasted. 61-63 Seminary D6x10 The Crusade visits a Redemption school Operating under the guise of a settlement where they receive shelter and assistance from the Priests. There's also a chance fiery young Novices will join the Crusade as detailed in the Settlement territory of the NSE, however, 3D6 are rolled instead of the usual 1D6. 64-66 Hidden 3D6x10 The Crusade uncovers a hidden Weapons Redemption weapon cache. When a Cache Crusader is sent to retreive the cache all of the money must be spent immediately on common items available at the Trading Post or can also be used to purchase rare items offered to the Crusade that game. It cannot be supplemented from the Crusade's stash nor saved for later so any unspent credits are wasted.

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Recruitment Base +40 TG Confessor Militant The Confessor Militant is the lynchpin of ies: Human only. any Crusade despatched into the Underhive. He is the inspirational weapons from the HtH, Pistols, Basic, figure the Templars follow into the Special, Heavy, and Grenades list. depths to test their faith. It is he who is greeted with rapture by the any equipment from the Armor, Redemptionist settlers and who Gunsights, and Equipment lists. commands their clandestine help. Only the words of a Redemptor can fire the fury in men's hearts or save unbelievers from their sinful existence. Templars Templars form the great mass of 1 – Confessor MILITANT supporters dedicated to the holy path of WS BS S T W I A Ld piety, but confirmed brothers are those +2 +2 - - - +1 - +2 who have fought in the Underhive before. Many are in fact redeemed ex Base +100 TG gang fighters who now deliver their divine faith through fire and blood. - Untouchable. 1+ – TEMPLARS WS BS S T W I A Ld select weapons from the HtH, Pistols, +1 - +1 - - - - +1 Basic, Special, and Grenades list. Base +30 TG may select any equipment from the Armor, Gunsights, and Equipment lists. counts as having a friend within 2 . weapons from the HtH, Pistols, Basic, Additionally, friendly models within 6 and Grenades list. of the leader may use its Leadership when taking any Leadership test. equipment from the Armor, Gunsights, and Equipment lists. Archdeacons Special: Templars may select one Archdeacons attend to the secular affairs Bionic and/ or of the crusade: silencing dissenters, Implant weapon upon creation, at controlling the crowds while the normal cost. Redemptor preaches, protecting him from defilers and so forth. They are 0-1 – Preacher WS BS S T W I A Ld fanatically loyal to the Redemption and +1 - - +1 - - - +2 completely trustworthy in the

Priesthood's eyes. Their faith is Base +55 TG rewarded with a position of responsibility and the best weaponry.

0-3 – ARCHDeacon WS BS S T W I A Ld weapons from the HtH, Pistols, Basic +1 +1 - - - - - +1 and Grenades list.

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equipment from the Armor and from the HtH, Pistols, Basic, and Equipment lists. Grenades list. having a friend within 2 . Additionally, equipment from the Equipment lists. friendly models within 4 of the Each Sage adds +1 to the war Preacher may use its Leadership when Investigation Rating. taking any Leadership test. Militia Zealots Militia are often ordinary Hive City Zealots are crazed fanatics touched by workers driven to the path of the Emperor's fury and are so filled with Redemption by the assuring calls of a bile and anger that they are in an almost charismatic priest. Filled with devout permanent state of rage. They test their zeal they can be seen launching faith by plunging headlong into combat themselves at the forefront of any with the greatest sinners they can find. fight eager to prove their worthiness. They even lash at themselves to savour the pain of purgation, but they would 0+ – MILITIA rather carve the path of redemption into WS BS S T W I A Ld their enemies' hearts. Zealots carry only ------pistols or close combat weapons, preferring their battle of faith to be Base +5 TG fought face to face with the sinners. -Squats, 0-3 – ZEALOTS Abhuman-Ogryn (Max: 1) WS BS S T W I A Ld +1 - +1 - - - - +1 weapons from the HtH, Pistols, Basic, and Grenades list. Base +35 TG

more than Redemptionist), Abhuman. models. If there is ever more than 50%, no more Militia may be hired until from the HtH, Pistols, Special, and they make up less than this. Grenades list. 0+ – Sister REpentia equipment from the Equipment lists. WS BS S T W I A Ld +1 - - - +1 - - - rules for Frenzy. Zealots may never wear Armor. Zealots may only select Flame or Base +45 TG Melta weaponry from the Special list, upon creation.

0-2 – SageS weapons from the HtH and Grenades WS BS S T W I A Ld list. - +1 ------any equipment from the Equipment Base +15 TG lists.

-Squats. wear Armor.

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gh Weapons & Skill. If a Sister Repentia rolls this skill again, re-roll the result. The Sister Equipment Lists Repentia is subject to the rules for All costs are included within the armory Frenzy Hand-to-Hand Repentia wins a HtH Combat, she may Knife trigger a bomb vest. Stilleto, Dirk The Sista Repentia loses all of her Throwing Knife attacks & Roll 1D6. Sword Club, Maul, Bludgeon Chain, Flail D6 Result Massive Weapon 1: The bomb vest got damaged during Chainsword3 the fight. Nothing happens. The Chain-Axe3 martyrdom skill cannot be used again Eviscerator3 during this game. Electro-Flail3 2-6: The Bomb Vest explodes. Shock Maul3 Center the small blast template on the Man-Catcher3 Sister Repentia. Treat it as a frag grenade Power Sword2 with Strength 4. The Sister Repentia is Power Axe2 removed from the game, roll on the Poser Fist2 serious injuries chart at the end of the Force Weapon6 game. Thunder Hammer2/3

Basic Bow Musket Scatter Gun Autogun Lasgun Las Carbine Hellgun2/3 Bolt Carbine2/3 Bolter2/3 Shotgun (Solid/Scatter) Exterminator Cartridge

Special Flamer Melta-Gun Grenade Launcher Plasma Gun2 Long Las Storm Bolter2 Stake-crossbow2 Webber2

Pistols Hand-bow Autopistol

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Stubber Respirator Hand Cannon Realoads Dueling Pistol3 Silencer Laspistol Shoulder Rig3/5 Hellpistol3 Hand Flamer Gun-Sights Plasma Pistol2 Red-Dot Laser Inferno Pistol2 Telescopic Sight Mono-Sight Heavy Heavy Stubber Armor Heavy Bolter Flak Armor Missile Launcher Flak Armor (Enclosed) Multi-Laser Mesh Armor1 Heavy Flamer Mesh Armor (Enclosed)1 Carapace Armor1 Grenade & Ammo Carapace Armor (Enclosed)1 Frag Grenades Power Armor3 Krak Grenades Power Armor (Enclosed)3 Photon Flash Grenades Refractor Field3/4 Choke/Scare Gas Grenades1 Conversion Field3/4 Fire Bomb Hexagrammic Wards5 Tox Bomb Frag Missile 1. Not available to Militia/Sages Krak Missile 2. Only available to Clerics/Zealots Dum-Dums 3. Only available to Templars/Confessor- Man-Stoppers Militant Overcharge Cell 4. Only available to Arch- Psycannon Bolts3/4 Deacons/Confessor Militant 5. Only available to Confessor-Militant Equipment 6. Only available to non-Militia psykers Bio-Scanner (1/warband) (never available to Puritan or Charm Redemptionist warbands) Clip Harness MIU3/4 IR Goggles Photo-Contacts/Visor

AGI COM FER MUS SHO STE TEC Confessor X X X X - - X Archdeacon X X X X X - X Templars X X X X X - - Preacher X X X X X - - Zealots X X X X - - - Sages X - - - X X - Militia X X X - - - - Sister Repentia X X X X - - -

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

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Recruitment within 6” of the leader may use its Leadership when Each Eldar warband may choose 0-5: taking any Leadership test. Specialists, Aspect Warriors or Rangers. 1 Leader WS M +1 - BS WS +1 +2 Base +50 TG Base +100 TG S BS - +1 T S - - W T - - I W +1 - A I - +1 Ld A +1 - • Species: Eldar Craftworld Only and 0-1 Warlock Wyrd (Lvl 1-3). Ld • Weapons: Warlocks may select +2 weapons from the HtH, Pistols, and Grenades list. M • Equipment: Warlocks may select any - equipment from the Armor and Equipment lists. • Species: Eldar Craftworld Only. • Weapons: The leader may select • Path of the Warrior - The Leader may weapons from choose the HtH, Pistols, Basic, Special, and the path of an Aspect Warrior. If he Grenades list. does, choose • Equipment: The leader may select any one Aspect (Warp Spider, Dire Avenger, equipment Swooping from the Armor, Gunsights, and Hawk, Dark Reaper, Fire Dragon, Equipment lists. Howling • Special: The leader always counts as Banshee, and Striking Scorpion) and having a pay the points friend within 2”. Additionally, friendly cost indicated below. The Leader does models not gain any

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

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

0-5 Dark Reaper WS M +1 - BS WS +1 +1 Base +35 TG BS S +1 -

Base +50 TG T S - - W T - - I W - - A I - - Ld A +1 - • Species: Eldar Craftworld Only. Ld • Weapons: Must Purchase 1 HtH +1 weapon and Shuriken Pistol OR Shuriken Catapult • Species: Eldar Craftworld Only. with • Weapons: Must Purchase 1 Heavy Mono-sight. May select weapons from Weapon. May the HtH, select weapons from the HtH, Pistols, Pistols, and Grenades list. and • Equipment: Must purchase Aspect Grenades list. Armor. • Equipment: Must purchase Aspect • Special: Combat Discipline - Dire Armor. Avengers

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

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

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- T - Base +40 TG S W - -

T I - -

W A - -

I Ld - +1

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

0-5 Scorpion Base +20 TG M BS - +1

WS S +2 -

BS T - -

Base +40 TG W S - - I

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

WS I +1 -

BS A - -

Base +20 TG Ld S - - • Species: Eldar Craftworld Only. T • Weapons: Recruits may select - weapons from the HtH, Pistols, Basic, and Grenades list. W • Equipment: None. - • Special: Choosing a path - once a Recruit reaches I the XP level needed to attain Ganger - status, they must choose the Path of the Warrior or A the Path - of the Outcast. This choice determines which skill Ld tables they will have access to; either +1 those of the Warrior or those of the Ranger. A • Species: Eldar Craftworld Only. Recruit on the • Weapons: Warriors may select Path of the Outcast also gains the ability weapons from the to use a

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

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Spider X Hawk X Reaper X Dragon X Avenger X Banshee - Scorpion X Ranger X Warrior - Recruit 121 Agility X Muscle X - X - X - X X Shooting X X X - X X X X X X X X X X X Combat X X X X X X X Stealth X X X X X X X X X X X X X X - X X •Equipment X Bio-Scanner (1/warband) X Charm X Clip Harness X Photo-Contacts/Visor Respirator Techno Suspensor X - Ferocity X X -

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Imperial Guard KILL which cannot be removed.

TEAM Correction Collars allow all equipped models to re-roll failed nerve tests, Initial Resources including those caused by fear, terror, You have 1000 Throne Geld to spend on hatred and frenzy, however any model recruiting and arming your war band. with a Correction Collar that fails a You must have a minimum of 3 models. nerve test is immediately removed as a

Hired Guns casualty and must roll for a serious IG Kill Team war bands may recruit up injury. to 4 other Hired Guns. Chem-dogs

Starting Experience & This upgrade gives all members of the Skills warband except the sergeant access to All fighters start with the following an injector rig filled with Slaught, Kalma, experience point totals. All non- and Frenzon at +25 Throne Geld per Construct members gain experience as fighter. Fighters with this upgrade may normal. IG Kill Team gain the Underdog not select Heavy Weapons or any Heavy Bonus as normal. armor.

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

Subversion Rating: 6 They always benefit from the special Investigation Rating: 8 deployment rules granted by a single

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

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

Subs weapons from the HtH, Pistols, Basic, This warband is from a planet where Special, Heavy, and Grenades list. mutation is rife and the mutant underclass is conscripted to fight in equipment from the Armor, Gunsights, battle. This upgrade costs nothing; the and Equipment lists. entire warband MUST select these upgrades and this doctrine also includes 2+ – Troopers Deathworld Veterans as described WS BS S T W I A Ld above. Gunners, Troopers and +1 +1 - - - - - +1 replace their species option with the following: Abhuman, Human Mutant, or Base +30 TG Big Mutie. -Astartes Human or The Kill Team lowers its Investigation Abhuman. Rating by -1 and increases its Subversion Rating by +1. weapons from the HtH, Pistols, Basic, and Grenades list. Equipment: Troopers may select Recruitment equipment from the Armor and Equipment lists. 1 – Sergeant WS BS S T W I A Ld of 50% Troopers. If the warband roster +2 +2 - - - +1 - +2 ever falls below this amount, the

warband may recruit no other non- Base +100 TG Trooper models until it reaches 50%.

-Astartes Human. 0+ – FNG WS BS S T W I A Ld weapons from the HtH, Pistols, Basic, +1 +1 - - - - - +1 Special, and Grenades lists. Base +15 TG any equipment from the Armor, Gunsights, and Equipment -Astartes Human or lists. Abhuman. Special: The Sergeant always counts as having

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Weapons & from the HtH, Pistols, Basic, and Grenades list. Equipment Lists All costs are included within the armory equipment from the Armor and Equipment lists. Hand-to-Hand Knife Stiletto, Dirk Throwing Knife Sword Club, Maul, Bludgeon Chain, Flail Massive Weapon Chainsword Chain-Axe Electro-Flail Shock Maul Power Sword Power Axe Power Fist

Pistols Dueling Pistol Autopistol Stubber Hand Cannon Bolt Pistol Laspistol Hellpistol Hand Flamer Plasma Pistol

Basic Musket Autogun Lasgun Las Carbine Hellgun Bolt Carbine Bolter Shotgun (Solid/Scatter) Hunting Rifle

Special Flamer Melta-Gun Ripper Gun (Ogryn Only) Grenade Launcher Plasma Gun Long Las Storm Bolter

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

AGI COM FER MUS SHO STE TEC Sergeant X X X X X X X Gunners - X X X X X X Troopers - X X - X X - FNG - X - - X - -

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

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

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

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

The members of this warband may reroll Base +100 TG any failed Fear save caused by Daemons. Puritan), Ordos Xenos (Radical) Abhuman Untouchable, or Wyrd The warband is part of the Ordo Xenos but adheres to radical tenets, such as weapons from the HtH, Pistols, Basic, consorting with xenos and/or using their Special, and Grenades list. technology. The warband increases its Subversion Rating by +1. select any equipment from the Armor, Gun sights and Equipment lists. The In addition to their normal equipment, Interrogator may have one (1) all non-Recruit members may purchase Construct. Choose between: Psyber non-Rare Xenos weaponry and any Familiar or Servo Skull drugs from the Bazaar at base cost upon creation. One Acolyte model may be counts as having selected from a Xenos species. The Additionally, friendly models within 6 of warband may select Xenos Hired Guns. the leader may use its Leadership when taking any Leadership test. The Ordo Xenos (Puritan) Interrogator may select one Exotic The warband is part of the Ordo Xenos weapon upon creation, at normal and adheres to all common tenets. The cost. warband increases its Investigation Rating by +1. 2+ – Acolytes WS BS S T W I A Ld The warband may never hire any Xenos +1 +1 - - - - - +1 Hired Guns or members. Ordos Xenos Puritan Interrogators and Acolytes are Base +40 TG subject to hatred when fighting Xenos, In addition they may purchase implant weaponry from the Bazaar at any time. Abhuman Squat, Abhuman - Untouchable, Wyrd ( lvl I-II), (Mutant allowed for Radical Cells)

weapons from the HtH, Pistols, Basic, and Grenades list.

equipment from the Armor, Gun sights, and Equipment lists.

roll for an upgrade.

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0-2 – Disciples -Adepts may select WS BS S T W I A Ld any equipment from the Armor, Gun +1 +1 - - - - - +1 sights, and Equipment lists. -Adepts automatically Base +40 TG receive one (1) Bionic upon creation. Tech-Adepts may select up to two (2) Constructs at any time, purchased at Abhuman Squat, Abhuman - normal cost. Untouchable, Wyrd, (Mutant allowed for Radical Cells) 0-1 – Cleric/Zealot WS BS S T W I A Ld weapons from the HtH, Pistols, Basic, +1 - - - +1 - - +1 Special, Heavies and Grenades list. Base +40 TG equipment from the Armor, Gun sights, and Equipment lists. -Astartes Human /Zealots may select 0-3 – Assassins/Scum weapons from the HtH, Pistols, Special, WS BS S T W I A Ld and Grenades list. +1 +1 - - - - - +1 any equipment from the Equipment Base +40 TG lists.

-Astartes Human or flame or melta weaponry from the Abhuman, Wyrd (Lvl-I), (Mutant allowed Special list, upon creation. Clerics may for Radical Cells) re-roll one failed Fear test per scenario. Zealots are subject to the rules for weapons from the HtH, Pistols, and Frenzy. Grenades list. 0-2 – Sages any equipment from the Armor, WS BS S T W I A Ld Gunsights, and Equipment lists. ------+1 receive the Sneak Up skill upon Base +20 TG creation. Scums automatically receive the Gunfighter skill upon -Astartes Human, creation. Abhuman Squat, Abhuman - Ratling, Wyrd, (Mutant allowed for Radical Cells) 0-1 – TECH-ADEPT WS BS S T W I A Ld from the HtH, Pistols, Basic and - +1 - +1 - - - +1 Grenades list.

Base +30 TG equipment from the Equipment lists.

-Astartes Human, Investigation Rating. Abhuman Squat, Abhuman Untouchable -Adepts may select weapons from the HtH, Pistols, Special, and Grenades list.

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

Basic Bow Musket Scatter Gun Autogun Lasgun Las Carbine Hellgun1 Bolt Carbine1 Bolter1 Shotgun (Solid/Scatter) Hunting Rifle2 Exterminator Cartridge

Pistols Hand-bow Autopistol Stubber Hand Cannon Bolt Pistol Laspistol Hellpistol1 Hand Flamer Plasma Pistol1 Needle Pistol2 Web Pistol4

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Heavy MIU3 4 Autocannon Mechadendrites/Servo-Arm3 Heavy Stubber Photo-Contacts/Visor Heavy Bolter Respirator Heavy Plasma Gun Reloads Lascannon Silencer Missile Launcher Shoulder Rig3 5 RPG Launcher Multi-Laser Armor Heavy Flamer Flak Armor (Enclosed or not) Mesh Armor Special Mesh Armor (Enclosed) Flamer Carapace Armor1 Melta-Gun Carapace Armor (Enclosed)1 Ripper Gun (Ogryn Only) Power Armor1 Grenade Launcher Power Armor (Enclosed)3 Plasma Gun Long Las Minor Daemonic Weapon (Ordo Storm Bolter Malleus Interrogator only) Stake-crossbow5 - S: User +2 Webber - Dmg: 1 Needle Rifle2 Attribute : Parry and Grants its bearer +1A Grenade & Ammo Cost 60 TG Frag Grenades Krak Grenades 1. Not available to Recruits Photon Flash Grenades 2. Only available to Assassins Choke/Scare Gas Grenades1 3. Only available to Tech-Adepts Hallucinogen Grenades4 4. Only available to Acolytes/Interrogator Fire Bomb 5. Only available to Interrogators Tox Bomb 6. Only available to non-Recruit psykers Melta-Bombs1 Frag Missile Krak Missile Dum-Dums Man-Stoppers Overcharge Cell Psycannon Bolts4

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

Equipment Bio-Scanner (1/warband) Blade Venom (1 use)2 Charm Clip Harness Liquid Courage (One Use) IR Goggles

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AGI COM FER MUS SHO STE TEC Recruits X X - - - X - SAGE X - - - X X - CLERIC - X X - X X - ZEALOT TECH-ADEPT - X - X X - X ASSASSIN/ X X X - - - SCUM ACOLYTE X X X X X - Interrogator X X X X X X Discipl - X X X X X

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

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

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

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

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

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

0+ Retainers S M - - T WS - +1 W BS - +1 I Base +30 TG - S +1 A - T - Ld - W - • Species: Any non-Astartes Human or Abhuman, I Mutant, Big Mutie, Wyrd. - • Weapons: Slaves may select weapons from the A HtH, Pistols and Grenades list. - • Equipment: None.

0+ Slaves 145 Ld -

M -

• Species: Any non-Astartes Human or Abhuman, Wyrd. • Weapons: Retainers may select weapons from the HtH, Pistols, Basic and Grenades list. • Equipment: Retainers may select any equipment from the Equipment lists.

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

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Photo-Contacts/Visor X Respirator Reloads2 147 Slaught Not available to Slaves •Armor Not available to Slaves/Retainers Light Armor Only available Flak Armor toCustodians/Nobles/Duke Flak Armor (Enclosed) Only available to Duke/Duchess Medium Armor2 Only available to Custodians Medium Armor (Enclosed)2 Heavy Armor3 Muscle Heavy Armor (Enclosed)3 X Power Armor4 X Power Armor (Enclosed)4 X Hexagrammic Wards5 X Refractor Field3 X Conversion Field3 X

Slave Shooting Footman X Retainer X Enforcer X Noble Duke Stealth X Agility X X X X X Techno X X X X X -

1. 2. 3. 4. 5.

Combat X X X

Ferocity X X X X

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

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

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WS +2

Base +85 TG • Snakebites: These orks prefer the old BS ork ways and shun technology, They are +1 happy with simple weapons. S Make take 0-2 Weird Boyz. +1 Make take 0-2 Runtherds. Boys may take the feral special rule. T - • Bad Moons: These are the richest of all the Ork clans. Bad Moons mobs are W always well equipped, at least by Ork - standards. May take any armour from the ork I armour list . Each Member cost an - additional 5 TG and you get +1 to all ammo rolls, A except those that are auto. +1 May take snazzguns. Make take 1 extra grot per runtherd. 0-5 Grots • Bloodaxes: These are the sneakiest of Ld all the orks; they regularly come into +2 contact with umies and are happy to work for M them given the right price. - Make take Kommado’s in place of boyz. May take weapons from the imperial • Species: Ork only. weapons list. • Weapons: Nobz may select weapons May Take 0-2 Oddboyz. from the CC, Pistols, and basic weapons and any • Evil Sunz: These are the obsessed other weapons with their love for fast vehicles, they are marked Nobz. known for • Equipment: The Sergeant may select their large number of meks in the clan. any May take 0-3 Meks. equipment from the Armor, Gunsights, May take 0-3 Stormboyz. and Nob may become a bigmek and gains Equipment lists. access to the mek and big mek • Special: Waaaagh! weapons. Oi get up! Recruitment 1+ Boyz M Each Ork warband may choose 0-4 - Oddboyz. 1 Nob WS M +1 - S

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- W - T - I - W - A - I - BS - A - S - Ld +1 T - • Species: Ork only. • Weapons: Boys may take weapons W from the CC, - Pistols and basic weapons. • Equipment: Boys may select I equipment from the - Armor list. • Special: Orks gang must be made up A of 50% boys. - If the warband roster ever falls below this amount, Ld the warband may recruit no other non- - boys models until it reaches 50%. Grots must have a runtherd Waaaagh! • Species: Grot only. Oi get up! • Weapons: Grots may only take 0+ Yoof ’s weapons marked M grot only. - • Equipment: None. • Special: Grots have no impact on Orks WS if they die - or flee.

Base +5 TG Base +30 TG BS BS - +1

S WS - -

T Base TG - Ld

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

WS WS +1 +1

Base +40 TG BS BS +1 +1 Base +60 TG S S - +1

T T - -

W W - +1

I M - -

A M - -

0-2 Skarboyz WS Ld +1 +1 BS M +1 - T • Species: Ork only. - • Weapons: ‘Eavy’s may select weapons from the W CC, Pistols, and basic weapons. - • Equipment: ‘Eavy‘s may select any

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I A - -

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

W 0-1 Runtherd - I I - - Ld A +1 - • Species: Ork only. Ld • Weapons: Runtherds may take +2 weapons from the CC, Pistols and basic weapons. • Species: Ork only & Wyrd. • Equipment: Runtherds may select • Weapons: Wairdboyz may take equipment weapons from the from the Armor list. CC, Pistols and basic weapons. • Special: Waaaagh! • Equipment: Weirdboyz may select Oi get up! equipment Runtherds: Allows 0-5 grots, should the from the Armor list. runtheard • Special: Waaaagh! be removed as casualty no more grots Oi get up! make be Weirdboy (Lvl cost as Wyrd cost): taken until one is included in the gang, Weirdboys may not take any armour. remove 1 grot as a casualty after each game when Base +30 TG you play S without them. - Oddboyz:

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0-1 Burna M WS - -

WS BS - +1

Base +20 TG Base +40 TG BS S +1 -

S T - -

T W - -

W I - -

I A - -

A Ld - +1

0-1 Painboy • Species: Ork only. Ld • Weapons: Painboyz may take +1 weapons from the CC, Pistols and basic weapons. M • Equipment: Painboyz may select - equipment from the Armor list. • Species: Ork only. • Special: Waaaagh! • Weapons: Burna may select weapons Oi get up! from the Painboy: A Painboy may attempt to “fix” CC, Pistols, and basic weapons. orks that • Equipment: Burna may select any are wounded, in the shooting phase a equipment from the Armor, Gunsights, down ork and with a painboy in base contact may Equipment lists. become healed. • Special: Waaaagh! Roll a d6, on a 5+ the ork is healed and Oi get up! is returned Burna: A Burna may take Burna’s and to his feet but may not act this round, on Skorcha the roll Weapons. Add +1 to the result to see if of a 1 the ork goes out of action. A Dok’s a ork using assistant a burner/skorcha is set on fire when hit allows a re-reoll. A Painboy counts as with a having the flame weapon. medic skill.

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

T I - -

W A - -

I BS - +1

A S - -

0-1 Kommando T Ld - +1 W M - - I • Species: Ork only. +1 • Weapons: Mekboy may select weapons from the A CC, Pistols, and basic weapons. - • Equipment: Mekboy may select any equipment from the Armor, Gunsights, Ld and +1 Equipment lists. • Special: Waaaagh! • Species: Ork only. Oi get up! • Weapons: Kommando may select Mekboy: A mekboy automatically counts weapons from as having the CC, Pistols, and basic weapons. the armourer and inventor skills and • Equipment: Kommando may select any selects weapons from that are mekboy equipment from the Armor, Gunsights, only. and

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

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

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Heavy Bolter 4. Heavy Plasma Gun Lascannon Not available to FNGs Missile Launcher Not available to Troopers & FNGs RPG Launcher Sergeant only Multi-Laser Gunners only Heavy Flamer •Grenade & Ammo Ork Special Equipment: Frag Grenades Rokkit Pack : Krak Grenades1 A Rokkit pack allows the wearer to fly Photon Flash Grenades1 though the air performing acrobatics Fire Bomb only an ork would Tox Bomb appreciate. A model with a rokkit pack Melta-Bombs1 may use it rather than moving. To use a Demo-Charge2 rokkit pack 1st select a Frag Missile direction, then roll 2D6 and add the Krak Missile models movement the ork must move Dum-Dums this full distance. If a double 1 is Man-Stoppers rolled the pack explodes, centre a 3” Hot Shot Shells blast marker on the ork all models even Overcharge Cell1 partially touched by the template are affected with a str3 hit. If •Armor the roll is a double 6 the ork may choose Light Armor the distance moved to a Flak Armor minimum of 8 as he has total control (for Flak Armor (Enclosed) once) of his pack. A rokkit pack can be Medium Armor used to move models up Medium Armor (Enclosed) and down levels much as there is Heavy Armor movement to do so. Heavy Armor (Enclosed) Should this bring a ork into contact with •Gun-Sights an enemy its classed as a charge move. Red-Dot Laser If an ork using a pack moves so fast Telescopic Sight they may only be affected by overwatch Mono-Sight at the start and end of the move. IR-Sight Example: An Ork selects a direction then rolls 5 on the D6 giving him a •Equipment movement of 13. He MUST move Bio-Scanner (1/warband) 13” directly forward but if there is one Blade Venom (One use) land on a platform to a maximum on 13” Charm high. Clip Harness Liquid Courage (One Use) Grot Companion: Medi-Pack (1/warband) These grots will be assigned to an ork Photo-Contacts/Visor before the fight and must attempt to stay Respirator within 2” of them. These Reloads grots are not given any weapons other Silencer than a knife. 1. If an ork falls it is assumed the grot 2. follows him down, place the grot on the 3. same level as the ork. If the ork

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

Ferocity X X X X X X X

Muscle X X X X X X -

Shooting X X

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

NEC eq Leader Heavy Heavy Ganger Ganger Juve

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

• Territory & Income: Rogue Traders select territories and collect income

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

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Rogue Trader Warbands must select his own profit. The warband must one of the following specialties upon include up to 40% of Xenos Models creation. This specialty may not including its leader and it cannot recruit be changed or removed once selected. any non Xenos as long as this Please note that some specialties may percentage is not respected. The have adverse effects when facing fighters may use weapons from both the certain opposing Warbands. Xenos and human weapon lists as long • Charter of Commerce: The Warband is as their rank and species allow it and part of a vast commercial organization suffer no penalty to access them. dealing in nearly any trade The warband’s Subversion Rating is item. It reduces the price of all rare lowered by -2 but its Investigation Rating items in the bazaar by 1D6. (Ex: is increased by +2 to reflect the Carapace Armor’s cost is 60+3D6; it will cultural melting pot of the crew. In the pay only 60+ 2D6 and no additional cost recruitment on uncommon items). tables below, for all entries, add in the • Charter of Exploration: The Warband Species “Xenos”. travels beyond the boundaries of the Imperium in search of lost 160 human colonies, STC technology, and more. The Warband fighters may use weapons from both the Xenos and human weapon lists (so long as their rank allows it). The warband’s Subversion Rating is lowered by -1 but its Investigation Rating is increased by +1. The warband must include one (1) Ad Mech Enginseer to reflect its focus on lost STC Technology. Check the Ad Mech Warband list for further information. Charter of Exploration has access only to 0-2 Arch Militants if it selects one Enginseer. • Unknown Charter: The Rogue Trader’s family line was given a charter when the Emperor walked among men and its details have been lost over time. One of the Rogue Trader’s weapons (Pistols & Basic weapons only) receives the Master Crafted upgrade for free upon creation and adjust the warband rating with its actual cost (Weapons ½ Value). Its Investigation and Subversion Rating are increased by 1.

• Xenos Trader: The Rogue trader is a freelance trader. His focus is to create new commercial agreements for

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

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0-1 Representative M WS - +1

WS BS +1 +1

BS T +1 -

S W - -

Base +40 TG I T - - A W - - Ld I - +1 • Species: any non-Astartes Human or A Abhuman, - Mutant • Weapons: Crewmen may select 0-3 Arch-Militants weapons from the Ld HtH, Pistols, Basic, and Grenades list. +1 • Equipment: Crewmen may select any equipment M from the Equipment lists. - 0+ Rating M • Species: any non-Astartes Human or - Abhuman • Weapons: Representative may select WS weapons - from the HtH, Pistols, and Grenades list. • Equipment: Equipment: Representative Base +5 TG may BS select any equipment from the Armor - and Equipment lists. •Special: Representative has the S “Ambush” and - “Escape Artist” skills. If a representative rolls this T skill again, re-roll the result. - 1+ Crewmen M W - -

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- I - • Species: any non-Astartes Human or Abhuman, A Mutant - • Weapons: Weapons: Crewmen may select weapons from the HtH, Pistols, BS and Grenades list. +1 • Equipment: Crewmen may select any equipment S from the Equipment lists. - • Special: Ratings may never make up more than T 25% of the Warband s total models. If - Ratings make up more than 25% of the total model W count for the - Warband, no further Ratings may be hired. I - 162

A -

Ld +1

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

Base +20 TG S -

WS +1

Base +40 TG

Ld

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

•Special Flamer Melta-Gun Ripper Gun (Ogryn Only) Grenade Launcher Plasma Gun Storm Bolter2 Scatter Gun Pistol Sword3 •Heavy Heavy Stubber Heavy Bolter Heavy Plasma Gun

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•Armor X Light Armor X Flak Armor X Flak Armor (Enclosed) Medium Armor1 Combat Medium Armor (Enclosed)1 X Heavy Armor2 X Heavy Armor (Enclosed)2 X Hexagrammic Wards4 Refractor Field2 Ferocity Conversion Field X X •Equipment X Injector Rig (1/warband)2 X Bio-Scanner (1/warband)2 X Charm X Clip Harness Control Collar 164 Liquid Courage (One Use) Kalma Muscle Photo-Contacts/Visor X Respirator X Reloads X

•Gun-Sights Shooting Red-Dot Laser X Telescopic Sight X Mono-Sight X 1. - 2. 3. Stealth 4. X X Not available to Ratings X Only available to Arch-Militants, X Navigators, & Rogue Trader - Only available to Rogue Trader Only available to Navigator Techno X Rogue Trader X Representative - Arch Militant Navigator Crewmen Rating

Agility X X X

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Muscle X X X -

Shooting X X X X

Stealth X X X

Techno X X -

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vOID pIRATES Special Rules Void Pirates have no qualms about

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

2. A. If the captured fighter owning player wants to play the rescue mission, the captured fighter is held in the rescue mission is done.

2. B. If the captured fighter owning player does not want to play the rescue mission or if the rescue mission is

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

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

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

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

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Ork. If the crew also contains an Eldar, the Ork can have a Shuriken Catapult if counters. No more than 50% of the he wants.) can use this ruse. If a scenario prevent The void pirates have two Sub Types the use of the tunnels or vents special and you must select one upon creation. be used neither. person or ship authorized by a government by letters of marque to attack foreign vessels during wartime. Privateering is a way of mobilizing armed ships and sailors without having vessels be commissioned into regular service as warships.

Privateers add 1 to the Investigation rating.

fighter rolls a Dead result on the Serious Injuries chart then there is a chance the Governmental doc can patch him up the injury roll is treated as a Multiple Injuries result instead. This rule can only be used once per battle and on a single fighter.

scums driven by a single purpose, plunder! Every merchant/rogue trader ship is a prey. Law enforcement tries to bring them down at all costs.

Buccaneers add 1 to the Subversion rating.

Having seen so many of their companions taken out by law enforcement, Buccaneers suffer from Hatred when facing an Arbites war band.

battle they can deploy up to three fighters anywhere on the battlefield at ground level. Models are set up at the

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Recruitment 1 – VOID MASHER

WS BS S T W I A Ld 1 – CAPTAIN +1 +1 - - - - - +1 WS BS S T W I A Ld +2 +2 - - - +1 - +2 Base +30 TG Base +100 TG -Astartes Human or -Astartes Human or Ab-Human or Xenos, Mutant and must Ab-Human or Xenos, Wyrd (Lvl: 1-2) be a Wyrd (Lvl: 2-3), weapons from the HtH, Pistols, Basic, weapons from the HtH, Pistols, Basic, Special, and Grenades list. and Grenades list. any equipment from the Armor, select any equipment from the Armor, Gunsights, and Equipment lists. The Gunsights, and Equipment lists. captain may have one Construct/ 1 – Master Gunner Beast WS BS S T W I A Ld ecial: The captain always counts as +1 +1 - - - - - +1 having a friend within 2 . Additionally, friendly models within 6 of the captain Base +50 TG may use its leadership when taking any leadership test. -Astartes Human or Ab-Human or Xenos, Mutant) 1 – Quarter Master WS BS S T W I A Ld +1 +1 - - - - - +1 select weapons from the HtH, Pistols, Basic, Special, Heavy and Grenades list. Base +40 TG select any equipment from the Armor, es: : any non-Astartes Human or Gunsights, and Equipment lists. Ab-Human or Xenos, Wyrd (Lvl: 1), Mutant skill. If a Master Gunner rolls this skill again, re-roll the result. select weapons from the HtH, Pistols, 0-2 – Bosuns Basic, Special, and Grenades list. WS BS S T W I A Ld +2 +2 - - - +1 - +2 select any equipment from the Armor, Gunsights, and Equipment lists. Base +40 TG

OOA, then all es: any non-Astartes Human or of the Quarter Master may use its Ab-Human or Xenos, Mutant leadership when taking any leadership test. If the captain is removed from the from the HtH, Pistols, Special, Heavy, roster during a campaign, the quarter is and Grenades list. automatically promoted to Captain and gains the leader Nec eq. and has access equipment from the Armor and Equipment lists.

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

Basic1 Scatter Gun Autogun Lasgun Las Carbine Bolt Carbine

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

Armor Light Armor Flak Armor Flak Armor (Enclosed) Medium Armor1 Medium Armor (Enclosed)2 Heavy Armor1 Heavy Armor (Enclosed)2 Ghosthelm (Eldar Only)5 Holo-Field (Eldar Only)3 Kustom Forcefield (Orks Only)2

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AGI COM FER MUS SHO STE TEC Captain X X X X X X X Quarter Master X X X X X X - Void Master X X X - X X - Master Gunner - X X X X - X Bosuns X X X X X - - Crew Members X X X X X X - Swabies - X X - X X - Slaves - X X - X - -

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

ammunition and damaged weapons. You can start the campaign as soon as You can spend the stash on recruiting two players have recruited their gangs. more fighters or buying new weapons as New players can join the campaign at explained in the Trading Post section. any time thereafter. Although new gangs will be less developed they will soon THE GANG RATING learn new skills. Each gang has what we call a gang rating the higher the rating the better the gang. Fighting other, more powerful gangs The gang rating is simply the total value will enable them to develop more of all the fighters in the gang plus their quickly. total Experience points.

GANG RATING: VALUE OF FIGHTERS+EXPERIENCE

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A gang s gang rating will change after or 66, all that now remains of the gang every game because surviving fighters fighter is a red smear on the dome floor. will gain extra experience, fighters might be killed, new fighters added, or you This is treated as a Dead result, could add to the value of fighters by however, it cannot be rerolled or buying new weaponry. Hopefully your modified in any way. Ratskins are just as gang rating will go up, signifying your susceptible to being obliterated as any gang s increasing power! The player other hiver and even the finest Medics whose gang has the highest gang rating cannot put all of the pieces back is winning the campaign his gang is top together again. of the heap and its leader is the most feared and respected in the area. When you are playing a campaign it matters a great deal what happens to A gang cannot win the campaign in any fighters who go out of action! outright sense, but sometimes one gang rises so far above the rest that no-one is They might recover completely ready to prepared to come out and fight it. fight in the next battle, or they might sustain debilitating injuries. Possibly If this happens then the player can retire they are captured by the enemy, or the gang it moves on to more maybe they have to spend a while dangerous and profitable territories and recovering their strength. Worst of all starts a new one. they might die or be so badly injured theyhave to retire. SERIOUS INJURIES Gang fighters that are wounded during You will notice that the Serious Injuries fights stand a chance of picking up long- chart doesn t just include serious term serious injuries, and those are the injuries, it covers a whole range of lucky ones. Other fighters may be things that might befall your fighter. He captured or even die as a result of their might for example be captured by a rival injuries. gang or become lost in the hive depths and have to fight his way back home. During a game some fighters will go out of action and are removed from play. Bear in mind that only models which go During the game it doesn t matter out of action are obliged to roll on this whether a man who goes out of action is chart. Models that suffer flesh wounds dead, unconscious, or badly injured - in do not sustain serious injuries and will terms of the game he is no longer always recover fully in time for the next capable of fighting and that is all that battle. matters. In addition to fighters who go out of HIGH IMPACT INJURIES action during the game, fighters who are If a fighter is taken out of action by a down at the end of a game may also go high impact weapon then there is a out of action. Roll a D6 for each fighter chance he will be simply ripped apart by who is down when the game ends. On a the devastating force. The model rolls D6 roll of a 1-3 the fighter recovers for serious injuries as normal, however, without further effect. On the D6 roll of if a double is rolled then the a 4-6 he goes out of action. unfortunate fighter has been reduced to nothing more than giblets. So for To find out what happens to fighters example, on a roll of 11, 22, 33, 44, 55 who go out of action roll a D66.

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Over the course of a campaign fighters territories. Note the cost value of the can suffer the same serious injury new leader remains at 50 credits. multiple times. Many of the injuries have cumulative effects if they are rolled Missing games again. For example, a model suffering Sometimes a gang fighter will be forced from two Shell Shock injuries suffers a - to miss a game. This is usually due to a 2 Leadership penalty. Some injuries serious injury, such as a fighter suffering though once rolled multiple times may from an Infected Wound or if he's been not have a cumulative effect. Injuries captured by a rival gang. Gang fighters such as Horrible Scars if rolled for a that must miss games automatically second time have no effect, as do count as out of action for the purposes injuries that modify values already of post game actions. So for example, a reduced to 1. ganger would not be able to work a territory or look for rare trade. Missing However, even these types of injuries fighters still count towards the gang's must be noted on the gang roster. This rating and for the purposes of any gang is important to remember as some gang recruitment limits. You will also still fighters can become so terribly injured have to pay any upkeep costs for missing that not even an Experience advance or fighters. bionic implant will improve his condition.

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

It's not possible to recruit a new Gang Leader mid-campaign, instead the Ganger with the highest Leadership characteristic will take over as the new leader of your gang. If multiple Gangers have the same Leadership value then the Ganger with the most Experience points out of those will take command.

Heavies and Juves cannot become the gang's new leader. Heavies spend all of their time tinkering with weapons and gubbins while a gang led by a Juve would hardly be respected or feared.

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

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SERIOUS INJURIES the rules for stupidity. On a roll of 4-6 the fighter is enraged and CHART uncontrollable - he is affected by the 11-15: DEAD rules for frenzy. The fighter is killed in action and his body abandoned to the mutant rats of 26: BLINDED IN ONE EYE the Underhive. All the weapons and The fighter survives but loses the sight equipment carried by the fighter are of one eye. Randomly determine which lost. eye. A character with only one eye has his Ballistic Skill reduced by -1. If the 16: MULTIPLE INJURIES fighter is subsequently blinded in his The fighter isn't dead but has suffered remaining good eye then treat it as a many serious wounds. Roll a further Dead result. D3+1 times on this chart. All Dead, Multiple Injuries, Captured and Full 31: PARTIALLY DEAFENED Recovery results must be rolled again. The fighter survives but is partially deafened as a result of his injuries. His 21: INFECTED WOUND Initiative characteristic is reduced by -1. The fighter eventually recovers but it takes time for his agonising wounds to 32: SHELL SHOCK fully heal. The model must miss the next The fighter survives but is extremely D3 games. nervous and jumpy due to the traumatic injuries he has suffered. His Leadership 22: CHEST WOUND characteristic is reduced by -1. The fighter has been badly wounded in the chest. He recovers but is weakened 33: HAND INJURY by the injury and his Toughness The fighter has badly wounded one of characteristic is reduced by -1. his hands. The fighter's Weapon Skill characteristic is reduced by -1. 23: LEG WOUND The fighter has smashed a leg. He Randomly determine which hand has recovers from his injuries but he can no been hurt. longer move as quickly. The fighter Movement characteristic is reduced by - 34-36 OLD BATTLE WOUND 1. Randomly determine which leg has The fighter recovers but his old wound been hurt. sometimes affects his health. Roll a D6 before each game for each Old Battle 24: ARM WOUND Wound suffered. On the roll of a 1 the The fighter has smashed one of his arms. Fighter s old wound is playing up and The fighter s Strength characteristic is he is unable to take part in the reduced by -1 when using that arm e.g. forthcoming battle. when using a sword in hand-to-hand combat. Randomly determine which arm 41-55: FULL RECOVERY has been hit. The fighter has been knocked unconscious or suffers a mildly 25: HEAD WOUND incapacitating wound from which he A serious head injury leaves the fighter makes a full recovery. unhinged. At the start of each game roll a D6 for each Head Wound to determine 56: BITTER ENMITY how he is affected. On a 1-3 the fighter Although he makes a full physical is dazed and confused - he is affected by recovery, the fighter has been mentally

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

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

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Difference Experience while both players are present to in Gang Bonus witness the result. Rating Win / Lose 1-49 +1/+0 Extra Experience points are always 50-99 +2/+1 100-149 +3/+2 added to the fighter s total after the 150-199 +4/+3 game is over. 200-249 +5/+4 250-499 +6/+5 Example: A newly recruited ganger has 500-749 +7/+6 25 Experience points. During his first 750-999 +8/+7 battle he does well and receives an extra 1000-1499 +9/+8 9 Experience points. This takes his total 1500+ +10/+9 to 34 and moves him into the next Experience points bracket or level, EARNING entitling him to an Advance roll. A EXPERIENCE further roll is earned when his The Experience points your fighters can experience hits 41, 51, 61, 81 etc. You earn will depend on the scenario you will notice that the amount of choose to fight. Different scenarios have experience needed to make advances different objectives, and consequently increases as the fighter becomes more the fighters earn experience in slightly powerful. different ways. JUVES

Once a Juve has earned 21 or more In the Scavenger scenario for example, a Experience points he becomes a fully fighter earns 1 extra Experience point fledged Ganger. The new Ganger from for each piece of valuable loot he then on follows all of the usual rules recovers. associated with a Ganger. For example,

he will gain access to new skills and If you look through the scenarios you basic weapons and can work territories will notice that a gang fighter always or search for rare trade. Note the cost earns D6 Experience points for surviving value of the new Ganger remains at 25 a battle. He earns this even if he is hurt credits. or captured - so long as he lives to tell the tale!

The Playing a Campaign Game section includes full details of the Experience points that can be earned for each scenario.

EXPERIENCE ADVANCES As fighters earn more Experience points they are entitled to make Advance rolls. The Experience Advance shows how many Experience points a fighter must earn before he can make a further roll. The roll must be taken immediately after the game when the advance is gained,

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EXPERIENCE ADVANCE TABLE NEW SKILLS

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

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

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

2D6 Result To continue our example, a roll of 1-3 2 Choose any of the means the fighter has gained +1 Skill tables and Initiative and a roll of 4-6 means he randomly generate a gains +1 Leadership. skill from it. 3-4 Select one of the However, characteristics may not be standard Skill increased beyond maximum limits as tables for your gang shown on the characteristic profile and randomly generate a skill from below. If one of the two characteristics it. indicated by the advance roll has 5 Characteristic already reached its maximum level, you Increase: Roll again must take the other. If both have already been taken to their maximum level, you 1-3 = +1 Strength may choose to increase any other 4-6 = +1 Attacks. permitted characteristic by +1 instead. 6 Characteristic Increase: Roll again WS BS S T W I A Ld 7 7 7 7 6 8 6 10 1-3 = +1 WS 4-6 = +1 BS. 7 Characteristic When working out if a fighter has Increase: Roll again reached his characteristic limit, all modifiers to his profile except 1-3 = +1 Initiative characteristic advances are ignored. For 4-6 = +1 Leadership. example, if a fighter suffers a Chest 8 Characteristic Wound then it's not possible for him to Increase: Roll again advance beyond a Toughness value of 3.

1-3 = +1 WS 4-6 = +1 BS. 9 Characteristic Increase: Roll again

1-3 = +1 Wounds 4-6 = +1 Toughness. 10-11 Select one of the standard Skill tables for your gang and randomly generate a skill from it. 12 Choose any of the Skill tables and randomly generate a skill from it.

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

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

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

4: Deflect 5: Infiltration The fighter is able to knock aside blows A model with this skill can be deployed using the flats of his hands and the haft anywhere on the battlefield at the end of of his weapons. During each hand-to- your first turn, though not within 8" of hand combat the model can force his an enemy model. opponent to re-roll one of his Attack dice. 6: Sneak Up If the model is targeted from overwatch 5: Counter Attack and he counts as a fleeting target then The fighter is able to repulse his the shooter's Initiative characteristic is opponent's advances, swiftly turning reduced to 1 when he takes the defence into attack. Each hand-to-hand Initiative test to see if he reacts in time. combat the model can re-roll one of his Attack dice.

6: Step Aside The model has an uncanny ability to dodge blows in close combat. The fighter receives a 4+ special save against any hits struck during hand-to-hand combat.

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

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

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

2: Fast Shot The model is allowed to go onto overwatch even if he moved in the same turn. However, he still cannot go onto overwatch if he ran. Normally a fighter must expend his entire turn to go on overwatch, but a fighter with the Fast Shot skill can also move.

3: Gunfighter The model can make an extra ranged attack following the usual shooting rules, but only when shooting a pistol. The fighter can aim and fire a pistol from each hand or alternatively fire the same pistol again.

4: Hip Shooting The model is allowed to shoot even if he ran in the same turn. However, if he does so he suffers a -1 to hit modifier. Note that it is impossible to run and shoot with a heavy weapon, even with the Hip Shooting skill.

This skill allows models carrying a Heavy weapon to move and shoot within the same activation

5: Marksman A model with the Marksman skill can ignore the normal restriction which obliges fighters to shoot at the nearest target. Instead, he can shoot at any target he can see.

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techno SKILLS TERRITORY 1: Armourer The gang s territory represents local As long as the model didn't go out of resources that the gang members can action last game the gang can choose to exploit in various ways. It includes ignore a failed Ammo roll, instead it's nearby wastes where the gang can treated as if the test was passed. scavenge for the odd bit of ore or scrap, 2: Fixer and encompasses the efforts of the As long as the model didn't go out of fighters friends and relatives who may action the gang will be offered one extra live inside the big settlements or in out- rare item. holes nearby. Territory also represents contacts that the gang has developed 3: Inventor with local workshops or the owners of As long as the model didn't go out of drinking holes and gambling dens. action, roll a D6 after each battle. On a 6 the model has invented something! YOUR TERRITORY Randomly select an item from the Rare Every gang begins with five territories Trade Chart in the Trading Post section. generated from the Territory table Some Whatever is selected is the item that has scenarios allow gangs to gain extra been invented. territory or lose it to their rivals. The more and better territory a gang has the 4: Medic richer it will become. As long as the model didn't go out of action, you can re-roll a result on the There is room to record the gang s Serious Injury table for one fighter after territory and how much income it a battle. This decision must be made generates on the left of the gang straight after the injury roll, otherwise roster sheet. To begin with players the chance is wasted. Note a Medic randomly generate five territories and cannot patch himself up. record them on their roster.

5: Specialist To generate a random territory from the This skill can only be taken by Juves or Territory table roll a D66. The table Gangers. It allows the model to be indicates the type of territory, and the armed with a special weapon. income it provides, with a short description underneath and any special 6: Weaponsmith rules. A model with this skill can ignore failed

Ammo rolls and weapon explosions on a D6 roll of 4+. OUTLAW TERRITORY Being an outlaw makes life very different. Food has to be scavenged from the tumbled rocks and rusting pipes of the wastes, be it rats, snakes, edible fungus or nutritious slime. Even getting enough food to stay alive can be problematic. Any trading has to be done in notorious outlaw trading posts or with the night trains where a ready gun serves you better than good bargaining techniques. On the bright side there are plenty of hired guns in the badzones

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who never show their faces in the OCCUPY settlements. The gang takes the new territory and abandons their old hideout (delete it Some outlaw gangs succeed in setting from the roster). up small kingdoms of their own in the badzones, a few square kilometres LOOT where the gang leader is lord of all he The gang loots the new territory of surveys. Others pay off their guild-debt anything valuable, destroying it in the and return to the settlements to take process. back their old territory. Others make vast fortunes and disappear up the hive, If you loot a territory you gain double some are even rumoured to end up in the basic income value of the territory. the Spire serving the great families. But In the case of a territory with a variable there are many more who simply just income its value is always double the disappear without trace. maximum.

A gang is allowed to keep one piece of Note only the basic income is used, their territory when they are outlawed; special income rules are ignored. For the rest of their territory is taken over by example, looting an Archeotech Hoard the guilders. Even if the territory the would yield 240 credits. This income is gang keeps was in a settlement it is not halved as it is for working territory assumed that the gang leader had out in the badzones. enough warning to move the important parts out into the wastes before the ABANDONING TERRITORY Watchmen turned up. Once set up again An outlaw gang can choose to abandon in the wastes the territory forms the their hideout and move to a new area of hideout or base camp for the outlaw the badzones, usually in the hope of gang. stumbling upon a more profitable domain. A player can elect to do this The outlaw gang can end up losing its after any game at the end of the post one remaining territory to another gang. game sequence, but only if the gang Perhaps because it was heavily defeated hasn't already changed territories that in a Gang Fight or their territory is a game (e.g. due to the gang's old hideout Mineral Vein which becomes depleted. being captured) and the territory must If this happens the outlaws are forced to not have been worked that game. The move on and look for another hideout. old hideout is struck from the gang At the end of the post game sequence roster and a new one rolled on the roll on the Outlaw Territory Table to see Outlaw Territory Table. what charming new abode they find for themselves.

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

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

Fighters who sustain flesh wounds can collect income as normal. Their wounds are superficial and make no difference to their normal activities.

Leaders, Heavies and Juves never collect income - only Gangers do so. Leaders spend their time organising the gang s affairs and sussing out the local news. Heavies spend their time maintaining their own weapons, repairing the gang s other weaponry, and trading for or making new ammunition. Juves get used as dogsbodies and make no appreciable difference to the gang s income.

COLLECTING INCOME Each ganger can generate income from one territory. The player chooses the territories he wishes to collect income from and adds up the total amount generated. Most territories generate a variable income: D6x10 or 2D6x10 credits, in which case the player makes

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

OUTLAWS stuff from the wastes. Hired guns and The regular rules for Warband Income special characters never forage, that isn't do not apply to Outlawed Warbands. what they're paid for.

The following rules apply to Warbands SO MANY MOUTHS TO FEED that have become outlawed. Unfortunately, the gang needs to be fed

and supplied one way or another. After COLLECTING INCOME each game, once the gang's income have The gang's territory still supplies income been generated, each member of the if it is worked by a Ganger. gang will need 3 credits worth of Unfortunately the income is halved supplies to keep him going. because of the innumerable difficulties of functioning out in the badzones If the gang's income isn't enough to without the support of the guilders. cover the cost of the fighter's upkeep

then credits from the gang's stash must This penalty doesn't apply to territory be used for the remainder. Hired guns generated from the Outlaw Territory don't need to be given supplies, it is Chart because the territory is already so assumed that their pay is more than bad it doesn't get any worse! enough to keep them in rat burgers. Any The income the gang collects from their cash left over is put into the gang's stash. territory and foraging is not cross referenced with the size of the gang on STARVING the Income Table as it would be for a If the gang can't pay out 3 credits for normal gang. However, the gang will each gang member either from their need to be given supplies of some sort stash or from generated income they as explained later. are in danger of starving to death.

FORAGING Any model that doesn't have 3 credits Anyone who wasn't seriously injured in spent on them after a game suffers a -1 the game can go foraging. Juves, penalty to their Strength and Toughness Gangers, Heavies and even Gang characteristics until they do. Any ranged Leaders can all forage, though if they weapons they carry also suffer a -1 forage they can't perform any special Ammo Roll penalty ifapplicable, to a tasks such as visiting the outlaw trading minimum of 6+. post or working the gang's territory.

Each forager collects D6 credits worth of

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

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

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

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

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

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TERRITORY CHART warband member can sift through the trash and search for anything to sell to D66 Territory Income the local Guilders, Traders Union or 11-12 Chemical 2D6 Merchants for 10 Throne Gelt. Producer 13- Desparate 10 21-24 A small favor / 15 16 Times A member of your warband has done a 21- A Small 15 small favor for a local businessman, 24 Favour which nets you a payment of 15 Throne 25- Information D6x10 Gelt. 26 Broker

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

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51-52 Bookie / D6x10 41-42 Pickpockets / 10 Your warband has traded favours and Your warband has established a protection with a local loan shark who mutually beneficial relationship with a runs a rigged gambling den, and the rather unscrupulous band of local proprietor happily pays you a D6x10 thieves. Their leader has agreed to teach protection fee to keep the establishment you about the secret paths and out of trouble. The gambling den also hideaways his gang uses to get around provides the warband with a convenient unseen, as well as provide you with a source of information and rumours. Roll cut of their weekly take. When the a D6 after each battle. On a 6 your warband fights a battle they can use contacts overhear rumours about a rival these hidden pathways to deploy up to warbands activity. You can add or three fighters anywhere on the subtract 1 from the Scenario Table roll battlefield at ground level. Models are next game. t 53-54 Weaponsmith / D6x10 enemy models. No more than 50% of Though long retired from active duty, the warbands initially deployable this former soldier still retains the ability fighters can use Pickpockets and to maintain arms and ammunition, as Surveillance Officer. well as an interest in collecting on the side. You can trade in captured 43-44 Surveillance Officer weaponry in return for cheap repair / 10 work or cash. Visiting the workshop will A member of your warband has gained earn you D6x10 Throne Gelt. Thanks to access to a network of security cameras. Using these cameras, your warband is choose to ignore one failed Ammo roll able to pinpoint access ladders and ideal during each battle. ambush sites throughout the area. When the warband fights a battle they can use 55-56 Black Marketeer / this intel to deploy up to three fighters D6x10 anywhere on the top surface level of any The proprietor of a local black market building on the battlefield. Models are establishment has offered you favourable rates in return for your business. As a result you are able to an enemy. No more than 50% of the increase your income substantially. If warbands initially deployable fighters you wish to deal with your Fence you can use Pickpockets and Surveillance gain an extra D6x10 Throne Gelt. If you Officer. recover loot during a Scavengers, The Hoard or a Package Run scenario then 45-46 Tradesman / D6x10 you can trade it in to your Fence One of the warband members has made contact. Each loot counter is worth an a deal with a local tradesman. The additional +5 Throne Gelt of income. workshop and bring back useful goods 61 Disgruntled Bank Clerk / to sell at the trading post in return for a D6x10 D6x10 Throne Gelt cut of the proceeds. You have managed to infiltrate a local financial establishment. Using a clever scheme to skim small amounts of money off the top of every transaction made

you have created an almost fool-proof

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source of income. You may send a 64 Medical Researcher / member of your warband to collect 2D6x10 D6x10 Throne Gelt from your earnings. Your warband has contacts at a medical If a 6 is rolled, add a further D6x10 manufactorum. You can send a ganger Throne Geld to your income. to take part in drug trials and can be handsomely rewarded with 2D6x10 62 Surgeon Construct / Throne Gelt. If you roll double 1 when D6x10 taking part in the trial, it turns out that A member of your warband has acquired this trial is not above board and the a very rare and valuable Surgeon ganger has suffered debilitating side Construct. These amazing artefacts are effects that will require rest. The able to synthesise essential body fluids warband member will not be able to from almost any natural substance and take part in future battles until he these can be sold to local clinics and recovers by rolling a 4, 5 or 6 at the start hospitals for D6x10 Throne Gelt. If a of a game. Once recovered he may fight warband member rolls a Dead result on as normal. the Serious Injuries chart there is a chance that the Construct can patch him 65 Technologist / 2D6x10 Your warband has made contact with a 5+ the injury roll is treated as a Multiple brilliant technologist, gone into hiding Injuries result instead. Note each after an incident turned their former Construct can only patch up a single benefactors against them. They are fighter per battle. willing to provide you with specialist equipment in return for protection. A 63 An Old Friend / 2D6x10 warband member can collect unusual The leader of your warband has been technical devices which can be sold for contacted by a former acquaintance that 2D6x10 Throne Gelt. So long as your they have not seen in a very long time. warband is careful not to sell too many This old friend has made an offer you items at once, no one will question their cannot refuse, one that will hopefully origin. make both of you a lot of money. However, as always, there are risks No risk is incurred by collecting 2D6x10 involved. You can send a member of Throne Gelt. However, there is always your warband to collect 2D6x10 Throne the opportunity to reap bigger rewards, Gelt from your old friend, but if you roll if you are willing to take the risk. A any double, the amount rolled is warband member can collect 3D6x10, subtracted from you income instead (eg. 4D6x10, 5D6x10 or even 6D6x10 from a double 4 means you lose 80 credits). the hoard, but if you roll any double Note that losses are deducted from your they have aroused the suspicion of income before making reductions for agents sent by the basic running costs. If a gang is unable employers. You still collect the income to pay this sum out of its income then rolled, but the rogue has been the difference must be made up from its discovered and captured. The contact enough to cover equipment must be sold off. 66 Local Cells Your agents have been contacted by a group who share the same mission and outlook as your own (or near enough that there is little difference) and have

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

11-14 Scrofulous Wastes / 0 The gang finds nothing but a putrefying refuse dome to hole up in. Any gang fighters sent foraging will only find D3 credits worth of stuff instead of the usual D6 credits.

15-16 Collapsed Dome / 0 A model can scavenge the ruins earning 2D6 credits. However, on any roll of 1 the dome caves-in completely and is crossed off the roster. The model working the territory must also take an Initiative test. If failed he is crushed by the falling debris, the fighter and his equipment are crossed off the roster and he collects no income.

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21-24 Wastes / 0 53-54 Mineral Vein / 3D6 A model can mine the ore vein earning 25-26 Fungus Grotto / 0 3D6 credits. However, if any doubles or Any starving fighters can eat fungus to a triple is rolled then the mineral avoid the effects of starvation. However, deposit is exhausted and must be struck on a D6 roll of 1 a random fighter from the gang roster. selected from those that have eaten the fungus dies from eating a poisonous 55-56 Recycling Dump / 0 patch. You may keep his equipment. The old disused resync machinery provides distilled water and limited food 31-34 Rad Zone / 0 chips. Each gang member requires 1 A model can scavenge the irradiated less credits worth of supplies to avoid dome earning 2D6 credits. However, on starvation (e.g. 2 credits instead of 3). a double the fighter is hideously scarred from radiation poisoning. The 61-62 Slag Heap / 15 model causes fear from now on and no income is collected. 63-64 Outpost 15 After each game roll a D6. On a roll of 6 35-36 Sump Spillage / 5 you overhear vital information about the activities of gangs in the local area. You 41-42 Sludge Sea / 0 may add or subtract up to 2 from the A model can dive into the sludge to try Scenario Table roll when fighting the and drag up valuable artefacts that have next game. sunk to the bottom. Roll a D6. 65-66 Toll Blockade 2D6x2 1 - The fighter is attacked by some A model can set a blockade to toll horribly mutated monster or swims into travellers earning 2D6x2 credits. You a highly toxic area of sludge. The model can increase the toll's cost, but there is a suffers a serious injury treating any chance of the travellers revolting. You Bitter Emnity and Captured results as a may choose to earn 3D6x2, 4D6x2, Full Recovery. 5D6x2 or 6D6x2 credits, but if you roll 2-3 - The model finds nothing of value. any doubles an angry mob forces the 4-5 - The model discovers an artefact gang on. You still collect the toll but the worth 3D6 credits. territory is crossed off the roster. 6 - The model discovers an artefact worth D6x10 credits.

43-44 Power Cable Tap / 5 Roll a D6. On a roll of 6 the tap provides D6x5 credits worth of energy instead of the usual 5 credits.

45-46 Scrap Yard / 5 If the gang recovers loot during a Scavengers, The Hoard or a Package Run scenario then they can stripped and sold for parts. Each loot counter is worth an additional +5 credits of income.

51-52 Ruins / 10

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TRADING POSTS rare items is an alternative to collecting Every medium-sized settlement has at income. least one trading post where Guilders and local traders sell their goods and buy items they want. The Guilders also Visit The Sawbones Bionics and Implant weaponry require act as bankers, exchanging items for advanced technical and biological credit which can be spent in any trading knowledge that is not very widespread post in the Underhive. The trading post within the Imperium. Some warbands in a large settlement might enclose a have the means and resources to fit and substantial area with many traders produce these parts (detailed below), offering goods and services. Small but most do not. As such, to purchase settlements are served by travelling any sort of bionic or implant weaponry, Guilders, poor cousins to the rich a warband must make sure the Bazaar merchants of the Hive City, itinerant has some sort of Doc, Genetor, or tradesmen who hike their wares from Heretek willing to fit the implants. one place to another.

The player rolls a D6. Puritan warbands Spending Credits subtract 1 from the result. After every game a gang can collect income from its territories as described On a roll of 1-2, the warband may not earlier. Credits can be spent on purchase implants and bionics this recruiting new fighters and on new postgame sequence. equipment for the gang. On a roll of 3+, the warband may purchase and equip bionics and implant Common items may be purchased at the weaponry as detailed above. cost listed at any time and in any quantity. However, word spreads during the next battle, and that warband may Uncommon items may only be automatically purchase bionics and purchased by rolling a D6. On a roll of implants in the subsequent postgame sequence, as the Doc catches up with goods available (maybe they ran out of them. stock, suffered a raid by the authorities, etc.). The following warbands may ALWAYS purchase implants and bionics: Rare Items are difficult to find. To - AdMech Explorators represent the scarcity of rare items each - Inquisition Cells with a surviving player must dedicate a Ganger (Nec Eq.) TechAdept to look for rare Items. Make a dice roll - Nobilist Factions at the start of the trading session to - Void Pirates determine what goods are offered to - Freebooterz him. To determine how many rare items are offered roll a D3 (ie, a D6 counting Sell to the Bazaar 1-2 as 1, 3-4 as 2 and 5-6 as 3). This is Some warbands may end up with excess the number of items offered to the equipment or weapons from dead ganger by their dealer contacts, guilders members, captured opponents, or and local merchants.A ganger who does loot taken from scenarios. Any warband this must not have gone out of action may sell as many items as it wishes each and cannot collect income from the

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postgame sequence and the sold items Item Cost are worth half their fixed value (i.e. an The cost of each item is defined by a item worth 10+D6 Geld, may be sold basic cost, used upon the creation of the for 5 Geld, etc...). warband, and the market cost to

Items and weapons never have to be each item is within the armory table in sold and may be hoarded in the the expanded armory chapter. warband s Stash for later use or sale.

Armory

Type Name Cost Availability Special Ammo Bolt Shells 15 Common Ammo Dum-dum Bullets 5 Common Ammo Executioner Shell 15+D6 Rare Ammo Frag Missiles 35 Common Ammo Hellfire Bolts 20+3D6 Rare Ammo Hot Shot Shells 5 Common Ammo Hotshot Laser 15+2D6 Rare Power Packs Ammo Inferno Bolts 15+D6 Rare Ammo Krak Missiles 50 Common Ammo Kraken Bolts 20+D6 Rare Ammo Manstopper Shells 5 Common Ammo Metal Storm Bolts 15+D6 Rare Ammo Overcharge Cell 10+D6 Common Ammo Plasma Missile 40+D6 Rare Ammo Psycannon Bolts 20+D6 Rare Armour Cameoline 15+D6 Uncommon Armour Carapace Armour 60+3D6 Rare Armour Carapace Armour 70+3D6 Rare (Enc) Armour Conversion Field 150+2D6 Rare Armour Displacer Field 35+3D6 Rare Armour Flak Armour 10+2D6 Rare Armour Force Field 100+4D6 Rare Armour Ghosthelm 20+2D6 Rare Void Pirates & Eldar Only Armour Hexagrammic 50+3D6 Rare Wards Armour Holo-Field 30+2D6 Uncommon Eldar Only Armour Kustom Force 35+2D6 Uncommon Ork (Mek) Field Only Armour Mesh Armour 25+2D6 Rare Armour Mesh Armour 30+2D6 Rare (Enc) Armour Power Armor 80+3D6 Rare Requires a MIU

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Armour Power Armor (Enc) 90+3D6 Rare Requires a MIU Armour Refractor Field 25+2D6 Uncommon Bionics Bionic Arm 80+3D6 Rare Bionics Bionic Chest 50+3D6 Rare Bionics Bionic Eye 50+3D6 Rare Bionics Bionic Leg 80+3D6 Rare Bionics Electoos 40+3D6 Rare Ad Mech Only Bionics Injector/Bio- 10 Common Booster Bionics Lobo-Chip 10 Common Bionics Servo-Arm 45+D6 Uncommon Requires a MIU Bionics MIU 10+D6 Uncommon Bionics Shoulder Rig 20+3D6 Rare Requires a MIU Bionics Skull Chip 25+2D6 Uncommon Grenades Choke Grenades 15+2D6 Rare Grenades Demo-Charge 50+2D6 Rare Grenades Fire Bomb 20+D6 Uncommon Grenades Frag Grenades 25 Common Grenades Hallucinogen 40+4D6 Rare Grenades Grenades Krak Grenades 40 Common Grenades Melta Grenades 40+3D6 Rare Grenades Photon Flash 20+2D6 Rare Flares Grenades Plasma Grenades 35+3D6 Rare Grenades Scare Grenades 20+2D6 Rare Grenades Smoke Grenades 10+3D6 Rare Grenades Tox Bomb 25+D6 Uncommon Mutants/Chaos Only Miscellaneous Auto-repairer 80+4D6 Rare Miscellaneous Berserker Chip 25+3D6 Rare Miscellaneous Bio-scanner 50+3D6 Rare Miscellaneous Blade Venom 10+D6 Rare Miscellaneous Blindsnake Pouch 30+2D6 Rare Miscellaneous Bottle of 10+D6 Rare Wildsnake Miscellaneous Charm 20+2D6 Uncommon Miscellaneous Clip Harness 10 Common Miscellaneous Comm- 5 Common Link/Microbead Miscellaneous Concealed Blade 10+D6 Rare Miscellaneous Control Collar 5 Common Miscellaneous Drum Magazine 15+2D6 Rare Miscellaneous Filter Plugs 10 Common Miscellaneous Flects 20+3D6 Rare Miscellaneous Frenzon 40+3D6 Rare

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

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

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Special Webber - Special Speci Special 6+ Webbed Targets, Solvent, 160 Rare al Capture Grenade Choke Grenades - Special Speci Special Special Gas Cloud, Choke 15 15+3D6 Rare al Grenade Demo Charge - 10 2D6 -5 - Demolition, 1 use per 40 40+3D6 Rare game Grenade Fire Bomb - 3 1 -1 - Blast, Catch Fire (5+) 20 20+3d6 Rare Grenade Frag Grenades - 3 1 -1 - Gas Cloud 25 25 Common Grenade Hallucinogen - Special Speci Special Special Gas Cloud, Hallucinogen 40 40+3D6 Rare Grenades al Grenade Haywire/EMP - 0 D3 -3 - Gas Cloud 25 25+3d6 Rare Grenades Grenade Krak Grenades - 6 D6 4 - Demolition 40 40 Common Grenade Melta Bombs - 8 2D6 2 - Demolition, 1 use per 40 40+3D6 Rare game Grenade Photon Flash Flares - Special Speci Special Special Blast, Blind 20 20+3D6 Rare al Grenade Plasma Grenades - 5 1 5 - Blast 35 35+3D6 Rare Grenade Scare Grenade - Special Speci Special Special Gas Cloud, Scare 20 20+3D6 Rare al Grenade Smoke Bombs - Special Speci Special Special Gas Cloud, Somke 10 10+3D6 Rare al Grenade Tox Bomb* - 4 1 - - Gas Cloud, Toxic, Ignore 20 20+3D6 Rare Armour Heavy Assault Cannon - 7 D3 5 4+ High Impact, Sustained 240 240 Common Fire 1 Heavy Autocannon - 8 D6 3 4+ Sustained Fire 1, High 260 260 Common Impact Heavy Big Shoota Ork Ork 5 D3 5 6+ Sustained Fire 2 180 180 Common Heavy Dark Lance Eldar Eldar 9 2D6 1 2+ High Impact 300 300 Common Heavy Deffgun Ork 7 D3 5 4+ High Impact, Sustained 240 240 Common Fire 1

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

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

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HtH Eviscerator - 6 1 3 - Massive Weapon, 30 30+3D6 Rare Unparriable, Mightly Blow, Noisy HtH Electro-Flail - User D3 SB - Shock, Nullify 35 35+3D6 Rare HtH Power Axe (1 - User 1 SB - Power 35 35+3D6 Rare Handed) +3 HtH Power Axe (2 - User 1 SB - Massive Weapon, Mighty 35 35+3D6 Rare Handed) +4 Blow, Power HtH Shock Maul - 5 1 1 5 Shock Injury 35 35+3D6 Rare HtH Force Axe (1 - User 1 SB - Force 40 40+3D6 Rare Handed) +3 HtH Force Axe (2 - User 1 SB - Massive Weapon, Mighty 40 40+3D6 Rare Handed) +4 Blow, Force HtH Force Sword - User 1 SB - Force, Parry 45 45+3D6 Rare +2 HtH Power Sword - User 1 SB - Power, Parry 40 40+3D6 Rare +2 HtH Witchblade Eldar 5 1 6 - Force, Parry 50 50+3D6 Rare HtH Force Staff - User+ 1 SB - Force, Parry, Focus Power 55 55+3D6 Rare 2 HtH Singing Spear Eldar 6 1 6 - Massive Weapon, Mighty 60 60+3D6 Rare Blow, Force HtH Zephyrglaive Eldar User+ 1 SB - Parry, Fleshbane 55 55+3D6 Rare 2 HtH Power Fist - User D3 SB - Power 85 85+3D6 Rare +5 HtH Power Klaw Ork User D3 SB - Power 85 85+3D6 Rare +5 HtH Thunder Hammer - 6 1 5 - Massive Weapon, 85 85+3D6 Rare Unparriable, Mightly Blow, Stun Pistols Autopistol - 3 1 - 4+ - 15 15 Common

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

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Special Grenade Launcher - Grena Gren Grenad 6+ Select a Grenade Type 60 60 Common de ade e Special Hrud Fusil Hrud 6 D3 4 5+ Recharge, Ignore Ward 130 130+3D6 Rare Saves, Hrud Only Special Kustom Megablasta Ork 8 D6 2 4+ Melta 105 105 Common Special Liquifier Eldar 3 D3 5 4+ Flamer, Ammo Roll, 45 45+3D6 Rare Catch Fire 4+ Special Long-Las - 3 1 6 2+ - 40 40+2D6 Uncommon Special Meltagun - 8 D6 2 4+ Melta 95 95 Common Special Needle Rifle Rifle 3 1 6 6+ Special Injuries, Silent 180 180+3D6 Rare Special Neutron Blaster Vespi 5 1 4 4+ - 70 70 Common d Special Plasma Gun (High) - 6 1 4 6+ Gets Hot, Sustained Fire 80 80 Common 1 Special Plasma Gun (Low) - 5 1 5 4+ - 80 80 Common Special Rad-Cleanser - 4 1 - Auto Toxic, No Armour Save 60 60+3D6 Rare Special Rail Rifle Tau 6 1 - 4+ Tau 100 100+2D6 Uncommon Special Ripper Gun - 4 1 6 4+ Counts as Club in HtH 55 55+2D6 Uncommon Combat, Sustained Fire 1 Special Stake Crossbow - 3 1 6 Auto Toxic (Psyker), Silent 80 80+3D6 Rare Special Storm Bolter - 4 1 6 6+ Sustained Fire 1 45 45+3D6 Rare

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

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rare items which might be for sale. A cannot collect income from the ganger who does gang’s territory that must not have gone out of action and turn; searching out rare items cannot collect is an alternative to income from the gang’s territory nor collecting income. forage, searching out rare items is an alternative to Weapons collecting income. If players want to buy new Each ganger employed in this fashion weapons or other adds a further +1 equipment for existing gang randomly generated rare items to those fighters then refer to the offered for sale. trading charts below. The charts list all the equipment available in the Underhive, Roll D66 for each item and not just the common consult the Rare Trade weapons included in the chart to discover what is on Recruitment charts. Rarer offer. The player may buy items and weapons are not any of the items offered, but always available and vary only one of each item in price. Remember that each unless the same result is house must adhere to rolled more than once. its own house weapons list as well. Recruiting Hired Guns Players may hire mercenary For each ganger employed in fighters for the gang if this fashion you may they wish. Refer to the Hired add a further +1 randomly Guns section for details. generated rare items to Hired Guns are wanderers who the list of those offered for are willing to sell sale. their expert skills to anyone Weapons prepared to pay. If players want to buy new weapons or other equipment Note that each player rolls for existing gang fighters then refer to separately for his trading - the trading charts the gangs don’t necessarily below. The charts list all the weapons hide out in the same place and equipment nor do they have the same available at an outlaw trading post, contacts. One player though many items cannot buy goods offered to are not always available and vary in another. price. Gangers and Trading If a player wishes he can use a ganger to search When to Buy around the trade post and make Players should preferably enquiries about complete their recruiting further rare items which might and trading after the battle be for sale. A ganger is over, making any who does this must not have appropriate dice rolls while gone out of action and both players are present.

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

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

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

96

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

24-25 36

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

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Special results represent chance Old gear can be hoarded for encounters and future use (make a note events which take place during your in the gang's stash) or it can time in the be swapped around the outlaw hole. Each of these events are a gang from one fighter to one-off, so if another (though not you roll the same result twice in the between gangs). As the value same trading of old weapons is low session then re-roll the dice. compared to the cost of equipping new recruits, a OUTLAW RARE TRADE gang can usually find a use 11 for its cast off armaments. Archeotech Items: Roll again 1: Skull Chip, 2: Shock Maul 12 3: Grapnel, 4: Grav Chute 5: Bio-scanner, 6: Bio-booster Sump Dynamo

51-56 13

Items: Roll again Stinger Mould Patch 1: Concealed Blade, 2: Respirator 14 3: Photo-visor , 4: Berserker Chip Spook 5: Blindsnake Pouch, 6: Infra- red Goggles 15-16

61-63 Bottle of Wild Snake

Raid Gear: Roll again 21 1-3: Silencer 4-6: Choose one of the following: Gas Grenades: Roll again Screamers or Stummers 1-2: Choke, 3-4: Scare 5-6: Hallucinogen 64 22 Stinger Pouch Grenades: Roll again 65 1: Melta Bombs, 2-3: Photon Flash Flares Ratskin Map 4: Plasma Grenades, 5-6: Smoke Bombs 66 23 Mung Vase Ammo: Roll again SPECIAL RESULTS 1-2: Hotshot Laser Power Packs 3-5: Drum Magazine, 6: Hellfire Bolts

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24 Shock Maul

Gunsight: Roll again 44 1-2: Red-dot Laser, 3: Mono-sight 4-5: Telescopic Sight, 6: Infra-red Sight Grapnel

25 45

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

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

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choose the scenario instead. If both gambling tables and it’s considered a gangs paid for character flaw Rumour then both leaders are conned not to gamble - it implies you’re not and a prepared to Scenario Table roll is made as normal. take risks, and that makes you an easy Healer roll. You make contact with a wyrd rumoured to have 1 remarkable restorative powers. Wandering healers The healer proves to be a smooth- aren't rare in the deadzones, the tongued majority being fraud who makes off with the payment. charlatans looking to make easy credit from the 2-3 The wyrd heals all of his serious desperate, but even those with injuries, even legitimate gifts often the beneficial ones like Impressive wield dangerously unpredictable Scars. powers. 4-6 The healer struggles to control his You may pay the healer D6x10 credits life meddling to use his powers. All of the fighter's serious power on a chosen gang member. If injuries are paid, roll a D6. healed, but he must take a Toughness test. If the Raid Gear: Roll again test is failed he suffers D3 Old Battle 1-3: Silencer Wounds. 4-6: Choose one of the following: Screamers or Stummers Special: Healer

54-56 9

Drugs Fixer: Roll again 1-3: Kalma, 4-5: 'Slaught, 6: Spur

61-63

Special: Gamble

64-65

Special: Rumour

66

Gamble You have to gamble at an outlaw trading post, though it’s not a law (because there aren’t any). But most of the business is conducted around the

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ARCHEOTECH multiplied by 2. For example, if a 42 is All sorts of ancient technology turns up rolled (Lifter) in the then the value of the archeotech Underhive, from corroded junk dredged becomes 84. out of pollutant pools to shining artefacts ARCHEOTECH TABLE unearthed in D66 forgotten treasure domes dating back to the first Result colonisation. By law, all archeotech must be sold to 11-16 the Merchant Guild as soon as it's discovered, but odd Dangerous: The device is accidentally pieces do find their way to outlaw triggered as it's being messed about trading posts to be with and is reduced to a pile of sold illegally. worthless molten slag. The archeotech The problem with buying archeotech is is crossed from the gang roster. In that all the additon, a random gang member well understood or recognisable must take an Initiative test. If the test is artefacts are snapped failed then he suffers a Hand Injury as a up long before they reach the open result of his meddling. market. The remainder is impossible to understand 21--23 Cutting Beam: The device can without a lot focus a cutting beam of great power on of examination and experimentation. a stationary object. Unfortunately it's Often useless as a weapon because both the archeotech like this will be a sealed target and the operator have to be casket or an perfectly still for the beam to focus, enigmatic chrome sphere, a mysterious but it makes a good can opener. The black box or a device can be used following the usual wafer of shifting crystal. Most people Attacking Terrain rules though don't dare to the model must not have moved that mess around with these things so they turn. It inflicts a S6 hit on the first turn of are sold use, increasing to S7 on the comparatively cheaply, but you don't second turn, S8 on the third, and so on know whether up to S10. you're getting a fine example of lost 24-26 technologies or an interesting paperweight. Viewer: The operator can use the device If you decide to buy a piece of to view different places, shifting his archeotech then roll perspective to almost any point on the Archeotech Table to see what the even if it's beyond closed doors and miraculous solid walls. If the operator doesn't move device can do. Once an archeotech's then he can use the device true purpose has instead of attacking normally in the been discovered it's considerably easier shooting phase to spot any hidden to sell on too. fighter on the tabletop. If the model is The value of the archeotech is equal to on sentry duty roll a D6 for him each the D66 rolled turn: on a roll of 6 he automatically sounds the alarm as he spots the

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

44-46 61-66

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Arcana: The mysterious device is barely and body. So euphoric is the effect, and fathomable. Roll on the Wyrd Minor so great Power table to see what the sense of power, that the victim strange purpose it has, re-rolling any makes no None, Multiple Minor Powers and Extra attempt to remove the slime. Primary Power results. The device can be used following the Blade venom is brewed from a variety of usual Wyrd rules except ignores the natural Perils of the Warp rules. poisons to produce a viscous purple However, if the Leadership test is failed substance then the temperamental device refuses which will kill a man in seconds. to work for the Ratskins are remainder of the game. experts in the use of blade venom, but they BLADE VENOM normally only use it to kill large and dangerous ICROTIC SLIME mutants or other beasts which are almost Many mutant fungi strains found at Hive immune to normal weapons. Other Bottom outlaws are are deadly poisonous, such as rather less moralistic and will cheerfully Widowmaker, coat Scarlet Feng and Grey Lattice. Some, swords and knives with venom if they like the think it will notorious Black Death, have even give them an edge in combat. The only developed problem is coatings which are lethal to the touch, that a clumsy fighter with a poisoned and can weapon is kill creatures that brush against them. as great a danger to himself as anyone else. Icrotic slime is a rare and dangerous Underhive Once inside the host's brain the slime organism - a living transparent blob encycsts about the size and reproduces in the manner of of a man's fist. A mature slime seeks out common a living amoebic parasites. As the amoeba creature and positions itself on top of the divides it creature's head where it is slowly becomes millions of tiny babies, which absorbed break out through the flesh into the host's brain. from their shells and begin to consume As slimes the host's aren't very fast or agile they rely on brain from which they derive vital catching their psychic as well victims asleep. Whilst they invade their as physical nutrition. Soon the host turns host they into a protect themselves by releasing psycho- gibbering wreck as his brain is chemical consumed from stimulants which seriously affect the within. Within hours the pressure of the host's mind feeding,

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growing baby slimes is so great that the encysted the tough outer shell makes victim's the slime skull cracks open and millions of tiny immune to all but physical removal Icrotic involving Slimes slither out. These are only a major surgery. millimetre or so across, but they grow quickly by BOTTLE OF WILDSNAKE enveloping Wildsnake is a rare and potent liquor and digesting increasingly large brewed out creatures. in the badzones where it commands a price to Doses of blade venom are kept in the match. If they can find some it's gang's stash common for an and distributed before the start of a outlaw gang to get tanked up on game to Wildsnake fighters who will use them. A dose of before a fight - "Snake Courage" as it's blade called. venom will envenom one weapon for one game, The risks of using icrotic slime are after which the venom loses its potency. considerable, Blade even when using drugs. The efficacy venom can only be usefully applied to and potency knives, of antidotes vary tremendously, Chains or Flails, Clubs, Mauls or especially in the Bludgeons, dangerous, sleazy environments where Massive Weapons and Swords. Any hits these are inflicted often used. Amongst the wealthy by a weapon coated in blade venom decadent elite causes D3 who indulge in this practice the risks are wounds instead of 1 and counts as high less impact. because they can afford good quality However, the model suffers a S1 hit for antidotes, every but even so success is not certain. fumble it rolls which also count as high There are even impact. strains of Icrotic slime that have become immune So great is the physical and mental to the anti-parasite drugs. enhancement and general sense of euphoria induced If you send any gangers to look for rare by Icrotic items for slime that some people use it as a drug. trade and you roll a bottle of Wildsnake They then you avoid death either by ensuring there is have to buy it assuming you have somebody enough credits ready to scrape off the slime at the last in the gang's stash, the gangers just minute, or can't resist by use of anti-parasite drugs that kill the good liquor. Fortunately a cunning Icrotic leader can still slime before it has a chance to encyst. use the Wildsnake to instil a bit of Once "Snake

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

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

13

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

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had no injuries the fighter gets a free roll radioactive hot spots. on the Advance Table instead. Duration: Roll 2D6 in each recovery phase and If a down fighter consumes kalma then add the model's Toughness when he's characteristic to the required to roll on the Injury chart the result. If the total is greater than 12 then Flesh the Wound bracket is increased to 1-3. effects of the kalma wears off; if the total However, is 12 or once the effects of the kalma have worn less the fighter is still affected and off the grinning sudden overload of pain means he's beatifically. Note if the kalma is fed to a automatically captive taken out of action. then this test is only rolled once the If the kalma is fed to a captive then he is captive is treated freed or the alarm is sounded. in the same way as a down model throughout the A fighter equipped with a rad counter scenario (i.e. they are placed face down can roll and can 2D6 instead of 1D6 when foraging in the only move 2" per turn), though they don't wastes. make If a ganger with a rad counter is used to recovery rolls. work a In either case, the sedative effects of the Rad Zone territory he can re-roll the dice kalma for the means that a fighter which consumes it amount of income he collects and will has his only suffer Initiative reduced to 1 and follows the radiation poisoning on a roll of double 1. rules for stupidity until its effects wear off. Side-effects: There are no long-term side-effects RAD COUNTER to using kalma. A rad counter is a piece of technology One Use: Once a dose of kalma has often found been used it in the form of an amulet or bracelet. It must be struck from the gang roster. warns of dangerous emissions of radiation which 14 would normally be invisible and undetectable with a change of colour or a loud clicking noise. A fighter equipped with a rad counter can move around the Underhive in greater safety and explore its more heavily contaminated areas by using the rad counter to warn him of the

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

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

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One Use: Once a dose of 'slaught has been used it must be struck from the gang roster.

15

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

Stinger mould is a rare and precious Effect: A model may take a dose of spur fungi that before can only be found in areas where the start of a game. Roll a D6 on the radioactive table below waste mixes with organic sewage at a to determine its effects. certain D6 temperature. The mould blooms in a 1 matter of hours, swells and then explodes to Result scatter its dangerous poison spores into the air 2-3 currents. The mould then shrivels and dies. If the Increases Movement and Initiative by mould is +D3. harvested before it matures its spores can be 4-5 rendered into a curative paste which vastly Increases Movement and Initiative by +3 stimulates a body's healing rate. The points, recuperative but sensitises the character's nervous effects of stinger are renowned and is system so heavily that a sudden physical shock may harvested for use in The Spire and even render him offworld. unconscious. To represent this the model's

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Toughness is reduced b y -1 point as The gang's hideout is now a Power long as the Cable Tap. spur lasts. 3-5 6 6

SUMP DYNAMO Duration: Roll 2D6 in each recovery phase and add The batch is old or bad and has no the model's Toughness characteristic to effect. the result. If the total is 12 or less the model is still The sump dynamo covers a variety of affected by the ramshackle dose. If the total is greater than 12 the clunkers designed to produce a limited dose wears off supply of and the model is no longer under the power by transmuting waste. drug's Unfortunately their influence. Only a single dose of spur crude designs aren't an exact science so may be taken in a gang a game or the cumulative effects would can never be certain of how reliable it kill the user. will be. A gang can choose to activate the sump The gang's hideout is now an Outpost. dynamo The gang sets up an Outlaw Settlement. at the start of the post game sequence. This If the behaves like a regular Settlement but dynamo is activated, roll a D6: outlaws generate the full 30 credits if worked. Increases the character's Initiative and Weapon Sump dynamos are kept in the gang's Skill by +D6 points each, Ballistic Skill stash until and used, after which it's struck from the Movement by +D3 points each. As a gang roster. result of the character's hyperactive nervous Side-effects: There are no long-term condition, side-effects to he goes down for one whole turn as using spur. soon as the One Use: Once a dose of spur has been drug wears off, after which he recovers used it automatically. must be struck from the gang roster.

1 16 SPECIAL RESULTS The contraption explodes spewing Special results represent chance effluent. The encounters and gang's hideout is now Scrofulous events which take place during your Wastes. time in the outlaw hole. Each of these events are a 2 one-off, so if you roll the same result twice in the same trading

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session then re-roll the dice. Armour: Roll again OUTLAW RARE TRADE 1-3: Flak, 4-5: Mesh, 6: Carapace 11 26 Archeotech Roll again 12 1-3: Icrotic Slime, 4-6: Mung Vase

Sump Dynamo 31

13 Concealed Blade

Stinger Mould Patch 32

14 Blade Venom

Spook 33

15-16 Blindsnake Pouch

Bottle of Wild Snake 34

21 Berserker Chip

Gas Grenades: Roll again 35 1-2: Choke, 3-4: Scare 5-6: Hallucinogen Infra-red Goggles

22 36

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

23 42

Ammo: Roll again Ratskin Map 1-2: Hotshot Laser Power Packs 3-5: Drum Magazine, 6: Hellfire Bolts 43

24 Shock Maul

Gunsight: Roll again 44 1-2: Red-dot Laser, 3: Mono-sight 4-5: Telescopic Sight, 6: Infra-red Sight Grapnel

25 45

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

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The healer proves to be a smooth- tongued fraud who makes off with the payment.

2-3 The wyrd heals all of his serious injuries, even the beneficial ones like Impressive Scars. 4-6 The healer struggles to control his life meddling powers. All of the fighter's serious injuries are healed, but he must take a Toughness test. If the test is failed he suffers D3 Old Battle Wounds.

Special: Healer

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

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game. However, if the Hired Gun dies or is forced to miss a game, such as PIT SLAVE because he was suffering from an Pit slaves are the unfortunates that end Infected Wound or is captured, then up being sold to the guilders by gangs understandably he does not have to be or Watchmen and are kept in the paid for his services that game. Underhive to work in mines, as pack slaves or as pit fighters. Some are If there is insufficient credit in the gang's dangerous criminals who deserve stash to pay a Hired Gun, then he leaves nothing better, others have just been the gang and the gang may not recruit unlucky enough to have kin that further Hired Guns until it has fought couldn't raise a ransom when they got another battle. dragged off by some unfriendly gang.

For purposes of the gang rating the The Guilders usually 'modify' their new value of a Hired Gun is his hire fee x5. acquisitions for whatever tasks they have in mind for them: arms are lopped off Although Hired Guns are good value, and replaced with rock drills or buzz especially for new gangs, there are saws for those going to the mines, pack disadvantages. Firstly they don't slaves get hooks and claws instead of accumulate Experience and cannot hands and feet for better grip and pit advance beyond the level they are at fighters can end up like some nightmare when hired. This means that they are mannikin of steel and flesh. The slaves less useful for established gangs that are implanted with ownership studs to already have good quality fighters. show that they're the legal propefty of a Secondly, the hiring fee of these Guilder and set to work for the rest of mercenaries reduces the cash available their lives. to recruit new fighters and gear, which are vital to a gang s future. A few pit slaves, the toughest and most determined ones, escape by stealth, accidents or by killing their guards. Escaped pit slaves are wanted by the law in theory and if they go strolling down main street they'll get caught. But the Watchmen don't go out of their way looking for every slave that takes a hike and most pit slaves wind up running with the gangs.

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

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PIT SLAVE PROFILE 4-6 - +1 T Pit Slaves are likely to have picked up Roll D6 1-2 - +1 W some skills and gained superior 5 characteristic values before or during 3-4 - +1 I their enslavement. This is worked out 5-6 + 1Ld Roll D6 after the Pit Slave is recruited. The basic 1 Juggernaught characteristic level is shown below. In 2 IRON JAW addition to this the Pit Slave will have a 6 3 TRUE GRIT number of 'advances'. 4 Impetuous 5 Deflect Any gang can hire Pit Slaves, though 6 step ASIDE there may be a risk of being outlawed if they are reported to the Watchmen. If a PIT SLAVE GEAR player wants to hire a Pit Slave he must Pit Slaves fight with their own built-in pay the standard hire fee, which is 10 weapons as described below, plus they credits. A gang can have any number of usually carry a pistol which they have Pit Slaves. The profile and skills for a Pit stolen or traded from somewhere. Pit Slave are worked out only after they are Slaves cannot buy or use other hired. weaponry or equipment (they spend all their money on good food, chrome For purposes of calculating the gang polish and other half forgotten rating each Pit Slave has a value of 50 luxuries). (ie, his hire fee of l0x5). Pit Slaves are equipped with a Knife and 1 – PIT SLAVE one of thefollowing pit slave weapons: WS BS S T W I A Ld +1 ------ Rock Drill  Claw Each Pit Slave has four 'advances' which  Shears are either bonuses on his profile or  Chainsaw skills. Roll a D6 four times and consult  Buzz Saw the table below, noting down the  Hammer increases and skills as you go along. A

Pit Slave may not improve any Plus one of the following pistols: characteristic by more than +2. If a duplicate characteristic advance that the Pit Slave cannot take is rolled, re-roll the  Stub Gun with Dum-dum Bullets result. Similarly, if you roll the same skill  Autopistol twice, re-roll the result. Note a Pit Slave's  Laspistol Strength and Toughness characteristics can exceed the normal human maximums of 4 - this is because their crude cybernetic adaptions can give them superhuman durability and strength.

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

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WYRD own abilities. For this reason many Wyrds are individuals with raw, wyrds choose to live in the Underhive, untutored and very varied mental where for the most part mutants are powers. In fact a significant proportion tolerated so long as they are not grossly of Necromundans, maybe as high as 10% mutated or afflicted with a dangerous or so, have minor abilities which they power. Wyrds whose powers become don't even consider to be psychic impossible to hide have no choice but to mutations - they may be lucky at cards, escape downhive or face almost certain or very good at guessing what is on death or capture. another person's mind, but only so that RECRUITING WYRDS others think that they were born lucky Once in the Underhive Wyrds are forced or are very perceptive rather than to rely on their powers in order to mutants. survive. Some Wyrds use their powers to

help others, especially those who have Wyrds have far more effective powers purely beneficial abilities that allow than this, but they are still very different them to heal physical injuries or help from the highly trained psykers of the those in mental turmoil. Adeptus Astra Telepathica. This is because wyrds almost always develop These individuals are often harboured their abifities in an undisciplined, self- and protected by Underhive taught way. communities who value their powers

and respect their wisdom. More often The powers displayed by wyrds are than not, however, a Wyrd that is forced highly varied, and it is extremely rare for to live in the Underhive will follow a two wyrds to have exactly the same more practical and mercenary path and abilities. However it is possible to divide offer his services to the highest bidder. wyrds into a number of very broad types. For example, a significant Although hiring a known psyker is a proportion of wyrds are telepaths, felony on Necromunda, there are many whose powers allow them to affect the who are willing to take the risk in order mind of another person. The way this to gain the services of one of these power manifests itself varies from one powerful individuals. In any case, many telepathic wyrd to the next: some can Outlaw gangs are happy to employ take control of another person's mind, Wyrds as they have nothing to lose by others can induce terrifying mental breaking the law again. illusions, and so forth. This situation is made even more complex because most Any warband except the Ecclesiarchy can wyrds have one or more additional hire a Wyrd, though there is an minor abilities. increased chance of being outlawed if

reported to the Watchmen. A player Wyrds that hide their powers are fairly hiring a Wyrd must pay the hire fee of safe, though there is always a risk of 25 credits. discovery. Sometimes as a wyrd grows older and more confident they will start A gang can hire no more than one Wyrd to flaunt their superhuman abilities. Few at a time. Wyrds belong to one of four wyrds truly appreciate the danger they basic types: Telekinetic, Pyro, Telepath are in when they reveal their powers in and Beastmaster. A player is allowed to this way and many are either burnt as a choose what type of Wyrd he wants, but witch, or captured by Scholastica the exact powers are only worked out Psykana because they over-estimate their

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after the Wyrd is hired. For purposes of those further away blur and merge into calculating the gang rating a Wyrd has a one another in a confusing swirl. value of 125 (ie, his hire fee of 25x5). Using Psychic Powers WYRD PROFILE It requires intense focus and All Wyrds have the following profile, no concentration to summon and control matter what their type. In addition, the psychic powers. To represent this, a Wyrd will have a number of powers as Psyker who wishes to use one of its explained later on. powers may take a Leadership test, also known as a Psychic Test, at the 1 – WYRD beginning of its turn. Roll a 2D6 and WS BS S T W I A Ld -1 -1 - +1 - +1 - - characteristic. If the result is higher than its Ld value, the test is failed. The Psyker WYRD GEAR may end its turn as normal; with no Wyrds are not noted for their ability as restrictions (unless it suffers a Peril of fighters, preferring to rely on their the Warp attack or the power it attempts mental powers instead. None the less to use has a negative effect, see below). no-one travels in the Underhive If this test is passed, the Psyker may not unarmed, and so Wyrds are armed with shoot this turn but its chosen power is a Knife and up to two weapons from the used as described. A psychic power can following list: be triggered whenever during the

 Stub Gun with Dum-dum Bullets from the Wyrd that he cannot use a  Autopistol power and shoot during the same turn.  Laspistol  Sword Psychic-Focus  Chain or Flail Certain charms, magical devices, and  Club, Maul or Bludgeon force weapons have the ability to soothe  Massive Axe, Sword or Club sub- consciousness, so he may more easily WYRD POWERS use his powers. Multiple instances of A Wyrd has one 'primary' power and one Focus Power are NOT cumulative. If a 'minor' power which are generated Psyker possesses a weapon or piece of randomly on the appropriate table. The equipment with the Focus Power Primary Power Table that is used attribute, the Psyker may reroll one dice depends on the Wyrd's type: telepathic of its Psychic Test. The second result Wyrds roll on the Telepathic Primary MUST be accepted, even if it is worse or Power Table, Pyro's roll on the leads to a Perils of the Warp attack. Pyromaniac Primary Power Table and so Psychic-Foci do open doors within the on.

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

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

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

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+1 for each Pinned result the possessed Minor Psychic Powers (D66) model has. +2 if the possessed model suffered a D66 Minor Psychic Power Knoced Down result (this effect is not 11-16 Cursed Luck 21 Tragic Suggestion cumulative). 22 Levitate +3 if the possessed model has been 23 Deus Ex Machina possessed for 4 or more player turns. 24 Beastmaster 25 Sunder Veil Any model which takes a possessed 26 Ground Well model Out Of Action immediately 31 Distracting Sound receives 20 Experience points. If the 32 Fearful Aura fighter is a Redemptionist or Puritan 33 trigger Spasm member of the Inquisition or 34 Sixth Sense 35 wall Walker Ecclesiarchy, it earns 30 Experience 36 Unerring Aim points. These points may be earned in 41 Cast Glow addition to any others, per the scenario 42 Bend Shadows rules. 43 Doppelganger 44 Embolden 45 Riddle Me This! 46 Healing Hands 51 Stigmata Walk Through 52 Walls 53 Distort Perception 54 Freeze Time 55 Inner Calm 56 Resist Possession 61 Terrify 62-65 Well of Power 66 Warp Tap

-16 Cursed Luck: The Psyker may re- roll any one roll it makes this turn (NOT the Psychic Test used to take this power though!). However, the opposing player may also force the Psyker to re-roll any one roll this turn! The second result of both re-rolls must be accepted.

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

normal from falling.

the Psyker floats a foot above the ground, ignoring difficult terrain. It may fall, but does not suffer damage from falling, while this power is in effect.

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force one enemy model within LOS to turn, any model making a ranged attack make one ranged attack with a weapon specifically targeting the Psyker must of the controller s choice at the nearest make an Ammo Roll. enemy model in LOS. If the target is out of range, a to hit roll must still be made 24 Beastmaster: The Psyker can to determine if an Ammo Roll must be control beasts without the use of a made. control collar. If there is a neutral or attempt to control it. Roll D3 and add higher even if he could not normally detect than the beast s Ld, the Psyker may them. This power is Persistent a Psychic control the beast as if it were a friendly Test does not need to be taken to use model. this power.

break down the barriers between the up and down vertical surfaces at its material world and the Warp. If normal movement rate, even if there is successful, all models (excluding the no ladder or stairs available. pass a Ld test or be Pinned. make one normal shooting attack with During the subsequent turn, any Psychic one of its ranged weapons this turn at tests suffer a Peril of the Warp attack on one target within LOS. This attack a natural roll of 2, 3, automatically hits. . is charged by an enemy model, that Conditions, the Psyker immediately model must pass an Initiative test. If negates the conditions for the passed, it may charge as normal. If remainder of the scenario. If in normal conditions, the Psyker changes this to Psyker s base and is pinned. This power Blinding Conditions. has no effect on Daemons or Large models. This power is Persistent - a psychic test does not need to be taken considered to possess powers to use this power. equivalent to Cameoline. This power is Persistent a psychic test does not need cting Sound: If passed, any to be taken to use this power. models within 24 in Overwatch are immediately removed from Overwatch. t the end of HtH Affected models may attempt to negate combat, if the Psyker wishes, he may this effect by passing an Initiative test. move out of HtH combat, up to 2 away.

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

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

were to suffer a possessed result due to mind of one enemy model with several a Peril of The Warp roll, the Psyker may conflicting thoughts. The targeted re-roll that result. The second result enemy model must be within LOS. The must be accepted. This power is enemy model immediately takes a Ld Persistent - a psychic test does not need test. If passed, the power has no effect. to be taken to use this power. If failed, the model is subject to Stupidity until its next activation. enemy model within LOS. That model takes an immediate Break test using its this power if it moves into base contact own Ld. If failed; the victim is broken with another friendly model. That and flees 2D6. The victim recovers model makes a Recovery roll with a -2 automatically on its next turn. modifier. If this roll is failed, and the friendly model goes Out of Action, the -65 Well Of Power: The Psyker may Psyker may not use this power again in roll an additional D3 minor psychic this scenario! powers. If the Psyker rolls this power again, it has no further effect. terrible wounds to outside observers, much like a famous saint (or sinner). one additional major psychic power at random out of one Major Area. The Psyker has +1 Toughness until its next activation. Make a note of which major power is taken. When taking a Psychic Test for this power, the Psyker will suffer a Peril may walk through ANY intervening of the Warp on a natural roll of 2, 11, or terrain 1 wide or less during this 12. If the Psyker rolls this power again, it movement with no penalties. has no further effect.

Psyker causes one enemy model to suffer a -2 to hit modifier on its next ranged attack. This is in addition to any other negative modifiers.

powers to momentarily step out of normal space-time and enemies believe he is moving incredibly fast. The Psyker adds D6 to its move and +1 Initiative in HtH combat this turn. possesses the Focus Power attribute. This power is Persistent a psychic test

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

In each major area, the last power 2 - Telepathy (Roll D6) cannot be selected by lvl-1 Psykers, re- roll the result. Major Psychic Power can to use this power at any point during always be rerolled once, but the second Test is result must be kept. passed, he may try to take over the mind of one enemy model within LOS. The 1 - Divination (Roll D6) victim takes a Ld test. If passed, this power has no effect but the model is near future and attempt to avoid danger. considered Pinned. If failed, the Psyker After setup, take a Psychic Test. If failed, may control the actions of the victim nothing happens. If passed, the Psyker s until the end of the turn. The victim may controller may re-deploy D3 friendly NOT act suicidally (I.e. it may not shoot models anywhere within their itself, jump off a high ledge, etc.). deployment zone.

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

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

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

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power allows the Psyker or one friendly Psyker may use the Large blast template. model within LOS of the Psyker to This power may not be used in Void immediately move 3D6 in any direction, Conditions. ignoring intervening terrain. The affected model may not end its move in impassable terrain or beyond the table searing wall of flame to shield itself and edge. its companions. Select and mark two spots within 8 of the Psyker. These Eldar and Dark Eldar models using this point may not be more than 16 away power may open a stable portal into the from each other. The Wall of Fire is web way, this allows them (and any produced on a straight line between anywhere these two points (it may be represented on the board, ignoring intervening by a string or custom-made template). terrain. The affected model(s) may not This barrier and its effects last until the end its move in impassable terrain or s next activation or until the beyond the table edge. Psyker go Out Of Action. Models within the line of the wall when it forms are 4 - Pyromancy (Roll D6) immediately moved 1 away. No model may cross the Wall Of Fire, unless it consumed in flames or covered in possesses Power Armor or Hexagrammic tough, lava-like scales. The Psyker is Wards. Models wishing to shoot though immune to attacks caused by Flame and it have a -4 to hit modifier. Flame Melta weapons and receives a 3+ save weapons may not shoot through the against any Pyromancy attacks it is Wall. targeted by. The Psyker also receives an unmodified save of 4+ against any other type of normal attack, except those burst of flame, exactly as if the model made by Force weapons. Any model in were armed with a Flamer. No Ammo HtH combat with the Psyker takes an Roll is ever made for this power and it automatic Strength 6 hit at the start of does not malfunction. The Psyker may each HtH round. place the firing end of the flamer

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

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Models touched by the template are hit whether the Psyker is in HtH combat or on a 4+ and suffer one Strength 4 hit. not. If the Psyker is currently engaged in This power MAY be used while the HtH combat, all models in base contact Psyker is engaged in HtH combat. with the Psyker receive one Strength 5 hit, with a -2 armor save modifier. If the 5 - Biomancy (Roll D6) Psyker is not in HtH combat, he may target the closest enemy model. This hit a Flesh Wound when using this power, uses one Sustained Fire dice, though no roll a D6. If he rolls under his Ammo Roll is ever made. unmodified Toughness, one Flesh Wound is removed. Any hits are at Strength 4, with a -1 armor save modifier. the closest enemy model (the victim does not have to be in LOS). biomancer s power, the Psyker gains a host of natural weapons and defenses. If Roll 2D6, subtracting -1 for every 2 the passed, the Psyker gains the following: victim is closer to the Psyker. If the total +1 Move, +2 WS, -1 BS, +1 Strength, is less than the victim s unmodified +2 Toughness, +1 Attack, +1 Initiative. Toughness, the victim suffers one It may use none of its weapons while automatic wound, with no save allowed. this power is in effect (though it may use any equipment and armor). The Psyker This power has no effect on Warp is considered to be armed with two Creatures or Constructs. Toxic hand weapons and has a 4+ armor save while this power is in effect. These effects last until the Psyker s next its Psychic Test for this power, it adds activation. If the Psyker fails its Psychic +2 to its Toughness, +1 to its Strength, Test to use this power, it suffers one and is immune to the effects of Toxic automatic wound. and Stun weapons (though he may still suffer damage from them). These effects 6 Shamanism (Roll D6) last until the Psyker s next activation. If the Psyker fails its Psychic Test to use terrain within LOS of the Psyker. Any this power, it is Pinned. models within 1 of the terrain are Pinned and are knocked out of Overwatch, if applicable. ANY model its Psychic Test for this power, it adds (even those unaffected by psychic +1 to its Attacks, +1 to its WS, and powers) treat the terrain piece as one strikes at double Strength in HtH level worse (i.e. open becomes difficult, combat, with a -3 armor save modifier. etc.) than it already is until the start of The Psyker is considered armed with the next turn. two hand weapons but may not use any other weapon in HtH combat, while this k one spot within 18 power is in effect. and within LOS of the Psyker and describe a straight line starting from the These effects last until the Psyker s next Psyker and ending at the chosen point. activation. If the Psyker fails its Psychic Any models bases on this line must Test to use this power, it is Pinned. make an immediate Initiative test. If passed, they are unaffected. If failed, has one of two effects, depending on they take one Strength 6 hit and are

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Pinned. If the Psyker fails its Psychic Test attribute. If these models manage to to use this power, it is pinned. This survive this hit, they are Pinned. power has no effect on models that If the Psychic Test for this power is Hover or Fly Models with the Wings failed, the Psyker is Pinned. mutation may re-roll their Initiative Test, if they fail. The second result must be BEASTMASTER PRIMARY POWER accepted. A Beastmaster's primary power is not generated randomly. Instead, he will be accompanied by D3 creatures, or 'pets', choose to cancel or re-instate (after chosen from the following: cancelling via this power) the Environmental Conditions for the entire Giant Rats, Milliasaurs or Ripper Jacks. board until its next activation. If the Wyrd is not engaged in close combat he will unleash a bolt of warp within LOS. That model halves its energy at the nearest model he can see. movement on its next activation. If the The energy bolt hits on a roll of 2+ and victim is in difficult terrain when causes a Strength 6 hit with no armour affected by this power, it may instead save allowed, normal to hit modifiers for make no move on its next activation. cover etc. apply. If the Wyrd is engaged in close combat he fights normally, but his Weapon Skill, Strength and Attacks model within LOS and place the Large are tripled. blast template centered over this model. Roll the scatter die and D6. The The number of pets the Wyrd has template is moved that number of available is rerolled at the start of every inches in the direction indicated. Any game. The pets are deployed together models fully under the template suffer with the Wyrd and must start within 2". D3 Strength 3 hits. Any model partially Pets cannot interact with non-fighter under the template is hit on a roll of 5+ scenario objectives e.g. loot counters. and will suffer one Strength 3 hit. All models wounded in this way are broken They don'tcontribute towards winning and will flee 2D6 . They may recover or losing conditions and are ignored for next turn, if applicable. Bottle roll purposes.

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

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The Underhive contains a warren of disused and decaying tunnels and Roll a D6 for each ripper jack that is sewers infested by swarms of rats. Giant attacking an enemy model. If the roll is rats can grow anywhere up to 4 feet greater than the victim's Initiative, or a long (not including their tail), while the roll of 6 under any circumstances, then huge razor-sharp fangs of some can the ripper jack has enveloped its target. reach to well over a foot. Rats exhibit a Models may only be enveloped by one form of low animal cunning and have ripper jack at a time, though several incredibly fast natural reactions. These ripper jacks can attempt to envelop a combine to give them an almost victim - the rest would have to go and supematural ability to dodge any attack find another victim. An enveloped victim that is aimed at them. falls to the ground and cannot move or do anything else until he dies or the 1 – Giant RAT ripper jack is pulled off. If the victim is WS BS S T W I A Ld engaged in hand-tohand combat then 3 - 3 2 1 5 4 - treat him as if he was down.

Dodge: Giant rats receive a 4+ special Roll 2D6 for the model in the recovery save. phase. If the score is less than or equal to the model's Strength it has pulled the RIPPER JACK ripper jack off and killed it (remove the Ripper jacks are bat-like creatures that ripper jack model from play). If the normally inhabit large abandoned score is greater than the model's domes. They hang from the roofs in Strength then the ripper jack remains their dark domains, swooping down on firmly attached and the victim suffers a unsuspecting creatures that venture S4 hit with no armour save allowed. below. Models reduced to 0 wounds by a ripper jack are automatically taken out of Ripper jacks attack by enveloping the action. head of their prey with their leathery wings. They then bite and gouge at their Any friendly fighters in base contact with victim's eyes, face and neck while an enveloped model at the start of their maintaining a vice-like grip with their turn can help remove the ripper jack. wings. Unless the ripper jack is speedily The model cannot do anything else that removed its victim will quickly suffocate turn. If the fighter helps out in this way or bleed to death then his Strength characteristic is added to that of his companion when working 1 – Ripper JACK WS BS S T W I A Ld out if the ripper jack is removed. 2 - 1 2 1 4 1 4 Serious Injuries: If a model is taken out Fly: Ripper jacks can fly. of action by a ripper jack do not roll on the usual Serious Injuries Table, instead Envelop: Ripper jacks never fight in roll on the table below. hand-to-hand combat, even if charged by an enemy model it's assumed they D66 Serious Injury 11-16 Dead simply flit out of the way. Instead, a 21-23 Head Wound ripper jack in base contact with an 24-26 Blinded in one eye enemy model during the hand-to-hand 31-36 Old Battle Wound phase can attempt to envelop the 41-46 Full Recovery opposing model's head. 51-56 Impressive Scars

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61-66 Horrible Scars UNDERHIVE SCUM

Underhive scum, or scummers, prefer MILLIASAUR the carefree, wandering life of a Milliasaurs are hideously mutated and mercenary to that of a ganger. They enlarged centipedes which can reach up travel from town to town, making few to two metres in length. They normally friends or commitments, earning live in the darkened recesses and sump- whatever easy money is around before holes that abound in the Underhive. moving on. Scum are too wild and Here they lurk in the moist darkness, independent to submit to the leadership waiting for an unsuspecting creature to of anyone for very long, and they hire venture nearby. When their prey is close out their services as they feel like it. enough the Milliasaur will dart from Despite their carefree lifestyle and cover and sink its poisonous fangs into happygo-lucky attitude Scummers are its prey. The milliasaur's quick-acting good fighters so their services are always poison will quickly reduce all but the in demand. Many end up working for largest creature to a helpless state, so the guilders, but there are always a few the predator can drag its unresisting willing to tag along with a gang for a victim down into its lair and feast on the share of the spoils. body at its leisure.

RECRUITING SCUM 1 – Millisaur WS BS S T W I A Ld If a player wants to hire Underhive Scum 4 - 1 3 1 4 - 4 he must pay the standard hire fee, which is 15 credits Climb: Milliasaurs can move up and for each down slopes and vertical surfaces as if Scummer. A gang can recruit as many they were open ground. Scummers as the player wishes. The profile and skills Poison Bite: If a milliasaur wins a round for Scummers of close combat against a foe it will bite are worked out after they are hired. them with its poisoned fangs. Each hit For purposes of calculating the gang scored will automatically inflict a wound rating each without having to roll against the Scummer has a value of 75 (ie, his hire victim's Toughness. Armour saves may fee of 15x5). still protect a target as normal. If the victim suffers his final wound to a SCUM PROFILE milliasaur do not roll on the normal Scum are likely to have Injury Table, instead roll on the table special skills as well as below. superior characteristic values. This is worked out 1-2 No Effect: The milliasaur's venom only fails to paralyse its victim. The model after the Scum is recruited. The basic characteristic continues to fight on and the wound is profile is given below, which ignored. is the base level for 3-6 Out of Action: The victim is characteristic values. In paralysed and is severely chewed up by addition to this the Scummer the milliasaur. The model is taken out of will have a number of action. ‘advances’ as explained below.

M

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WS 4: +1 Wounds 5: +1 Attacks BS 6: +1 Leadership

S SCUM ADVANCES A Scummer has 6 ‘advances’ T which are either bonuses on his profile or skills. Roll W a D6 six times and consult the chart opposite, noting I down the advances as you go along. A Scummer may not A improve any characteristic by more than +2 Ld and follows the usual maximum profile rules. If a 4 duplicate advance that the Scummer cannot take is rolled, 3 re-roll the result.

3 Advance

3 4-6

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

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BOUNTY HUNTER Quick Draw Bounty hunters are amongst the Understandably scummers have toughest and most had their fair share of dangerous of all Necromundan boozy bar room shoot outs. To Underhivers. They reflect this they survive in perilous double their Initiative when conditions, living out in the making a fast draw. bleak and inhospitable wastezones, pursuing outlaws and mutants through the ruins. Out here they can only rely on their own cunning wits, skills and a bagful of the best weapons. Bounty hunters are loners who neither need nor want to be associated with a gang. Bounty hunters will hire their esteemed services to a gang leader if there are no decent bounties to be had, but such allegiances tend to be temporary. Bounties are displayed at all trading posts, offering rewards to anyone who brings in outlaw leaders, gangs, mutants and other criminal types. Sometimes general bounties are declared on ratskin renegades, mutants, vermin or on a particular Underhive monster that's terrorising the locals. The rewards offered are good, but the job is a hard one, and many bounty hunters die out in the wastes, slain by the outlaws and mutants they set out to hunt.

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

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

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

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1: Dodge (Agility) points plus D6x5, which is 2: True Grit (Ferocity) added to the gang's stash. 3: Weaponsmith (Techno) The gang may also keep any of 4: Quick Witted (Agility) his equipment. 5: Iron Will (Ferocity) To find out what happens to a 6: Killer Reputation gang fighter who is (Ferocity) turned over to the Guilders roll a D6. Independent 1 Bounty Hunters are used to working alone and prefer Sold into Slavery: The fighter it that way too. To reflect disappears forever. their self reliance a Bounty Hunter can always test to 2 escape pinning early even if there are no friendly fighters Fined: His value in credits within 2". and equipment confiscated. His gang may free CAPTURE the fighter by If a Bounty Hunter takes an paying his value in credits enemy ‘out of action’ in including the value of hand-to-hand combat then the his weapons and equipment. All enemy fighter is of his weapons, automatically captured rather and any equipment that is not than rolling on the physically part of Serious Injury chart after the him (bionics/lobo chip etc) game. However, if the are confiscated by the Bounty Hunter is taken out of Guilders. action then his captives are left to their fate and 3 must roll for serious injuries instead as normal. BOUNTY HUNTER GEAR A Bounty Hunter fights with CLAIM BOUNTY his own weapons as For every enemy fighter described below. They are captured by the gang that invariably armed to the wasn't from an outlawed gang, teeth (it goes with the job). roll a D6. On a 6 the Bounty Hunters cannot Bounty Hunter recognises the buy or use other weapons or fighter as a wanted equipment as they outlaw. The gang can turn in hoard all of their money and the wanted outlaw to dream of retiring to the the Guilders. Note that the opulent Spire. player doesn’t have to turn in an outlaw, he may Fined: His value in credits still prefer to ransom the including the value of captive back to his own gang. his weapons and equipment. His If an outlaw is turned in for gang may free bounty the gang's reward the fighter together with his is a number of credits equal weapons and to his total Experience equipment by paying his fine.

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

5

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

6

Insufficient Evidence: Released immediately.

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

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

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

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

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

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

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

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initially called “Space Orcs” to the Greater Good. The Tau claim to be a distinguish them). They are seen by peaceful race when possible, asking if their enemies (pretty much everyone others will join their cause else in voluntarily instead of fighting. However, the universe) as savage, warlike, and if their peaceful overtures are refused, crude, but they are the most successful the Tau may well decide to species in the whole galaxy, conquer a planet and add it to their outnumbering possibly every other growing interstellar empire for the intelligent race, even Mankind (with the greater good, searing the flesh from the very plausible exception of the bones of anyone who stands against ). Greenskins are one of the their benign expansions. Tau society is most dangerous alien races to plague divided into a number of castes, each the galaxy. Numerous beyond belief responsible for managing a specific and driven always to fight and conquer, aspect of their society. The Tau’s central the Orks threaten every single intelligent motivating ideal is that everyone in species of the galaxy. Orks are their empire regardless of their species possibly the most warlike aliens in the will work for the collective betterment of 41st Millennium, and their number is everyone else, an almost mystical beyond counting. Amid constant, philosophy they call the Greater Good. seething tides of war and bloodshed, • Xenos Kroot: burgeoning Ork stellar empires rise and The Kroot are a species of savage fall. Mercifully most are short-lived, humanoids who are a member species soon destroying themselves in a of the Tau Empire who evolved from maelstrom of violence and internecine avian creatures. Kroot are tall aliens (a conflict, but should the Orks ever truly good half-meter taller than most unify, they would crush all opposition. humans), their avian ancestry giving them a bird-like beak and long quills • Orkoid Grot: protruding from their heads like hair. Gretchin or Grotz are basically a smaller Smaller quills, possibly the subspecies of Orks, who are more evolutionary remnants of feathers, can cowardly than normal Orks and are be found scattered over their bodies. A usually used as living shields, to clear unique feature of the Kroot is that mine fields, are stepped on to get they evolve by selecting traits of their through difficult terrain, and sometimes defeated foes to absorb by eating them. even as emergency rations. Gretchins Due to this, the many Kroot are quite low in the strict hierarchy of warbands across the galaxy often look Ork society because of their small radically different. Kroot leaders are size (the lowest Orkoids being the known as Shapers; they are generally Snotlings) and are often used for the the Kroot with the best ability for dirtiest jobs like scavenging and being recognizing desirable traits in defeated used as the football when the bigger foes and tell his Kindred (the word for a Orks get bored. Kroot clan) what to eat to suit the task at • Tau: hand. For instance, a Shaper who wants The Taus are a young, humanoid and his Kroot to gain muscle mass technologically-advanced intelligent race will take on campaigns against Orks to native to the Eastern Fringes of acquire the right DNA, while extensive the Milky Way Galaxy who are fighting feeding on flying predators will to expand their interstellar empire and a allow the Kroot to grow wings. This philosophical concept they call eating of their foes ties in with the

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

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

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

16

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Human 6 Ab Human 6 Ogryn 5 3 Ab Human 2 Ratling Ab Human S Squat 3 Ab Human 4 Untouchable 5 Ab Human Beastman T Xenos 3 Craftworld 4 Xenos 5 Commorrite Xenos W Ork 1 Xenos 3 Grot 2 Xenos Tau I Xenos 3 Kroot 6 Xenos 2 Vespid Xenos A Nicassar 1 Xenos 3 Tarellian 2 Xenos Loxatl Ld Cost: Xenos 6 Hrud 20 Xenos 9 Sslyth 5 Xenos Joekaro Max: Xenos Stryxis 5

Starting 7 Max: Starting 4

M WS BS 6 4 2 6 2 4 5

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3 5 6 4 9 7 8 10

Starting Starting Max: Max: Starting Starting Max: Max: Starting 3 Max: 3 Starting 4 Max: 4 Starting Max: 2 Starting 6 Max: 2 Starting 6 Max: Starting 3 Max: 7 Starting 2 Max: 6 Starting Max: 2 Starting 3 Max: 3 Starting 4 Max: Starting 2 Max: 3 Starting 4 Max: 5 Starting Max: 1 Starting 3 Max: 1 3 4 4 4 5 7 5 2 5 5 5 5 1 5 3 4 1 4

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4 6 4 1 4 4 4 2 5 6 5 6 2 6 6 4 2 4 6 4 3 4 7 5 2 5 6 4 1 4 3 5 2 5 4 4 2 4 7 5 2 5 7 3 2 7 6 2 2 6 6 3 2 7 6 2 3 6 7 2 3 6 7 2 1 6 4 2 1 6 3 2 2 6 7 2 3 6 4 2 4 6 5 3 3 7 4 3 3 7 4 2 3 6 5 2 2

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3 3 3 5 4 3 3 4 4 3 1 4 3 2 1 3 3 3 1 4 3 3 1 4 3 3 1 4 3 4 1 5 2 3 1 5 3 3 1 4 3 1 3 3 4 1 3 3 4 1 3 3 4 1 3 3 4 1 4 3 6 2 2 4 3 1 3 3 4 1 3 3 4 3 3 4 6 3 3 4 6 3 4 4 7 3 4 4 7 3 2 4 5 4 3 5 6

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3 3 6 1 4 3 7 3 7 6 10 5 6 8 9 4 7 7 10 4 7 7 10 4 6 7 9 4 5 7 8 3 6 6 9 4 7 7 10 7 1 10 3 8 1 10 3 7 1 10 3 7 1 10 3 6 2 9 4 7 1 10 3 8 1 10 3 5 1 8 3 1 17 3 1 105 3 1 20 3 1 Attributes: 3 1 Fear, Simple Mind, Basic 3 Weapons, Not a leader, 2 Ripper Guns are always available 4 to Ogryns 1 Small Target, Basic Weapons,

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

40

Always access to Ferocity Skills but not Techno ones

65

Acute Senses, Always access to Agility Skills but not Muscle ones

65

Night Vision, Always access to Agility Skills but not Muscle ones

35

Always access to Ferocity Skills, Choppa/Big Choppa Mastery

10

Small Target, Always access to Stealth Skills

35

25 45 85 50 60 80 50 115 55 30

Tau Cast, Drone User Fieldcraft, Feed

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

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weapon, ignore up to one fumble made unaware of their true talents or have by the model. very limited control of their powers, they When Shooting with the specified burn brightly in the Warp and weapon, they may reroll a single roll of a tend to attract many a hungry Daemon 1 to hit per M turn. - Floating: Fighters with this Attribute are WS unaffected by terrain, though they may - not end their movement over Impassable terrain. BS Additionally, Floating models may fall as - normal, but never suffer damage from falling. S - Simple Minded: T Fighters with this Attribute suffer from - stupidity but can use the LD of any friendly W model within 6'' to pass the test if it is - not a juve Nec Eq. Tau Caste - Fire: The Tau has +1 BS. I The Tau may use any Human, Tau, - and/or Kroot weaponry/equipment. They may not access any techno skills even A if their career/warband allows it. - Tau Caste - Air: The Tau is +1 Initiative and may always Ld select Agility Skills but not Muscle ones, - even if their career/warband does not allow it. Special Rules: Tau Caste - Earth: The Tau has the Psyker (Level I): Wyrds are Psykers and Inventor Skill, but has not access to may select one Wyrd Minor power Combat Skills even if their career/ Psyker (Level II): Wyrds are Psykers warband allows it. and may select one Wyrd Major Power Tau Caste - Water: The Tau adds 1 to and two Wyrd minor Powers. their warband’s Investigative skill. The Psyker (Level III): Wyrds are Psykers Tau may never learn Ferocity and may select two Wyrd Major Powers Skills, even if their career/warband and two Wyrd minor Powers. allows it. Suffer Not Thy Witch To Live: Wyrds may never be taken in the following Mutations & Wyrd Options warbands: Ecclesiarchal Delegations, Mutants conform to all basic rules of Puritan Imperial warbands, Expurgator their race, in addition to their mutations. Squads. • Wyrd Mutation +10 TG (Lvl 1), +45 TG • Mutant Base Cost of Race + Variable (Lvl 2), +80 TG (Lvl 3) Mutants are creatures – both human Wyrds are untrained, unsanctioned and Xenos – who have been changed Psykers who have been overlooked by either through a quirk of biology, the Black Ships, they are generally

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

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

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

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

35 TG 35* / 40** TG S 2 M WS BS S T T W 2 I 5 W 3 1 2 3 I 2 2 1

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3 (* for Arbites Only, ** for all others) A 1 A 1 Ld 7 Ld 8 Drones are utilized by the Tau in the same way the Basic armored cybernetic constructs Imperium uses Servo-skulls. However, using the brain Drones possess of simple beasts, the Grapplehawk and a simple AI interface and are regarded Cyberhound as Silica are almost exclusively used by Animus by the Mechanicus. Arbitrators and very successful Bounty Hunters. • Attributes: Cybernetic Construct / Advanced Program • Attributes: Cybernetic Construct / • Small: Drones are Small Targets (-1 to Advanced Program hit). • Cyberhound: Cyberhound’s attacks • Float: Drones float and have the have the Shock Attribute and Berserk Dodge skill. Charge Skill, and they are treated • Silica Animus: The use of AI within the as having a Bio-Scanner and Imperium is strictly prohibited. Only the Screamers. following may use • Grapplehawk: Grapplehawk may fly, drones: Radical Ordos, Xenos Teams, have the Dodge skill and they are Radical AdMech, Rogue Traders, and treated as having a Bio-Scanner and Void Pirate warbands. Screamers. Choose of the below program upon Drone creation: M - Gun-Drone: The Drone is armed with a 5 Pulse Carbine with the Rapid Fire ability. - Shield-Drone: The Drone must remains WS within 2” of its owner model for it to 2 benefit from a Refractor Field. It is limited to one per warband. 35 TG Gholam/Chimeric BS M 3 5

S WS 3 2

T BS 3 3

W S 1 3

I 90 TG 2 T

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

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

Giant arachnids are found throughout 30 TG the Imperium, S from the deadly Dreamweaver of 2 Catachan to the Orb Spiders of Necromunda. T 3 • Attributes: Acute Senses, Chitin Armor, Wall Walker, Toxic W • Web: Arachnids are considered armed 1 with a Web Pistol (see Expanded Armory). Additionally, Arachnids I may fall, but never suffer damage from 3 doing so. A Giant Centipede 1 M 4 • Attributes: Chitin Armor, Wall Walker, Toxic WS 3 Clawed Fiends

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M I 5 4

WS A 5 3

BS Ld - 6

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

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used as mounts by many Eldar Exodite W worlds and 2 are occasionally tamed by humans.

I • Attributes: Chitin Armor, Bulky, Furious 4 Charge

A Giant Rats 2 M 5 Ld 6 WS 3 • Attributes: Fly, Chitin Armor, Bulky, Ld Megasaur 6 M 6 Giant rats are common on nearly every human-inhabited world within Imperial WS space. Rats 5 are the ultimate survivors and stowaways, some 100 TG vessels have to be regularly purged or BS the rat - population could easily threaten the lives of crew. S 5 Ld 5 T 5 Canines are indeed ‘man’s best friend’, from the noble W Mastiff of many frontier worlds to the 2 ubiquitous Bulldog mascot of many Imperial Guard I regiments. 4 Canines come in hundreds of different breeds and are A common throughout Imperial space. 2 15 TG Ld BS 6 -

Called by different names on different S worlds, the 3 Megasaur is a giant reptilian beast capable of T astounding ferocity when their ire is 2 raised. They are

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

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

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

I 10 TG 4 BS - A 1 S 2 • Attributes: Dodge Skill T Feline 2 M 4 W 1 WS 3 I 5 Ld 5 A 1

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• Attributes: Cat fall Skill I 3 Felynx M A 5 1

WS • Attributes: Furious Charge, Ork Only 3 Kroothound 30 TG M BS 5 - WS S 3 3 BS T - 3 25 TG W S 1 3

I T 5 3

A W 1 1

• Attributes: Cat fall Skill I 5 Orkoid – Squig M A 5 2

WS Ld 3 7

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

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• Attributes: Impetuous Skill, Tau or I Kroot Only 6

Warp Creatures A • Special: 1 - Warp Creatures may never lead warbands and may not use any type of Ld weaponry/equipment, unless stated 10 otherwise. - Warp Creatures are never Pinned, Warp Predators are the sharks of the immune to Psychology, immune to Immaterium – Telepathic and all Minor Wyrd they live simply to feed on the souls of psychic powers. mortals before - Warp Creatures cause Fear in all non- larger Daemons can come and feed. Warp Creatures. Warp Predators - Unless stated otherwise, Warp are little more than warp-based beasts Creatures may only be mounted by and are not other Warp Creatures. affiliated with any particular Chaos God. - Warp Creatures never gain experience or skills. • Unaligned: Warp Predators may be - Warp Creatures are unaffected by summoned by any warband, regardless flesh wounds and have a 4+ save of Marks Of Chaos. against all damage, unless caused by • Etheral: Warp Predators are unaffected Holy weapons, Force weapons, or by Difficult and Very Difficult terrain and Psychic powers. may move their full - Warp Creatures are only ever movement up or down without a ladder controlled by the warband which or lift. summoned them. Juggernaut I. Beasts Listing M Warp Predator 7 M 6 WS 3 WS 3 500 TG BS BS - 3 S 100 TG 5 S 3 T 5 T 3 W 3 W 1 I 2

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known as a Hellblade. A • Daemon of Khorne: Bloodletters are 2 Daemons and may not be summoned if any model in the summoning Ld warband has a Mark Of Slaanesh or 10 Mark of Tzeentch. • Bloodlust: Bloodletters have the Juggernauts are the lesser Daemons of Berserk Charge ability. the god • Daemon Weapon – Hellblade: Khorne, the god of war and blood. Hellblades may Parry, have a -3 armor Juggernauts are save modifier, and cause D3 wounds. an unholy fusion of brass machinery and Bloodletter daemonstuff, resembling a giant bull. 300 TG • Deamon of Khorne: Juggernaughts are Daemons and may not be summoned if Daemonette any model in the s ummoning warband has a Mark Of 300 TG Slaanesh or Mark of Tzeentch. They are considered both Beasts and M Warp Creatures and may be mounted 4 by one (1) model bearing a Mark of Khorne or Bloodletter model. WS • Bloodlust: Juggernauts have the 6 Berserk Charge ability. BS Bloodletters are the lesser Daemons of 5 the god Khorne, the god of war and blood. S Bloodletters 4 M WS BS S T T W 4 I A Ld W somewhat resemble Beastmen in 1 general form 4 I 5 6 5 4 A 4 2 1 6 Ld 2 10 10 however they have longer horns, a Daemonettes are the lesser Daemons of blood maw filled the Prince Of with sharp teeth, and carry a Daemon Pleasure Slaanesh. Daemonettes weapon appear as beautiful

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humanoid women whose limbs end in 1 claws and taloned hands. Daemonettes exude a Ld powerful 10 suporificate which clouds the minds of its victims, Seekers are two-legged Daemons used even as the Daemonette rips them limb as cavalry by from limb. the servants of Slaanesh.

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

WS S 3 3

BS 250 TG - T 3 250 TG S W 4 1

T I 4 6

W A 1 1

I Ld 5 10

A

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

T A 3 1

W Ld 1 10

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

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abnormally long arms. Flamers shoot 10 large gouts of crackling warp energy from their arms to Plaguebearers are the favored lesser devastate Daemons of the their enemies. Plague God Nurgle. Plaguebearers appear as • Daemon of Tzeentch: Flamers are cyclopean, bloated wretches who wield Daemons and may not be summoned if swords any model in the summoning dripping virulent toxic slime. warband has a Mark Of Khorne or Mark Plaguebearers are also of Nurgle. surrounded by clouds of fat black flies. • Bounding: Flamers may move up or down their full Movement even without a • Daemon of Nurgle: Plaguebearers are ladder or lift. Additionally, Daemons and may not be summoned if Flamers may leap over intervening any model in the models and barriers without penalty. summoning warband has a Mark of • Warp Flame: Flamers shoot gouts of Tzeentch. crackling warp energy. Warp Flame • lord of Flies: Any model in HtH combat uses the flamer template, is with a Plaguebearer subtracts 1 from Strength 3, and has a -2 armor save their combat score, due to modifier. In close combat, the Flamer’s the distraction of the flies. attacks cause D3 wounds. • Daemon Weapon – Plaguebringer: Plaguebringers may Parry, have a -2 Plaguebearer save modifier, and cause D3 M wounds. 4

WS 5

BS 4

290 TG S 4

T 4

W 2

I 3

A 1

Ld

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

POST BATTLE 3-4 SEQUENCE After the battle is over the players work The player with the higher their way through the following gang rating chooses. sequence. You do not have to work 5-6 through the entire sequence at once, as you may wish to consider further Play the Gang Fight scenario. purchases, but any dice rolls required must be observed by both players or a 7-11 neutral third party. It is convenient to complete up to Section 4 (Collecting The player with the lower gang Income) straight after the game. rating chooses.

1 12

The player with the lowest Determine the extent of gang rating rolls on injuries for each fighter the Scenario Table to out of action at the end of determine which scenario the game. Fighters will be played. If the who are down at the end of the scenario has an attacker game are and a defender, then the considered to be out of action player who picks the on the D6 roll of scenario must attack. a 4, 5 or 6 and must also roll

for injuries. See the 2 Serious Injuries chart. 3

2 Roll for fighters with Old

Battle Wounds or Head

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

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

TERRAIN Each player takes it in turn to place a piece of terrain, either a ruined building structure or a connecting walkway. It is suggested that the terrain is set up within an area 4' x 4' or slightly smaller so that the gangs start off a reasonable distance apart.

GANGS Each player rolls a dice. The low scorer chooses which table edge he wishes to set up on, and places all of his gang fighters within 12" of that edge. His opponent then sets up within 12" of the opposite table edge.

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

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EXPERIENCE SCAVENGERS Fighters who take part in the game i.e. The deep Underhive is a maze of ancient are deployed on the table earn and abandoned ruins, concealed Experience points as noted below. entrances and long forgotten domes.

+D6 Survives: If a fighter survives the Sometimes these contain priceless battle then D6 points are earned. Even archeotech, gems, precious mutant fighters who are wounded and taken out fungi and other valuable items which of action receive experience for taking can be scavenged from the depths. part. Treasure hunting is not without risk

though, and these isolated places can be +5 Per Wounding Hit: A fighter earns 5 home to ferocious mutant creatures. points for each wounding hit he inflicts during the battle. In this scenario two gangs encounter

each other while scavenging and each Make a note on the gang roster every tries to drive the other off and grab the time this happens as described in the loot for itself. Playing A Campaign Game section.

TERRAIN +10 Winning Gang Leader: The Gang Each player takes it in turn to place a Leader of the winning side earns +10 piece of terrain, either a ruined building Experience points. structure or a connecting walkway. It is suggested that the terrain is set up SPECIAL within an area 4' x 4' or slightly smaller If the losing gang has at least three so that the gangs start off a reasonable enemy models taken out of action, and distance apart. suffers at least three times as many casualties out of action as the opposing Once you have placed the terrain you gang, then the winners can take over a must place a number of Loot counters random territory from the losers. To on the table to represent items of value. randomly determine a piece of territory Roll a D6 to see how many counters roll a D6 and count down from the top there are. Each player takes it in turn to of the opposing player s territory list, or place a counter. Roll a D6 to see which use some other suitable method as player goes first. Loot counters must be appropriate. placed more than 8" from the edge of

the table and at least 4" away from each ENDING THE GAME other. Note that the counters are placed The Gang Fight has no specific objective before deciding which edge the gangs other than to drive off the enemy gang. will play from, so it is a good idea to put If a gang fails a Bottle roll, or one player the counters towards the middle of the volunteers to bottle out, the game ends table. immediately. The gang that bottles out loses and the other gang wins. STARTING THE GAME Both players roll a D6. The highest scoring player takes the first turn.

GANGS Each player rolls a dice. The low scorer chooses

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which table edge he wishes to set up on, where they happen to be at the time. and places all of his gang within 8" of Remove the that edge. His opponent then sets up model but leave the counters in place. within 8" of the opposite table edge. Models can transfer loot to other models in base-to- THE MONSTER ROLL base contact Each player may, if he wishes, roll a D6 during the shooting phase, but neither at the start of the opposing player s model may activation. On a roll of 1-5 nothing shoot during the turn. happens. On a roll of 6 some unknown If a fighter takes an enemy out of action mutant monstrosity has attacked a in hand-tohand combat he automatically member of the rival gang. captures any loot the The fighter who is attacked is always the model is carrying. one furthest from any other models (friend or foe). If there are several ENDING THE GAME fighters equally isolated then the one The fight continues until one of the closest to the edge of the table is gangs is driven off or until one gang has attacked. all of the loot in its possession as described below. Roll the D6 again to see what happens to the fighter. If a gang fails a Bottle roll, or one player volunteers to bottle out, the game ends 1: The fighter manages to beat off the immediately. The gang that bottles out creature. The fighter may not do loses and the winner is left in possession anything else this turn. In addition, the of the battlefield. fighter must make an Ammo roll for a random weapon - he has fired off loads If a gang succeeds in capturing all the of ammo to drive off the attack. Loot counters, and the fighters carrying them are within 8" of their own table 2-5: The fighter manages to beat off the edge at the start of their activation, then creature. The the game ends and that gang has won. fighter may not do anything else this turn. The winner of the scenario can claim Loot counterswhich are loose on the 6 There is a gunshot, a shriek, silence, table when the game ends. and the inky blackness swallows another victim. The fighter is automatically taken EXPERIENCE out of action. Fighters who take part in the game i.e. are deployed on the table earn PICKING UP LOOT Experience points as noted below. Loot counters may be picked up by any model that +D6 Survives: If a fighter survives the passes over them during its movement. battle then D6 points are earned. Even A fighter can fighters who are wounded and taken out carry any number of pieces of loot of action receive experience for taking without affecting part. his movement or ability to shoot or fight. +1 Loot Carrier: If a fighter is carrying Fighters who go out of action drop Loot loot at the end of the game he receives counters +1 Experience point per Loot counter.

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+5 Per Wounding Hit: A fighter earns 5 points for each wounding hit he inflicts during the battle.

Make a note on the gang roster every time this happens as described in the Playing A Campaign Game section.

+10 Winning Gang Leader: The Gang Leader of the winning side earns an extra 10 Experience points.

SPECIAL After the game is over each gang is allowed to cash in its loot. The income generated is added to the income from the gang s territory. Each Loot counter is worth 1D6 x 5 credits.

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HIT & RUN mission, whilst the loot is used in the Gangs who want to explore far from Stick Up mission. their home settlement rely upon THE MISSION isolated hideouts where they keep After the terrain is placed the attacker stocks of supplies, emergency rations, secretly rolls a D6 on the table opposite spare ammo and the like. Sometimes and notes down what his mission is. The they hole up in lone slime farms or defender shouldn't know the mission, mines run by friends or family. it's up to him to guess the attacker's

intentions. The Hit and Run scenario represents a daring raid on a rival gang s hideout. 1 Blitz: The attackers try to wreck the The aim isn't to destroy the water still vapour collecting vanes. The hideout, just to cause a bit of damage water still has a Toughness of 6 and the and remind rivals that your gang is a raiders win if it's damaged by sustaining force to be reckoned with. 1 or more wounds.

TERRAIN In this scenario the player who picked 2 Bushwack: The raiders try to gun the scenario is the attacker and the down the opposing Gang Leader. They other player is the defender. win if the Gang Leader is taken out of action. If the Gang Leader is unable to Starting with the defender, each player take part in the game, such as due to an takes it in turn to place a piece of Old Battle Wound, then re-roll this terrain, either a ruined building result. structure or a connecting walkway. The area of ruins represents the defender 3 Scrag: The attackers aim to ambush hideout. It is suggested that the terrain and an enemy gang fighter who is set up within an area of roughly 4' x they have a personal grudge against. The 4'. target gang fighter is chosen randomly from the initially deployed defenders Once the terrain is set up the defender before the attackers are set up. The places a Loot counter to represent a raiders win by putting the target fighter hoard which the gang has collected out of action in hand-tohand combat. ready to take back to their main settlement. 4 Shoot Up: The raiders plan to make a pass through the area, firing weapons in The defender also places the Water Still the air, whooping and yelling, and piece which represents the collecting generally scaring the hell out of vanes of a vapour trap, a device that everyone. They win by setting up extracts water from the atmosphere. within 12" of one table edge and exiting at least one model from the opposite The defender can place the loot edge. anywhere on the table, and can place the water still on the top surface level of 5 Stick Up: The raiders try and steal the any building. He must place the loot and opposing gang s loot. They win if a the water still at least 8" apart. These are raider leaves the table with it. The Loot not necessarily going to play an counter can be picked up and moved important part in the game. The water exactly as described in the Scavenger still is only of significance in the Blitz scenario. If successful the raiders gain D6x10 credits to add to their income

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after the battle, and the losers income is Roll a D6 at the start of each turn after reduced by that amount. the first: 1-2 = up to 1 fighter, 3-4 = up to 2 fighters, 5-6 up to 3 fighters. The 6 Choose: The attacker can choose any fighters all arrive on the same table of the five missions described above. edge.

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

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

Starting with the attacker, each player takes it in turn to place a piece of terrain, either a ruined building structure or a connecting walkway. It is suggested that the terrain is set up within an area roughly 4' x 4'.

GANGS Before setting up his gang the defender splits his fighters into one or more groups each of two or more models. The defender chooses one group and places it in the approximate centre of the table.

SPECIAL If the losing gang has at least three enemy models taken out of action, and suffers at least three times as many casualties out of action as the opposing gang, then the winners can take over a random territory from the losers. To randomly determine a piece of territory roll a D6 and count down from the top of the opposing player s territory list, or use some other suitable method.

The attacker then sets up his entire gang. All the attacking fighters must set up behind cover and in hiding. They may not set up within 12" of a defending

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fighter, but otherwise can be placed +5 Per Wounding Hit: A fighter earns 5 where you wish. points for each wounding hit he inflicts during the battle. The defender then sets up the rest of his gang one group at a time. He nominates Make a note on the gang roster every the group he wishes to deploy and rolls time this happens as described in the a D6. On a roll of 1-5 the fighters must Playing A Campaign Game section. set up within 4" of one defender that has already been placed. On a roll of 6 the +10 Winning Gang Leader: The Gang group may be placed anywhere on the Leader of thewinning side earns an extra table, though must still set up within 4" 10 Experiencepoints. of one another. This enables them to ambush the ambushers! Special deployment rules cannot be used by the defenders - eg Infiltration, Vents etc.

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

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

On a total of 6 or more the defender goes first.

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

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

+D6 Survives: If a fighter survives the battle then D6 points are earned. Even fighters who are wounded and taken out of action receive experience for taking part.

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THE RAID Gangs rely upon trading contacts and Starting with the defender, each player friends to generate their income, either takes it in turn to place a piece of by providing cash, food, shelter, or by terrain, either a ruined building trading things the gangs discover in the structure or a connecting walkway. It is wastes. These are all known as suggested thatthe terrain is set up within territories, although some territories an area 4' x 4' or thereabouts. actually take the form of contacts with third parties rather than physical places raid objective After the terrain is set up the defender in the Underhive. A gang s territories are places the Gateway piece anywhere on always vulnerable to attack by other the ground level of the table. This gangs, and one of the most effective represents the entrance way to the ways of crushing a rival gang is to raid mine, hole, tunnels etc. Possibly it leads its territories. to an underground store containing a

valuable find that one of the defenders In the Raid scenario one gang attacks contacts has asked them to protect or the territory of another. The territory is transport. Players should feel free to guarded by one or more sentries and invent something they feel is additional reinforcements are close at appropriate for the type of territory hand. The raiders must eliminate or get being raided. The raiders must destroy past the sentries, destroy the objective the Gateway to win the game. and then get away as quickly as possible.

The Gateway structure has a Toughness This scenario introduces new rules for of 6 and can sustain the equivalent of 3 sentries which make the game wounds. Once the Gateway has been particularly nail-biting. The scenario is reduced to zero Wounds it counts as slightly more complex than earlier ones destroyed. and for newer players it's worth leaving this scenario aside until you have a firm GANGS grasp of the game rules. The defender sets up first. He deploys

up to D6 of his gang as sentries, TERRAIN choosing which fighters he wishes to The tabletop represents the most put on sentry duty. Sentries can be valuable of the defender s territories. placed anywhere on the table at least 8" However, the attackers don't have to away from a table edge. raid the territory of highest value, instead the attackers can choose any one The attacker then deploys his gang of the defender's territories to raid. The within 8" of a randomly selected table terrain is either the territory itself or the edge. The attacker has a random entrance to it (such as a mine or tunnel number of gang fighters taking part in entrance, hole or water still) or a part of The Raid. Roll a D6: 1-2 = 4 fighters, 3-4 the Underhive that a contact has asked = 5 fighters, 5-6= 6 fighters. The you to protect or search in (such as a remaining fighters are not available as Guilder contact, Friendly Doc, the they have been left behind so as not to owner of a workshop, or friends in an draw attention to the raiding party. The Underhive settlement.) attacker can choose which of his fighters

he will commit to the raid. In this game the player who picked the scenario is the attacker and the other player is the defender.

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Special deployment rules cannot be so the attacker moves the sentry up to used by either gang in The Raid scenario 2". Note if a 3 is rolled then the sentry - eg Infiltration, Vents etc. remains facing the same way.

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

Once the alarm is sounded the defender Sentries will spot any raider within their can attempt to bring on one group of Initiative distance in inches regardless of reinforcements per turn. cover or hiding.

Nominate the group you wish to bring Raiders are also spotted if they move on and roll a D6. If the roll equals or within sight of a sentry during their own beats the number of models in the turn. The sentry s spotting range being group, or on the roll of a 6, then the the same as in his turn. group may enter the table. If the dice roll required to enter is less than the If a sentry spots a raider or is hit by a size of the group then no ranged attack and isn't taken down then reinforcements enter that turn. As you he sounds the alarm if he survives the can see, the larger the group the less turn. Sentries taken out of action cannot likely it is to enter, so the defender must give the alarm. Sentries that end the try to enter as many models as he dares turn down sound the alarm on a roll of each turn. 4+. If at the end of the turn a sentry can see a persistent template (e.g. a smoke Reinforcements enter together on any of cloud) then he sounds the alarm on a the three table edges other than the roll of 4+. edge where the attacker deployed. Randomly determine which table edge. Shooting: If a fighter shoots a weapon, Reinforcements cannot be placed within roll 2D6 and add the weapon s Strength 8" of an attacker but can move and fire to the score. If the result is over 10 then normally on the turn they are placed. the alarm is sounded. However, this rule does not apply to silent weapons, or any sentries weapons without a Strength. Note that Sentries move D6-3 inches per turn, shooting can sound the alarm even if rolling separately for each sentry. If the there are no sentries left. distance is negative then the attacking player can move the sentry model Fighting: A sentry who is attacked in instead, though cannot move him into hand-to-hand combat will sound the an obviously harmful position (such as alarm if he survives the turn. If the walk him straight off a ledge). For raider shoots a pistol or uses a example, a roll of 1 gives a move of -2, chainsword in hand-to-hand combat

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then you must roll as described above to scenario and cannot bottle out see whether the shots sound the alarm voluntarily. even if the sentry is killed. If the Gateway is destroyed then the SOUNDING THE ALARM attackers win the game otherwise the Until the alarm is sounded sentries defenders win. move as described above, their Weapon Skill is halved and they cannot shoot or SPECIAL do anything else. After the alarm is If the Gateway was destroyed then roll a sounded sentries can move and attack as D6. On a 1-4 the territory is disrupted. It normal. The alarm can be sounded in a cannot be worked after the battle and number of different ways: confers no bonuses, but it can be worked again in subsequent games. On The noise of fighting may also cause the a 5 the territory is damaged. It cannot be alarm to be sounded even if the sentry worked after the battle and confers no doesn t survive to do so himself. Roll a bonuses. The territory must also be D6. If the score is not more than the repaired so cannot be worked until D3 number of raiders fighting in the hand- games have passed. On a 6 the territory to-hand combat then the scuffle has is destroyed and must be struck from been noticed and the alarm is sounded. the gang roster. For example, if three raiders mug a sentry then a roll of 4+ will not sound EXPERIENCE the alarm. Fighters who take part in the game - ie are deployed on the table - earn Gateway: The alarm is automatically Experience points as noted below. sounded if the Gateway is destroyed. +D6 Survives: If a fighter survives the Note although it's possible to set off the battle then D6 points are earned. Even alarm midturn, the special sentry rules fighters who are wounded and taken out still apply until the end of that turn. of action receive experience for taking part. ENDING THE GAME The game ends if the Gateway is +5 Per Wounding Hit: A fighter earns 5 destroyed and all surviving raiders leave points for each wounding hit he inflicts the table by the edge where they during the battle. originally set up. The game also ends if all the raiders are down or taken out of Make a note on the gang roster every action or if the attacker bottles out. time this happens as described in the Playing A Campaign Game section. As the attackers have so few raiders and because they are hyped up for the +5 Destroy Gateway: A raider earns 5 attack, the gang does not have to take points if he inflicts a hit which destroys Bottle rolls until it has lost 50% of its the Gateway. fighters rather than the usual 25%. +10 Successful Defence: If the defender The defender is protecting his gang s wins then his Gang Leader earns 10 family, friends or vital possessions, and Experience points. so doesn t have to take Bottle tests. The defender won t bottle out in this

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RESCUE MISSION A prisoner is rescued and free to move Gang fighters injured during a battle can and fight once cut free by a friendly easily fall into the hands of the enemy. fighter. The friend moves into base Even a victorious gang can discover that contact with the captive and spends the one of its fighters has staggered rest of the turn cutting him free. He may unwittingly into the clutches of their not shoot, fight hand-to-hand, or do rivals. Rather than kill their captives, anything else during the turn. gangs will normally ransom them for a price. If a gang cannot pay the ransom, Note the captive has no weapons or or simply refuses to, then the captive other equipment apart from any bionics, can be sold as a slave or forced into the but is given a knife by his liberator. It's mines to toil for his new masters. assumed his equipment is scooped up into a bag and cannot be used during This scenario represents a rescue the game. mission. One of your gang fighters has ENDING THE GAME been captured and you have discovered The game ends if all the captives and where he is being held. A small group of attackers are either down, out of action raiders is poised to mount a daring or leave the table edge which the rescue bid. attackers were deployed from. The game

also ends if the attacker bottles out. The This scenario can only be chosen when defender is guarding his gang s hideout one of your gang members has been so doesn t have to take Bottle rolls and captured by your opponent. cannot bottle out voluntarily. The

attackers are hyped up for the attack so Before rolling on the Scenario Table the the gang does not have to take Bottle player who has lost his fighter may rolls until it has lost 50% of its fighters attempt a rescue rather than pay a rather than the usual 25%. ransom. If the player refuses to attempt a rescue then a roll is made on the If all captives are rescued then the Scenario Table as normal. attackers win the game otherwise the

defenders win. If any prisoners are not Except where noted otherwise below rescued then another attempt cannot be the rules are the same as for the Raid made and they may be sold to the scenario already described. Note the guilders as a slave. Gateway is not used in a Rescue scenario. EXPERIENCE

Fighters who take part in the game - ie THE PRISONER are deployed on the table - earn When he sets up his gang the defending Experience points as noted below. player places his captives anywhere he likes on the table. The prisoners may +D6 Survives: If a fighter survives the not move until they are freed. The battle then D6 points are earned. Even defender is not allowed to attack or fighters who are taken out of action execute his prisoner, but must attempt receive experience for taking part. to drive off the rescuers.

+5 Per Wounding Hit: A fighter earns 5 Once the captive is freed he may be points for each wounding hit he inflicts. attacked or shot at like any other fighter.

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

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

TERRAIN The terrain represents a small wastezone settlement. Each player takes it in turn to place a piece of terrain, either a ruined building or a connecting walkway.

Terrain that blocks line of sight cannot be placed in between the two gangs. It is suggested that the terrain is set up within an area 4' x 4' or thereabouts.

GANGS Each player rolls a D6 to see how many of his gang are present: 1-3 = 3 fighters, 4-5 = 4 fighters, and 6 =5 fighters. These models are randomly selected

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

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

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THE FAST DRAW fight as his gang s contacts are reluctant Once a fighter goes for his gun everyone to deal with the troublemaker. On a roll draws their weapons and the shooting of 6 the defeated gang draws half its starts. For a second or two all hell normal income and must surrender one breaks loose as guns are drawn and shot random territory to the winner - fired. This is called the fast draw. During associates of the gang no longer have the fast draw neither side can move but faith in its leadership. both sides can make ranged attacks, such as shoot or lob a grenade. ENDING THE GAME The game ends if one side fails a Bottle

roll, or volunteers to bottle out. The In the fast draw both sides can shoot but other side automatically wins the shoot- the order in which individual models out and the bottling gang loses. shoot is determined separately. To decide the firing order roll a D6 for each EXPERIENCE model and add the fighter s Initiative Fighters who take part in the game - ie characteristic to the score. Then add +1 are deployed on the table - earn if the fighter is not equipped with any Experience points as noted below. basic, special or heavy weapons and subtract -1 if armed with a heavy +D6 Survives: If a fighter survives the weapon. The result is the fighter s Fast battle then D6 points are earned. Even Draw score. fighters who are wounded and taken out

of action receive experience for taking Work out the Fast Draw score for each part. fighter the fighter with the highest score shoots first. Work out the shot +5 Per Wounding Hit: A fighter earns 5 exactly as you would normally. points for each wounding hit he inflicts

during the battle. However, any nerve tests due to friendly fighters going down or out of action are Make a note on the gang roster every only taken after the Fast Draw has time this happens as described in the ended. Once the first model has shot, Playing A Campaign Game section. the next highest score shoots, then the next, and so on. In the case of a tie all +? Held Nerve: Each surviving gang shots are assumed to be simultaneous. fighter of the side that held their nerve

the longest scores a number of victory This means that it is possible for two points equal to the difference between gang fighters to shoot each other at the the two sides scores (see The Build Up same time! Fighters who are hit before rules above). they get a chance to fire lose their shot.

+D6 Winning Side: Each surviving Once all fighters have shot the normal fighter on the winning side earns an sequence of play resumes. Each player extra D6 points. rolls a D6, and the player that scores the highest gets the first turn.

SPECIAL If you win the shoot-out and the defeated gang drew first, roll a D6. On a roll of 1-5 your opponent can only draw half his normal income following the

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THE HOARD secure its contents. To reflect this, any The Underhive settlements are full of models within 6" of the hoard gangers passing the time of day in the temporarily gain the Iron Will and drinking holes, trade posts and Nerves of Steel skills. gambling dens. They wait for rumours of GANGS ore strikes, caravan raids and any The defender has a randomly information that might lead them to a determined number of gang fighters fortune. Rumours, real or false, spread initially protecting the hoard. Roll a D6 faster than rat pox and when news of a to see how many models this is: 1-2 = 3 newly discovered valuable hoard fighters, 3-4= 4 fighters, 5-6 = 5 becomes common knowledge it's a race fighters. The chosen gang members are against time to secure and loot the placed anywhere on the table but must hoard before rival gangs can seize be within 6" of the loot counter. The control. defenders can also choose to start the

game on overwatch. The Hoard scenario represents one gang's lucrative discovery being attacked The attacker then sets up his entire gang by a rival gang before reinforcements within 8" ofthe opposite table edge. have arrived to secure and loot the hoard. It could also represent a gang STARTING THE GAME being hired by the guilders to protect The attacker takes the first turn of the something of value with the opposing game. gang launching a daring raid to get one over on their rivals. REINFORCEMENTS After the defender's first turn there is a TERRAIN chance the rest of the gang will show up In this scenario the player who picked to help defend the hoard. At the start of the scenario is the attacker and the each of the defender's subsequent turns, other player is the defender. roll a D6. On the first roll, a score of 6

will result in the reinforcements Firstly the defender must choose a table arriving. The remainder of the gang can edge and places a loot counter to enter anywhere along the defender's represent the hoard 18" away from that table edge and can move and fight edge in the middle. Starting with the normally from that turn onwards. If the defender, each player then takes it in reinforcements don't show up then each turn to place a piece of terrain, either a subsequent roll receives a cumulative ruined building structure or a +1 modifier. So for example, if the connecting walkway. It is suggested that reinforcements fail to show up the first the terrain is set up within an area time then they will show up at the start roughly 4' x 4'. of the following turn on a roll of 5+,

and a roll of 4+ on the turn after that, THE HOARD and so on. The hoard is represented by a loot counter, though it's recommended you SPECIAL model your own gleaming treasure trove The winning gang takes control of the to represent it. The hoard cannot be valuable hoard which is worth 3D6x5 picked up, destroyed or affected in any credits. The income generated is added way. Fighters close to the hoard are to the income from the gang's naturally emboldened by its presence territories. and are much more willing to fight on to

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

It is possible, and encouraged, for the defender to play all sorts of mind tricks to confuse the attackers. For example, you could pretend for a ganger to hand over the package to a runner, perhaps with multiple switches taking place, who promptly makes a mad dash for the table edge. The attacking player must react but only later finds out it was all one big

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

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

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range of 24". A fighter move, then he safely traverses wearing infra-red goggles can the path and can always see enemy models, as continue his turn as normal. can a fighter using an However, if the number infra-red scope. is less than the total number of inches then he trips If a player picks the Blind up and hits the dirt. The Fight scenario then roll a model trips at the point D6 to find out in what along the path equal to the circumstances the gangs meet. number of inches rolled. 1 A fighter that trips is 2 unharmed but cannot finish the 3-4 move or do anything else that 5-6 turn. If he trips within 1" of a ledge then he must Models that are on fire can also test to fall. If he always be seen. If a fighter 'trips' is using a red-dot laser sight in mid air then he counts as then his target can spot falling from that point. the dot on a roll of 4+ instead of 6. VISION A gang would never venture out Hit & Run in total darkness Scavengers unprepared. All Underhivers The Hoard make use of cheap Ambush commonly available devices, such as blue-lights and RUNNING photonoculars, which allow Running in pitch black is them to see a few metres fraught with danger. The in front of them. During a rubble strewn floors, Blind Fight scenario, gang overhanging girders and broken fighters are only able to see walkways are all hazards to within a distance of 12". runners that are difficult This means enemy models beyond to see until it's too late. this range cannot be shot at nor charged. The scenario is fought using the usual rules for its Any fighters that are using type, however, to reflect the photo-contacts roll 3D6 blind conditions the instead of 2D6 when testing to following rules also apply. see if they trip. While fighters equipped with a If a model attempts to run or photo-visor never trip. charge then the player If a 2 is rolled when rolling must first nominate the path the 2D6 (or a 3 when he will take before then rolling 3D6) then the fighter rolling 2D6. If the number bangs his head, falls rolled is equal to or more awkwardly or something more than the number of inches that disastrous befalls him. the model would The model trips as explained above, but he also

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suffers a D6 Strength hit and Outlaw Scenarios counts as pinned. Outlawed gangs roll on the special

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

2: The player whose gang has the highest gang rating may choose which scenario is played.

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

3: The player with the higher gang rating chooses.

4: Play the Hunters scenario. The player with the lower gang rating is the attacker.

5: Roll a D6. 1-2: Play an Ambush. 3-6: Play a Hit & Run. The player with the lower gang rating is the attacker. The attacker has been hired by a rival and is paid D6x10 credits, win or lose.

6: Play the Scavengers scenario.

7-11: The player with the lower gang rating chooses.

12: The player with the lower gang rating may choose which scenario is played. In addition, this is a grudge match as outlined in the 2 roll.

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

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

GANGS Important: In this scenario the defenders cannot be

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

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

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wounded and taken out of action receive roll of 1 they get shot and suffer a experience for taking part. serious injury. 4-5 The attackers scavenge a few +5 bundles dropped by the pack slaves as they flee worth D6x5 Per Wounding Hit: A fighter earns 5 credits. points for 6-7 The attackers bring down several each wounding hit he inflicts during the pack slaves and battle. escape with 3D6x5 credits. Make a note on the gang roster every 8-10 The attackers nail a guilder and time this strip his corpse happens as described in the Playing A gaining 2D6x10 credits. In addition the Campaign guilder Game section. was holding a rare item (roll on the normal Rare +5 Trade Chart to see what item you steal). 11+ The attackers gun down several Attacked Caravan: Each model which pack slaves and a moves guilder hauling in 3D6x10 credits and D3 off the defender's table edge gains +5 rare points. items (rolled for on the normal Rare Trade Chart). +10

Defending Leader: If the attacker's dont get any men through to attack the caravan the defending leader earns +10 Experience points.

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

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

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

The group is set up within 6" of the gang leader.

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

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LOOT & PILLAGE deploys 2D6 from his gang within 4" of a Outlaws will often attack a piece of randomly selected table edge. lightly guarded territory in the hopes of driving off the guards and ransacking it STARTING THE GAME before reinforcements arrive. An attack It's assumed the guards have just like this can virtually destroy a holestead spotted the attackers and are in the or a small settlement as the thieves process of raising the alarm. To descend on it and loot anything of represent this point of inevitable value, and it's one of the reasons hivers confusion both sides roll a D6 and the seek protection from local gangs. Of one that rolls highest goes first. course local gangs sometimes do exactly the same thing and blame it on the REINFORCEMENTS outlaws. At the start of the game the defender divides any fighters not deployed as TERRAIN guards into groups of one or more Starting with the attacker, each player models as he sees fit. These fighters are takes it in turn to place a piece of not set up on the table, but may enter as terrain, either a ruined building reinforcements. structure or a connecting walkway. Once all the other pieces of terrain have The defender may attempt to bring on been placed the defender may place up one group of reinforcements per turn, to five barricades and the watch-tower. including his first. Nominate a group It is suggested that the terrain is set up you wish to bring on and roll a D6. If within an area 4' x 4' or slightly smaller. the dice roll equals or beats the number of fighters in the group, or on the roll of Once you have placed the terrain the a 6, then the group may enter the table. defender places D6 Loot counters. The If the dice roll is less than the size of the Loot counters may be placed anywhere group then no reinforcements enter that on the tabletop (not on the upper levels turn. As you can see, the larger the of buildings or walkways) at least 8" group is the less likely it is to enter, so away from any table edge and with each the defender must try to enter as many counter within 8" of another one. models as he dares each turn.

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

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still get the full Loot counter's worth THE HUNTERS even if the defenders can't afford to When an Outlaw gang enjoys some cover the cost from their income and successes they can expect to be hunted stash. down by Watchmen or old enemies.

ENDING THE GAME The hunters know they can find news of If the attacker bottles the game ends. If the Outlaws at one illegal trading post the attacker collects all the loot counters or another. In this scenario they have and the models carrying them are within got more than they bargained for and 8" of their table edge at the start of his actually run into the men they're turn then the game ends and the hunting outside a trade post. As they attacker wins. catch sight of each other both sides

stand their ground, hands hovering over The defenders are protecting their gun butts and eyes narrowed territory so doesn't have to start taking menacingly. The hunters savour their Bottle rolls until he has suffered 50% moment of victory but the Outlaws casualties. The attackers are also making know their comrades are sneaking a determined raid so likewise don't have around behind their opponents and to start taking Bottle rolls until he has should be in position to open up on suffered 50% casualties. them... any... second... now!

EXPERIENCE TERRAIN Fighters who take part in the game - ie The terrain represents a small are deployed on the table - earn wastezone settlement. Each player takes Experience points as noted below. it in tum to place a piece of terrain,

either a ruined building structure, a +D6 Survives: If a fighter survives the connecting walkway or barricade. battle then D6 points are earned. Even Terrain that blocks line of sight cannot fighters who are taken out of action be placed in between the two gangs. It is receive experience for taking part. suggested that the terrain is set up

within an area of 4' x 4' or thereabouts. +5 Wounding Hit: Fighters earn 5 points for each wounding hit they inflict GANGS as described in the Playing A Campaign The defending player rolls a D6 to see Game section. how many of his gang are facing down the hunters. The attacking player rolls +10 Defending Leader: If the attackers 2D6 to see how many the hunted face. don't get away with any loot the defending leader earns +10 Experience For both players these fighters are points. randomly selected from the gang, they are not chosen.

THE BUILD-UP & Fast Draw The Hunters scenario uses the same build-up and fast draw rules as detailed in the Shoot Out scenario.

There are however a few exceptions. During the build-up the hunters may move up to 2" per turn instead of the

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usual 1". The defenders facing off the random table edge and can move and hunters must stay where they are and fight as normal. sweat it out as their attackers approach. SPECIAL After both gangs have moved, each The hunters are making a hit against a player must make a Nerve roll which is rival gang who have scratched out a worked out as normal. However, the notorious name for themselves. Due to defenders are so nervous that they must this the attackers double any Underdog roll 2D6 instead of the usual D6. Once a and Giant Killer bonuses they may player's score goes over 15 his gang's receive. nerve has cracked and they go for their guns. Note the defenders in hiding may The defenders in hidinig can move at not fire during the fast draw. their normal rate but must remain in cover and end each turn hidden. If any Once all fighters have shot the normal of the hidden gang fighters are spotted sequence of play resumes. Each player by the hunters they will realise they are rolls a D6, and the player that scores the being trapped and draw immediately. highest gets the first turn. ENDING THE GAME The hunters and the defending fighters The game ends if one side fails a Bottle taking part in the face down are set up roll, or volunteers to bottle out. The roughly in the middle of the table. They other side automaticallywins the game are deployed 16" apart with all models and the side which bottled out loses. at ground level and in a position where they are in full view of each other. Roll a EXPERIENCE dice to see who sets up first. Fighters who take part in the game - ie are deployed on the table - earn Each gang must set up in a line with no Experience points as noted below. model more than l" away from any other model. The rest of the defending gang +D6 Survives: If a fighter survives the can set up anywhere on the table but battle then D6 points are earned. Even not within 24" of the hunters. They must fighters who are wounded and taken out start the game hidden. Special of action receive experience for taking deployment rules cannot be used by part. either gang - eg Infiltration, Vents etc. +5 Per Wounding Hit: A fighter earns 5 All the fighters facing off are assumed to points for each wounding hit he inflicts have their weapons holstered or slung at during the battle. the start of the game. Make a note on the gang roster every Until a weapon is drawn a special build- time this happens as described in the up and fast draw sequence of play is Playing A Campaign Game section. used. +10 Winning Leader: The leader of the REINFORCEMENTS winning gang earns +l0 Experience Upon hearing the chaos, the remaining points. members of the attacking gang show up at the start of their first turn. They are deployed together anywhere along a

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

TERRAIN 2 Choke Gas: The trap releases a plume Starting with the attacker, each player of gas, just as if the model is hit by a takes it in turnto place a piece of terrain, choke grenade. either a ruined building structure or walkway. It is suggested that the terrain 3 Flash Flare: The trap releases a burst is set up within an area 4' x 4' or slightly of light, just as if the model is hit by a smaller. photon flash flare.

When all of the terrain has been placed, 4-6 Screamer: The trap emits an the defenderplaces 2D6 loot counters incredibly loud ultrasonic scream. Any anywhere on the table but no closer models within 2D6" must pass an than 8" to a table edge and no closer Initiative test otherwise they are pinned. than 4" to another counter. Loot counters follow the rules as described in Once a loot counter has set off a booby the Scavengers scenario. However, only trap it has been disarmed so will not set the attackers can interact with them. The off any more. defenders dare not handle them for fear of damaging the goods. SPECIAL Each Loot counter the attackers capture

GANGS is worth D6x5 credits. However, this is The defender sets up first deploying his not added to the gang's income, instead gang as he wishes, as long as each the total must be spent on weapons, model is 8" or more from any table ammo and other items representing the edge. The attacker then randomly haul of gear found in the warehouse selects a table edge and deploy his gang crates. All equipment bought must be of within 4" of that edge. the 'common' type found in the normal Trading Post, not rare items, but can be STARTING THE GAME of any other kind, including weapons The attackers always go first, smashing not found on your gang's weapon list. through the warehouse doors shouting Any unused credits are wasted. "Nobody moves an' nobody gets hurt!" or similar... The defending gang gets paid 5 credits for each loot counter that the attackers fail to make off with. This is added to gang's income as normal.

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

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BUBBLING SLIME Something extremely nasty has bubbled Set up the gangs and then roll a D6 for up fromthe noxious depths of The each model to see who gets gunked as Sump... the pipes and grates spew up the disgusting slime. Models get gunked on 11: Sea of Goo a l, 2 or 3 and count as being knocked A thick layer of stinking black slime down at the start of the game, they may covers the whole of the dome floor. also fall if they're within 1" of a ledge. Models have to wade through this Just roll once for each model to see disgusting gunge if they want to whether they are 'gunked', from then on reach another gantry or walkway and the slime has no effect. moving is extremely difficult in this glutinous slime. The entire tabletop 16: Pit of Despair counts as Very Difficult Ground. The entire level of the tabletop is All terrain above ground level, such as covered with a seemingly bottomless gantries and walkways aren't slimy, so layer of toxic sludge. The whole game models on them aren't affected by this must be fought on the higher levels. rule. Any fighters that fall into the goo If any gang fighters are unfortunate do not suffer fall damage. enough to fall into the ominous looking thick sludge below, they are 12: Sludgy Surface automatically taken out of action. They A thin layer of luminous green slime are far too busy trying not to be covers the dome floor. Models may swallowed up whole by the suffocating move as normal but if they want to gloop to take any further action in the double their movement by running game. or charging in these conditions they must pass an Initiative test or they will Special: Gang fighters cannot be slip over instead and count as being deployed using the Tunnels territory pinned. All terrain above ground special rules irrespective of level, such as gantries and walkways, which Bubbling Slime result is rolled. aren't slimy so models on them aren't affected by this rule.

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

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

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

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

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

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

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

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

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

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Toxic Fog 35: Patchy Clouds Drifting fog hampers your fight. Vision The heavy industry, squalid living range is reduced all models suffer a -1 to conditions and Sump fumes combine to hit penalty for D3 turns create clouds of noxious fog that slowly drift throughout the domes. 36: Charge!

Both gangs were ready for a scrap but a Special: Equipment such as respirators thick orange fog has descended. The and filter plugs will protect against toxic gangs are about to retreat when the fog fog if a Toughness test is required looks to be suddenly lifting. following the usual rules. Any fighters that are wearing infra-red goggles or are Vision range for each model is reduced shooting using an infra-red sight are to the area under the large blast immune to toxic fog that reduces vision template for D3 turns, after which the ranges. thick fog fully disperses and no longer

has any effect. Special: Gang fighters cannot be deployed using the Vents territory special rules irrespective of which High Winds result is rolled.

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

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

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

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

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

43: Gloomy 52: Plague of Flies You can see well enough to fight on as There are so many flies swarming normal. through the air and crawling over the gangers that it makes it difficult to 44: Shadowy concentrate and see other targets. The The lighting is poor but you fight on as distraction caused by the flies means normal. that all model that shoot suffer a -1 to hit penalty for the whole game. 45: 12 O'clock High Extremely bright lights shine from one 53: Cockroaches side of the battleground. Models that are A carpet of scuttling red cockroaches facing into this light when they shoot covers the ground but they don't affect will suffer an extra -l to hit penalty. Roll the fight. a D6 to randomly determine which is the brightly lit table edge. Any gang 54: Insects fighters equipped with photo-contacts Small insects flutter through the air, but or a photo-visor ignore this penalty. other than that there's nothing nasty in the area. The fight continues as normal. 46: Long Shadows Plenty of hiding places amongst the long 55: Rats shadows means that all fighters suffer an Hordes of rats charge across the extra -1 to hit penalty when shooting at battleground during the fight. Rats are enemy models in cover. particularly troublesome as they get under your feet and give a nasty bite. Any fighters equipped with either photo- The distraction caused by the rats means contacts, a photo-visor or infra-red that any models in hand-to-hand combat goggles or are shooting using an infra- count rolls of both 1 and 2 as fumbles. red scope ignore this penalty. In addition, if a fighter must test to see if

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

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

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

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

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

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affected by the Treacherous condition Atmospheric this scenario. Conditions 14 Firestorm! 21 Void Condition No A raging inferno, smallscale volcanic Atmosphere activity, or magical fires have caused The scenario takes place in the cold, fires to erupt throughout the area. forbidding void of space. Models without Enclosed armor or respirators At the beginning of every turn, roll a and photovisors may not take part in Scatter dice and 3D6. Starting from the this scenario. No other conditions apply direction on the scatter dice, measure as it is assumed all warbands the 3D6 from that table edge and place a take precautions to load the correct small blast marker. Any model fully ammunition and equipment to operate under the marker suffers one Strength 4 in the void. Models may never hit and may Catch Fire. Models partially Catch Fire • 22 Void Condition Leaking under the marker are hit on a 3+. Atmosphere

The scenario takes place in a space Models with the Mark of Tzeentch or a station or starship which is venting Pyro major Psyker power are unaffected atmosphere at an alarming rate. At the by this condition. beginning of each player s turn, for

15 Acid Rain every friendly model without Enclosed Heavy contamination of the atmosphere Armor or a respirator, roll a D6. causes corrosive rain to fall from the On a roll of 6, that model suffers passes skies. Roll a D6 for any models out in out from oxygen deprivation or is nearly the open at the start of the game. On a sucked into the void and roll of 1, the model is burned by acid must hold on. It is Pinned until the end and must pass a Toughness or of this turn. This affects models which Leadership test or go Out of Action. may be immune to normal Constructs must pass a Toughness test Pinning. Void Pirates/Freebootas are on a roll of 1 or 2. unaffected by this condition on a roll of 4+ before the scenario begins. • 23 Howling Winds! Any nonConstruct model which goes Due to heavy storms or other Out of Action due to failing this roll, phenomena, the table is battered by automatically receives the heavy winds. Any model firing a weapon Impressive Scars injury. at

16 Biohazard Outbreak long range suffers an additional 1 to hit A contagion, biological weapon, or modifier. If a model runs while on a warpbased pestilence has blanketed the walkway or uses Flying area in sickness and death. movement upwards, it must take an Initiative test to avoid falling at the end Models without Enclosed armor must of its movement. • 24 Fog Of War roll on the Toxic effects chart (see Heavy fog, gas clouds, or toxic fumes Expanded Armory) on each players third obscure the vision of all models. Vision turn. Nurglite models and range is reduced to a maximum Genestealer/Genestealer Cultist models of 20. As it is difficult to draw a bead on may reroll this result once. targets, the Fast Shot and Marksmen skills are useless. •25 Gas Pockets

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Leaking fuel fumes or natural gas have moving on the ground level treat all caused combustible pockets of gas to terrain as one level worse (open ground form throughout the area. Any becomes difficult, etc.). Models model in cover who shoots and rolls a 1 with Cameoline have their hit modifier triggers one of these pockets! Resolve increased to 2. Models on walkways are the effects like a Frag grenade unaffected. centered on the firing model. • 34 Freezing Weather Models in the open or more than 8 from The area is buffeted by snow, ice, and the ground level will not trigger these freezing temperatures. At the end of pockets. each player s turn, any nonConstruct • 26 Heavy Rains model out in the open and not within 1 of Natural rain or leaking coolant pipes are a structure, must take a Toughness test. causing a monsoon in the area. Vision If failed, that model range is reduced to 30 and suffers goes down and is considered models suffer a 2 to hit modifier when Pinned, due to exposure and chilling shooting from Overwatch. Models which winds. Models in Enclosed and Catch Fire may reroll a test Power armor may reroll this result but to put out the flames. must accept the second result. • 35 Dust Storm Wilderness The area is scoured by a wild storm of sand, dust, or ash and fighters find it Conditions difficult to orient themselves in • 31 Flooded Ground the disorder. All Open ground is treated Recent rains, melting ice, or overflowing as difficult and vision range is reduced rivers have caused the area to become to 36 . Models fighting in inundated with standing HtH combat treat all fumbles as double. water. Models moving on the ground At the end of each player s turn, roll a level, who don t float or fly, use their D6. On a roll of 4+, the storm Strength characteristic to move clears and the fight continues as normal. instead of movement and treat all terrain • 36 Earthquake as being one level worse than it is. The ground heaves in a giant Additionally, models which fall earthquake, threatening to topple any and land on the ground level may reroll structures and throwing models off their damage from falling. Amphibious feet. Before the game begins, any creatures and models not on the models who are on a walkway or ground are unaffected by this condition. structure must pass an Initiative test. If • 32 Overgrown Foliage failed, they fall as normal. Models which The area is covered in creeping vines, are more than 6 above ground level hanging moss, and other clinging flora. which pass the test are still Models may move up and down considered Pinned. Models begin the any vertical surface without the aid of a game on the ground level must roll a D6, ladder or stairway. As long as models if they are within 1 (or under) remain in cover their entire of a structure or walkway. On a roll of 1, move, models may run and hide without that model is struck by falling debris and the Dive skill. takes D3 Strength 2 hits. • 33 Dense Undergrowth Saves may be taken as normal. The ground floor is covered with a thick layer of dead foliage and dense undergrowth. NonBeast models Lighting Conditions • 41 Pitch Black

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

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

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their invulnerable saves increased to 3+. Effects, equipment, or weapons which allow a model to reroll a Peril of the Warp roll may not be used.

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