Necromunda 2nd Ed

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    Living Rulebook edition compiled by Andy Hal

    A big thanks to Robert J. Reiner, Nick Jakos and joh

    Living Rulebook edition compiled by Andy Hal

    A big thanks to Robert J. Reiner, Nick Jakos and joh

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    NECROMUNDA

    INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . 4TABLETOP CONFLICT . . . . . . . . . . . . . . . . . . . . . 4BUILDING THE GANG . . . . . . . . . . . . . . . . . . . . . 4THE RULEBOOK . . . . . . . . . . . . . . . . . . . . . . . . . 4NEW PLAYERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 4WHAT YOU WILL NEED TO PLAY . . . . . . . . . . . . . 5

    THE RULESCHARACTERISTICS . . . . . . . . . . . . . . . . . . . . . . . 8THE TURN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9PHASES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . 10MOVING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10RUNNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10CHARGE! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11HIDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    SHOOTING . . . . . . . . . . . . . . . . . . . . . . . . . 13WHO CAN SHOOT . . . . . . . . . . . . . . . . . . . . . . 13CLOSEST TARGET . . . . . . . . . . . . . . . . . . . . . . . 13RANGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14HITTING THE TARGET . . . . . . . . . . . . . . . . . . . 14

    PINNED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16WOUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16INJURIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17MULTIPLE WOUNDS . . . . . . . . . . . . . . . . . . . . . 17ARMOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18PINNED FIGHTERS . . . . . . . . . . . . . . . . . . . . . . 18SHOOTING INTO HAND-TO-HAND COMBAT . . 18MOVING AND SHOOTING . . . . . . . . . . . . . . . . 18SHOOTING AT A FIGHTER WHO IS DOWN . . . 19BLAST WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . 19

    GRENADES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20FLAMER TEMPLATES . . . . . . . . . . . . . . . . . . . . . 20SUSTAINED SHOOTING . . . . . . . . . . . . . . . . . . 20AMMO ROLLS . . . . . . . . . . . . . . . . . . . . . . . . . . 21OVERWATCH . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

    HAND-TO-HAND COMBAT . . . . . . . . . . . . . . 22WHO CAN FIGHT . . . . . . . . . . . . . . . . . . . . . . . 22PROCEDURE . . . . . . . . . . . . . . . . . . . . . . . . . . . 22ATTACK DICE . . . . . . . . . . . . . . . . . . . . . . . . . . 22THE OUTCOME OF COMBAT . . . . . . . . . . . . . . .23

    MULTIPLE COMBATS . . . . . . . . . . . . . . . . . . . . . 24FOLLOW-UP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24PINNED FIGHTERS . . . . . . . . . . . . . . . . . . . . . . .25MOVING FROM COMBAT . . . . . . . . . . . . . . . . . 25BREAKING FROM COMBAT . . . . . . . . . . . . . . . . 25

    LEADERSHIP . . . . . . . . . . . . . . . . . . . . . . . . 25BROKEN FIGHTERS . . . . . . . . . . . . . . . . . . . . . . 25RECOVERING YOUR NERVE . . . . . . . . . . . . . . . 26

    ADVANCED RUFALLING . . . . . . . . . . . . . . STRAY SHOTS . . . . . . . . . . EXPLODING WEAPONS . . . WILD GRENADES AND SHELATTACKING STRUCTURAL FEFEAR . . . . . . . . . . . . . . . . . TERROR . . . . . . . . . . . . . . . STUPIDITY . . . . . . . . . . . . HATRED . . . . . . . . . . . . . . . FRENZY . . . . . . . . . . . . . . .

    THE ARMOURYWEAPONRY . . . . . . . . . . . . PROFILES . . . . . . . . . . . . .

    HAND-TO-HAND COMBAT W

    PISTOLS . . . . . . . . . . . . .

    BASIC WEAPONS . . . . . .

    SPECIAL WEAPONS . . . .

    HEAVY WEAPONS . . . . . .

    GRENADES . . . . . . . . . . .

    ARMOUR . . . . . . . . . . . .

    AMMUNITION AND GUNSIG

    BIONICS AND BIO-IMPLAN

    MISCELLANEOUS EQUIPME

    CONTENTS

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    HIVEPRIMUS

    The World of NecromundaTHE HIVES OF NECROMUNDA . . . . . . . . . . . .59HIVE PRIMUS . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

    THE HOUSES OF HIVE PRIMUS . . . . . . . . . . . . . 62

    THE MERCHANT GUILD . . . . . . . . . . . . . . . . . . . 66

    THE UNDERHIVE . . . . . . . . . . . . . . . . . . . . . . . . 67

    CREATING A GANG . . . . . . . . . . . . . . . . . . . . 74GANG RECRUITMENT . . . . . . . . . . . . . . . . . . . . 76

    WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

    SAMPLE GANG . . . . . . . . . . . . . . . . . . . . . . . . . . 80

    CAMPAIGNSBattles in the Underhive

    NECROMUNDA CAMPAIGNS . . . . . . . . . . . . . 82

    SERIOUS INJURIES . . . . . . . . . . . . . . . . . . . . . . . 84

    EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

    SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

    TERRITORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

    INCOME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93TERRITORY TABLE . . . . . . . . . . . . . . . . . . . . . . . 94

    TRADING POSTS . . . . . . . . . . . . . . . . . . . . . . 96RARE TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

    PRICE CHART . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

    HIRED GUNS . . . . . . . . . . . . . . . . . . . . . . . . 100UNDERHIVE . . . . . . . . . . . . . . . . . . . . . . . . . . 101

    BOUNTY HUNTERS . . . . . . . . . . . . . . . . . . . . . 102

    RATSKIN SCOUTS . . . . . . . . . . . . . . . . . . . . . . . 104

    BATTLES IN THE UNDERHIVEPlaying Campaign Games

    PLAYING A CAMPAIGN GAME . . . . . . . . . . . . . . 109

    SCENARIO . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109

    SCENARIO 1: GANG FIGHT . . . . . . . . . . . . . . . 110SCENARIO 2: SCAVENGERS . . . . . . . . . . . . . . . 111

    SCENARIO 3: HIT & RUN . . . . . . . . . . . . . . . . . 113

    SCENARIO 4: AMBUSH . . . . . . . . . . . . . . . . . . . 115

    SCENARIO 5: THE RAID . . . . . . . . . . . . . . . . . . 116

    SCENARIO 6: RESCUE MISSION . . . . . . . . . . . . 118

    SCENARIO 7: SHOOT OUT . . . . . . . . . . . . . . . . 119

    CONTENTS

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    NECROMUNDA

    Necromunda is a game of fierce combat between rivalgang fighters in the dangerous underworld of theNecromundan hives.

    A hive is an ancient and incomprehensibly vast city, builtup layer upon layer, stretching ten miles into theplanets atmosphere. To those who live in the depthsthe dark and ruinous Underhive offers everyopportunity for wealth and power. Its collapsed cavernsconceal the riches of the distant past: rare and precious

    metals, unfathomable archeotech devices, wondrousmutated fungi and much more. It is also a place ofdanger, where mutant creatures, renegades and killershide from the laws of House and Hive. And, of course,there are others who want the riches of the Underhivefor themselves.

    Outside the hives the planets surface is covered byendless miles of toxic ash wastes and the atmosphere isso polluted that it corrodes the hives armoured walls.Above is a harsh sky and the suns deadly light. Beyond

    the planet itself is the wider galaxy and the great realmof the Imperium of Man, an empire of a million worldsheld in thrall by the Adeptus of Earth. But such thingsare nothing but legends in the Underhive where sky andspace, planets and even the ground itself are conceptsso wild and abstract that many refuse to believe theyexist.

    TABLETOP CONFLICTThe Necromunda game allows you to fight conflictsbetween rival Underhive gangs on the tabletop. The

    opposing gangs are represented by models, assembledand painted by yourself, each representing an individualgang fighter. Youll find more information about thedifferent cultures and peoples of Necromunda in thelater sections of this book. Your tabletop becomes a partof the Underhive, the scene of the action, with ruinedbuildings, gantries and multi-level walkways.

    The aim of the game is to outfight your opponent,which requires a mixture of skill and luck. Youll soonlearn how to arm and equip your gang efficiently, andhow to exploit the ruins and other terrain to your bestadvantage. Youll also want to expand your gangsbeyond the models provided in the game. Many modelsare available for the different gangs and new models arecoming out all the time. With these you can expand yourcollection, equip fighters with different weapons, andadd more powerful characters.

    Your gang will also improve gang fights, its members gain Young juves quickly progresfighters, and fighters learn nethem superior combatants.

    As the gangs leader becomesever more deadly, his fame the Underhive. Famous grenegades will come and see

    join him, maybe to collect thepiles upon his head!

    By recording the details of yoit grow from a bunch of younfighters feared and respeUnderhive.

    THE RULEBOOKThis book, the Necromunda rules of the game. You don

    rules to play, but we suggesrulebook before attemptingmost important rules are sumplaysheets, and youll quicklyneed in most situations. For mto resolve more complex siturefer to the rulebook itself.

    NEW PLAYERSIf youre new to Games Workbe reassured to know that fin

    normally a problem youll there are! There may be a Gnearby, where you can obtagame supplements. Games Wjust shops, they are hobby cenhappily help you learn the rpaint, and suggest ways to collection. Games Workshopwho collect and paint theirbattles themselves.

    Introduction

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    MODELSGames of Necromunda are fought out using

    model fighters, each approximately 28mm tall.Before playing you need enough models toassemble a complete gang as detailed later inthe rules. A large variety of different models areavailable from Games Workshop, illustrations of

    which can be found throughout this book, andparticular in the colour section at its centre.

    TEMPLATESSpecial templates are used to determine the effects ofmany weapons. For example, grenade and shell

    bursts, and the gout of burning fire projected by aflamer. You can find these near the back of the book,on page 142. You can photocopy this page and cutout the templates for use in your games, oralternatively purchase more sturdy plastic versionsavailable from Games Workshop.

    DICEA variety of different dice are used in theNecromunda game, as follows.

    Ordinary dice (known as D6s) are marked 1 to 6in the usual way. These dice are used a lot during playand to save space on charts they are always referredto as D6 (where D stands for dice). So, when therules call upon you to roll a D6 we are simply askingyou to roll a dice. D6+1 means roll a dice and add 1to the score. 2D6 means roll two dice and add thescores together to obtain a score of 2-12.

    The Scatter dice is marked with four arrows andtwo HIT symbols. This dice is used to determinewhere grenades and shells land if they miss theirtarget, hence scatter. The dice can be used toestablish any random direction from a point. Notethat the HIT symbol also has a small arrow on it tofacilitate this.

    The Artillery dice is marked 2, 4, 6, 8, 10 andMISFIRE. This dice is used in conjunction with theScatter dice to determine how far shells land fromtheir mark. A MISFIRE result can result in a shellproving dud or even exploding in the breach

    WHAT YOU WILL NEED

    WHAT ELSE YOU WILL NIn addition to the game c

    above you will need two or mlevel tabletop or area of floorfine. Some gamers make thfrom a sheet of chipboard or a table can be slightly larger tthat support it, and can be dipieces for ease of storage. Mheavy blanket draped over a tfloor makes a fine surface on

    You will need at least one re

    marked in feet and inchNecromunda are given in Im

    Pens and pencils, and plentrequired. When you play a keep track of wounds sufferweapons they are carrying, amost easily done using a rostwhich is included in this booyou copy or photocopy addiuse them to record details explain more about roster sthem later in this book.

    From left to right: Two D6s, a scatter dice, and anartillery dice

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    Brutus Baxx opened his eyes and looked around him. Nothing had changed. It wnightmare situation he had awoken to after those slime-sucking snakes the Delaqhim over to the Guilders. His head ached as if someone had rammed an electrode iindeed they had. Several electrodes, in fact.

    "Stop squirming," the techno grumbled. "If you want me to get this saw uncloggeagain before the next round, youd better sit still!"

    Baxx looked up into the mans eyes, or rather eye, singular. The other had beeglowing red bionic implant. Baxx scowled. The techno was bald and wiry and remtraitorous, mirror-eyed Delaques.

    Baxxs shoulder and back ached from where the monstrous buzz-saw had been gstump of his left arm, and bolted to his spinal column. The flesh around his nownership studs was pink and raw too.

    "Are you done there yet, Lazlo?" asked one of the other pit slaves waiting inside thebunker. He had a grease-black topknot of hair, a Guild skull tattoo on his left shouhydraulic claw in place of his right arm.

    "I will be if this muscle-head stops twitching worse than a Ratskin high on Spocomplained.

    "Dont talk about our potential associate like that, Lazlo," the claw-armed pit slavegrin splitting his face.

    "By the black Abyss, what are you talking about?" Baxx growled, speaking for the fihad come round. "Were slated to fight in the next round!"

    "Were breaking out of here," the pit slave said. "Let me introduce myself. The nameI and my friends here," he took in the other cyborgs in the sweaty gloom of the bunkof his claw, "have had enough of living life at stinking Phelonius Carbonynes pleasthird round"

    *****

    The roar of the crowd was deafening. Underhivers packed the stands, all eager to smessily slaughter one another in new and interesting ways. Scuzman Veck and hisup on the other side of the rust-stained ash floor of the fighting pit. Baxx and the dru

    brute they were calling the Beast of Broken Spar faced them.Through narrowed eyes, Baxx could see the obese warty bulk of Phelonius Carboown private box, squatting like a fat, albino toad on his servitor-carried palanquiroared and oily black smoke belched into the air as the pit slaves fired up their tocrowd roared even louder, in expectation of the bloodshed to come. If the plan whad to make this look convincing

    Brutus powered forwards, rushing straight towards Veck with all the ferocity the cexpected. Veck side-stepped, forcing Brutus to rush straight past him, clearly maneof them closer to the edge of the arena and their intended escape route. Now Veck mrushing at Brutus with his arms raised, ready to bring his weapon crashing down, slowly enough for Baxx to duck. The momentum of the swing carried Veck right uthe arena, right where he intended to be. Brutus was behind him, and as he saw Veckot the gate he knew the getaway had begun. The show-fight had brought both of thof freedom, that was if Baxx hadnt reached out and cut Vecks legs out from undeIf the plan was to work, it had to be convincing, after all.

    *****

    Underhivers scattered before him as he powered towards them, sweeping the whibuzz saw before him. Adrenalin flooding his nervous system, Brutus Baxx came to

    NECROMUNDA

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    NECROMUNDA

    the rulesCHARACTERISTICSThe Underhive fighters of Necromunda have wildlyvaried martial skills and physical abilities. Some arefaster than others, some are stronger, some moredetermined, some are better shots, and so forth. Thistremendous variety is fully represented in theNecromunda game in the form of characteristics andspecial skills. Right now we wont worry about thespecial skills these come later with practice and

    battle experience. For the moment well just considera fighters characteristics.

    Each model fighter is defined by a set ofcharacteristics namely: Move, Weapon Skill, BallisticSkill, Strength, Toughness, Wounds, Initiative, Attacksand Leadership. Each characteristic is assigned avalue of (usually) between 1 and 10. The higher valueyour model has for any characteristic the better forexample, a model with a Strength of 6 is strongerthan a model with a Strength of 2. Descriptions of the

    different characteristics are given below.

    Move (M). A models move shows the number ofinches it can move in a turn under normalcircumstances. The usual number is 4 as almost allfighters move 4" per turn, although they can movefaster when they are running or charging, as youllsee later.

    Weapon Skill (WS). Weapon Skill is a measure ofclose combat ability how good the person is at

    hand-to-hand fighting. A good swordsman or a skilledknife fighter would have a high value compared to agreen juve, for example. An average value is 3.

    Ballistic Skill (BS). Ballistic Skill shows how good ashot the individual is. When you shoot a gun thechance of hitting a target depends upon your BallisticSkill. An average score is 3 and a dead-eye shot mighthave a Ballistic Skill of 4, 5 or even higher.

    Strength (S). Strength simply shows how strong aperson is! Strength is especially important when you

    fight hand-to-hand combat because the stronger youare the harder you can hit or thrust. A Strength valueof 3 is about average.

    Toughness (T). Toughness is a measure of how easilyan individual can withstand a hit from a weapon or ablow from a club, hand weapon or fist. The tougheryou are the harder you are to wound or kill. An

    Initiative (I). The Initiatalertness and reaction speed. chance of dodging a suddenwits while shells and bombs eaverage Initiative value is 3.

    Attacks (A). The Attacks valuof Attack dice rolled when thto-hand combat. Most individand so have an Attacks value

    fighters might have a hicorrespondingly more dice. Tthe more chance you have of

    Leadership (Ld). Leadershipand self-control. The higherthe more likely he is to remwhile others run off or areaverage Leadership value is 7

    CHARACTERISTI

    A models characteristic valueof a convenient chart which wprofile or just profile.

    Ganger M WS BS

    Mak McMadd 4 3 3

    This is the average profile ganger, as they are called. Wgang it will include gangers wAs you fight games against oth

    will get better and their chathese details are recorded sheets provided. This is explaFor now its enough to know are and how the values vary.

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    THE TURNDuring the game you take command of a gang ofNecromundan Underhive fighters. Youropponent commands a rival gang, your deadly

    opponents in the forthcoming conflict.

    The model fighters and scenery are set up on thetabletop as appropriate for the encounter youare fighting (see the Scenarios section in theSourcebook). There are many different types ofencounter, varying from the straightforwardshoot-out to rescue missions, ambushes anddaring raids. Depending on the encounterplayed, you can set the gang fighters up indifferent ways, but all the games are basically

    played in the same fashion.

    To begin with one side takes a turn, then theother side, then the original side and so on,much like a game of draughts or chess. When itis your turn you can move all your models, shoot

    with any fighters that are able to do so, and fighthand-to-hand combats. Once your turn iscomplete it is your opponents turn to move,shoot and fight with his gang.

    PHASESTo keep track of whos do

    your turn is divided into fofollows. Each phase isbeginning the next. So, begmodels, then shoot with aso, then fight hand-to-hanany models that have run f

    Once your turn is completeturn. Your opponent workmoving, shooting, fightinrecovery, after which his tu

    Games last until one sideforced into defeat as descalso be obliged to withdr

    id t k t

    1 MOVEMENTDuring the movement p

    your gang fighters accogiven later for movement

    2 SHOOTINGIn the shooting phase youappropriate weapons as dfor shooting.

    3 HAND-TO-HANDDuring the hand-to-hand

    hand-to-hand combat mboth sides fight in haregardless of whose turn

    4 RECOVERYDuring the recovery phasrecover individuals whosThe rules for keeping yaway and recovery are de

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    NECROMUNDA

    During the movement phase you can move yourmodels as you wish in accordance with the rules

    given below. Move your model fighters one at atime and finish moving each before moving thenext one. You can move your fighters in anyorder except where noted below.

    MOVEMENT

    MOVINGDuring their movement phup to their move rate in inMost fighters have a move and so can move 4" in any dor down ladders.

    In normal circumstances move the full permitted di

    do not wish. Any exceptionand invariably involve compulsory moves.

    RUNNINGThe normal 4" move represat a fairly rapid rate but alloshoot a weapon and genegoing on around him. If ymove much quicker than

    running fighter can moverather than 4", for example

    A running model loses his turn. He is concentrating oprepared to fight, havi

    weapons or replaced theshould declare that model

    thi ill h l t

    1 CHARGERSIf you want a model to charge at an enemyand attack him hand-to-hand then you mustdo this before moving any other models.

    When you charge you must declare to your

    opponent that you are charging and indicatewhich enemy model you are attacking.

    2 COMPULSORY MOVESSometimes a model is obliged to move in acertain way and this is called a compulsorymove. For example, a fighter whose nervebreaks must run away from his enemies andtake cover. Make all your compulsory movesbefore finishing any remaining movement.

    3 THE REST

    Once you have moved chargers andcompulsory movers you can move the rest of

    your models as you wish.

    Justice in the Underhive isaffair, administered chieflyCourts under the supervisionmost powerful Guildersinfluential individuals keeptowns and oversee any trthere.

    The Guilders hire local fighto man the gates and walights out. If bigger proboutlaw gangs raiding the su

    Guilders pay local gang lthem. This provides a lucrmost successful gangs. Stran

    and quarrelsome citizens diligent Watchmen and deaswift crack on the head oBelligerent or persistent tybefore the next Guilder C

    sentence.

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    CHARGE!If you wish a model to engage an enemy in hand-to-hand combat then you must declare andmake a special move called a charge. The reason

    we do this is that the enemy may get a chance toshoot as you leap towards him waving your

    weapons and yelling a bloodcurdling cry.Without measuring the distance, declare thatyou are charging and indicate which enemymodel you wish to attack.

    A charge is like a run, at double move rate, butends with the attacker touching his enemy base-to-base. Once opposing models are touchingbases in this way they are engaged in hand-to-

    hand combat. Models are also engaged in hand-to-hand combat if separated by a low wall orobstacle, where it is literally impossible for thebases to touch because the wall is in the way.

    It can happen that you charge towards an enemybut fail to reach him because you havemiscalculated the distance. If this happens themodel is moved as far as possible towards hisenemy and can do nothing for the rest of theturn.

    Note that you cannot move models into hand-to-hand combat except by charging any moveintended to bring a fighter into hand-to-handcombat is a charge by definition.

    HIDINGThe Hiding rule allows us

    that real people can ducthemselves in a way dramatically posed modefighter keeps as still as posover his cover or aroundsometimes useful if you wfight until the enemy gets if you want a breather to

    your forces.

    A model can hide if it ends

    a low wall or column, at thor in a similar position wreasonably conceal himselthat his fighter is hiding anplacing a Hidden counter

    While hidden a fighter caneven if a portion of the moup or out from its cover.

    While hidden a model cgiving away its position or

    If a hiding model shoots obe seen then it is no longshot at as normal.

    A model that runs or chargthat turn. His sudden burgive him time to conceal h

    A model may stay hiddenlong as it remains behindsimilar feature. It may even

    cover so long as it remaidoes so. If an enemy m

    where he would clearly hidden fighter, then the mbe hidden any longer removed.

    A model may not hide ifh ll b

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    NECROMUNDA

    TERRAINBattles mostly take part in open areas wheremovement is easiest. Obviously high walls andother constructions will block your progress,

    but the ground level and raised surfaces arereasonably solid. However, should you find

    yourself struggling over shifting ash wastes or upto your elbows in marshes of bubbling pollutant,

    your progress will be impeded as indicatedbelow.

    OPEN GROUNDThe tabletop surface, building floors, connecting

    walkways and ladders are all considered to beopen ground which does not affect yourmovement. You can also move through doors orhatches without slowing your speed.

    DIFFICULT GROUNDDifficult ground includes steep or treacherousslopes, dense stands of hive foliage such as giantfungi, pools of pollutant liquid or effluvia, andthick or sodden hive dust. Models move overdifficult ground at half speed or half rate, so 1"

    of movement counts as 2". For example, to crossa 1 1/2" wide pool of bubbling algal slime youmust expend 3" of your move. Similarly, ifmoving over a steep mound of ash waste youllmove at 2" per turn rather than 4".

    A fighter who is running is slowed down bydifficult ground. He will run at 4" rather than 8"over steep slopes for example, because allmodels move at half speed over difficult terrain.

    VERY DIFFICULT GROUNThis is the really nasty stuff go near. It includes tar ppools of liquid wastes, anthrough the rubble. Moddifficult ground at a quartmovement counts as 4".

    IMPASSABLE GROUNDMuch of the Underhive is move over or through, suchpools, enveloping layers oof course, solid walls, collalike.

    WALLS AND BARRIERSWalls, pipelines, small heaplow obstacles form barriergo around or leap over. A mbarrier less than 1" high a

    wide without impeding itsbarrier between 1" and 2"than 1" wide, can still be

    over but you must give umove that turn to do so.

    would otherwise move 4" t2". A barrier higher than 2over and is effectively impa

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    Necromundan Underhive fighters carry a varietyof weaponry. Individual fighters often have

    several different weapons such as grenades,pistols, knives and guns.

    During the shooting phase of your turn each ofyour fighters may shoot once with one of hisweapons. So you can either shoot a laspistol, firea boltgun, or throw a grenade, for example.

    Work through your models one at a time. Pickwhich fighter is going to shoot, nominate histarget, work out if he hits his enemy and, if he

    does so, any wounds or injuries caused, andthen continue to the next shooter. You can takeshots in any order you wish.

    WHO CAN SHOOTEach model can shoot once in the shootingphase so long as he can see a target andassuming he has a suitable weapon and isntfighting in hand-to-hand combat (as describedlater). The fighter is always assumed to face inthe direction faced by the model itself, and is

    able to see within a 90 degree arc to his front.You can only shoot at a target within this arc asshown on the diagram below.

    an arm or leg. If he can seof a gun or the end of a s

    shoot as he is unable to sein doubt, and if youve chboth the firers and the tcant decide, then roll a diccant see and on a 4, 5 or 6

    CLOSEST TARYou must shoot at the represents the most imtherefore the most obviouscan fire at a more distant hit. For example, a closer hit because it is partly obsa more distant target mightherefore an easier shot.

    90

    A

    B

    In the diagram target A is within the 90 arc of sight and

    so can be shot at. Target B cannot be shot at becasue he

    is outside the 90 arc of sight.

    In this diagram the closet trag

    by cover and so is more diffic

    distant targets B, C and D. In th

    shoot at Target B since he is the

    tagerts even though he is furthe

    SHOOTING

    B

    CD

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    NECROMUNDA

    RANGEOnce you have decided to shoot and have chosen

    your target you must measure to see whether theshot is within range. Each type of weapon has a

    maximum range as indicated later in the Armourysection of the book. The following examples showthe short, long and maximum ranges of a selectionof typical weapons.

    Short Long Max Weapon Range Range Range

    Laspistol 0-8" 8-16" 16"

    Bolt Pistol 0-8" 8-16" 16"

    Autogun 0-12" 12-24" 24"

    Lasgun 0-12" 12-24" 24"

    Boltgun 0-12" 12-24" 24"

    Melta Gun 0-6" 6-12" 12"

    Shotgun 0-4" 4-18" 18"

    Missile Launcher 0-20" 20-72" 72"

    Heavy Stub Gun 0-20" 20-40" 40"

    Assuming your target is within range you canproceed with the shot. If the target is out of range

    then you have automatically missed, but you stillhave to test to see whether your weapon developsa fault (see Ammo Rolls, later in this section).

    HITTING THE TARGETTo determine whether a shot hits its target roll a D6.The dice score needed will depend upon how gooda shot the firer is (as indicated by his Ballistic Skillor BS). The chart below shows the minimum D6roll needed to score a hit.

    BS ofshooter 1 2 3 4 5 6 7 8 9 10

    D6 score 6 5 4 3 2 1 0 -1 -2 -3

    For example: If the shooter is a ganger with a BS of3, a dice roll of a 4 or more is required to hit thetarget. An easy way to remember this is simply tosubtract the firers BS from 7 to find the numberneeded to hit.

    You will notice that the chart covers scores of 1 and

    even less. However, a dice roll of a 1 is always a missregardless of circumstances. There is no such thingas a certain hit if the dice turns up a 1 you havemissed!

    HIT MODIFIERSSome shots are easier than oa target that is in the openbehind cover. Usually it is ea

    close compared to one situations are representemodifiers.

    Modifiers for range depend u

    All weapons have their odifferent modifiers at shoindicated in the Armoury sefollowing examples show ho

    ShoWeapon Ran

    Laspistol +2Bolt Pistol +2Plasma Pistol +2

    Autogun +Boltgun +Heavy Bolter Shotgun (Solid slug)

    As you can see, pistol weaporange: they are likely to hit atinaccurate at long range. R

    -1 IN PARTIAL COVERUp to half the target is obscsection on cover.

    -2 IN COVERMore than half the target isin the section on cover.

    -1 APPEARING/DISAPPEAThe shooter is firingappearing/disappearing or on overwatch. See the Ovethis section.-1 RAPID MOVING TARGThe target moved 10" or move phase.

    -1 SMALL TARGETThe whole target is less th

    Such targets might includemechanical devices, or a sground or wall. Enemy fighthan this!

    +1 LARGE TARGETThe whole target is 2" tall include large processor taand other sizeable bits of in

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    SMALL & LARGE TARGETSThese modifiers are not normally used unless the

    encounter involves a specific target which is

    especially large or small. For example, perhaps you

    must destroy a water still collecting vane or achemical storage tank to achieve your objective.

    Enemy fighters are never small or large targets and

    you cannot specifically aim at items they are carrying.

    7+ HITBecause of the modifiers it is quite possible that you

    will end up needing a score of 7 or more to hit thetarget. It is obviously impossible to roll a 7 on a D6,

    but you can still hit if you are lucky. Roll a D6 as

    before. If you roll a 6 then you might have hit. Roll afurther D6 the additional score required is shown

    on the chart below.

    Score Required to Hit 7 8 9 10

    Additional D6 Score 4+ 5+ 6+ Miss

    E l A j i h ti l i t l t t t 12"

    CoverThe many walls, girders, buttresses and ruined buildings in the Underhive provide ple

    is partly obscured by intervening cover then it will be harder to hit. How much hard

    much of the target is obscured by the cover.

    If the shooter can see at least half of the targets body but not the entire body, then the

    partial cover. The shooter suffers a -1 to hit penalty.

    If the shooter can see some of the targets body but less than half of it, then the target

    The shooter suffers a -2 to hit penalty.

    If a target model is in cover or partially in cover and hiding, then it cannot be seen shooter can see a portion of the models body. The fighter is assumed to be keeping s

    in the shadows and hugging his cover as closely as he can (see Hiding in the Movemen

    A certain amount of judgement is called for by the players when deciding whether a m

    is in cover, or whether it can reasonably continue to hide behind cover. In practice, p

    agreeable method of determining this for themselves, but if you really cannot decide in

    each player rolls a dice to settle the matter, the highest scorer deciding in that instance

    In Cover: less that half of the fightersbody is in view.

    In Partial Cover: more than half ofthe fighters body is in view.

    In The Open:no penalties to

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    NECROMUNDA

    PINNEDAs soon as a fighter is hit the model is knockedover and placed face up. We say the model hasbeen pinned by enemy fire.

    The force of the shot has knocked the fighter offhis feet. The shot may have hurt or even killedhim, or he may be lucky and escape withoutsignificant harm. Even if he survives he ismomentarily confused, or, at best, his instinctsforce him to hit the dirt and keep his headdown.

    Later well deal with what happens to thepinned fighter if he survives unharmed. First,

    well find out whether the shot has woundedhim.

    WOUNDOnce you have hit a target

    whether a wound is inflictcause a wound because it h

    equipment or weaponry,scratches the skin or causinjury which the fighter bfail to cause a wound unharmed but is still pinndescribed later.

    To determine whether yowound you must comparethe weapon with thcharacteristic of the targ

    complete description of ttogether with their Strengrules in the Armoury sectioare given here.

    WEAPON

    Laspistol

    Bolt Pistol

    Stub Gun

    Autogun

    Lasgun

    Boltgun

    Melta Gun

    Lascannon

    Auto-cannon

    Heavy Stub Gun

    The chart below shows theturn a hit into a wound. R

    Toughness characteristic vand other humans. Howcontains many foul othtoughness can range unbelievable high proporti

    TARGETS TOUGHNESS

    1 2 3 4 5 6 7 8 91 4 5 6 6 N2 3 4 5 6 6 N3 2 3 4 5 6 6 N4 2 2 3 4 5 6 6 N5 2 2 2 3 4 5 6 6 N6 2 2 2 2 3 4 5 6 6

    S

    T

    R

    E

    N

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    INJURIESMost fighters have a Wound characteristic of 1but some have a value of 2 or more. If the targethas more than 1 wound then deduct 1 wound

    from his total for each wound he suffers. Make anote on the roster sheet. So long as the modelhas a least 1 wound left he can continue to fight.

    As soon as a fighter suffers his last remainingwound roll to determine the extent of hisinjuries. The player who inflicted the woundrolls a D6.

    HIGH IMPACTSome weapons inflict hits with such devastatingforce that if hit, a fighter is likely to be severelyinjured. Weapons with a strength of 7 or moreare known as high impact weapons, and when a

    fighter is hit by a high impact weapon they willgo out of action on a roll of a 5 or 6 on the injurychart (above) rather than the normal 6. Othereffects of injury from high impact weapons arethe same as those described above.

    Flesh WoundA model with a flesh wound can continue tofight even though it has zero wounds left. If themodel takes further wounds then roll for injuryonce more, just as if it had lost its final wound.

    A fighter can sustain several flesh wounds andstill continue to fight, albeit at reducedeffectiveness. Make a note on your roster sheetand apply the penalties indicated for the rest ofthe game. Leave the model lying face uppermostto show it is still pinned (see later).

    E h ti d l ff fl h d it l

    DownWhen a fighter goes dowinjured or temporarily knmight recover or he unconsciousness and evenface down to show the figh

    A model which goes doexcept crawl as noted belo

    A player must roll to see whis fighters who are dowrecovery phase. Fighters mor go out of action. Roll aInjury chart again (1 = down and 6 = out of acrecover to flesh wounded but suffer the -1 WS/BS penfor one turn (see Pinned).up to show this. Models whface down and unchangedof action are removed.

    During his movement phascan crawl or stagger 2"characteristic of 2. He mayhe may not run or charge

    wounded character to gescape from his enemies (

    Out of ActionOut of action indicates a and also out of the gamefrom the tabletop. It is

    whether the fighter is alivepurposes it makes no dif

    After the fight is over you che survives and if he sustai

    injuries as a result of his wCampaign sections for det

    MULTIPLE WOUSome weapons inflict morethey hit. A model cannot than zero wounds, butinflicted means you roll anif a fighter has 1 wound re

    wounds he rolls four Injur

    l l d l

    1 FLESH WOUNDThe target has sustained a minor wound.Deduct -1 from both his Weapon Skill andBallistic Skill for the rest of the game.

    2-5 DOWNThe target falls down to the ground where helies wounded and barely conscious. Turn themodel over or face down, to show that thefighter has gone down.

    6 OUT OF ACTIONThe target has been badly wounded and falls

    to the ground unconscious. He takes nofurther part in the game and the model isimmediately removed from play.

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    NECROMUNDA

    ARMOURArmour is less important and less readily available in

    the confines of the Necromundan Underhive than on

    a conventional battlefield. Gangers rely more upon

    the natural cover of the hive and their own wits toavoid injury. However, some fighters wear protective

    clothing or armour which may save them from a

    wound if they are lucky. To represent this there is a

    special test called a saving throw.

    If a fighter is wearing armour and suffers a wound

    then roll a D6. If the dice roll is sufficiently high then

    the wounding shot has struck the armour and not

    hurt the wearer at all. The dice score required varies

    according to the type of armour. The most common

    armour types and the D6 roll required to effect a save

    are given below.

    Minimum D6 scoreArmour required to save

    Flak 6

    Mesh 5

    Carapace 4

    For example: A fighter is hit by a shot from a

    laspistol and suffers a wound. Fortunately, he iswearing carapace armour, a hardened plasteel

    jacket or plate which covers his upper body. He rolls

    a D6 and scores 5 easily enough to deflect the shot

    and save him.

    Some weapons are better at penetrating armour than

    others. A shot from a laspistol might be deflected

    relatively easily, but a shot from a huge lascannon is a

    different matter! To represent this, each weapon has

    an armour save modifier as indicated in its

    description in the Armoury section. For example, a

    boltgun has a -1 save modifier so all armour saves

    must deduct 1 from the dice roll. It is not possible to

    effect a save if the score required is more than 6.

    PINNED FIGHTERSOften a fighter is hit and pinned by enemy fire but

    doesnt go down or out of action. He might be hit

    and not wounded, or he might suffer a flesh wound,

    and so on.

    A model that is pinned remains knocked over lying

    face up. Whilst pinned, the fighter can do nothing.

    He cannot move, shoot, or so on.

    A model which is pinned at the start of his turn will

    automatically recover from pinning at the end of that

    turn In effect the model misses his turn and is then

    If a model has at least one oth

    within 2" then he can try to

    start of his turn. If successful

    to miss his turn at all. Roll a D

    to or less than his Initiative va

    wits immediately. Stand the

    can move and fight normally

    Note that when testing to esc

    of the turn juves, fighters who

    whose nerve is broken do n

    reassuring the fighter and off

    proximity of these unreliab

    encourage him to keep his he

    SHOOTING INTOHAND-TO-HANDNormally it would be conside

    shoot at fighters who are grap

    close quarters it would be ve

    man! Although the models th

    the fighters are actually duck

    about in a whirlwind of action

    Should you wish to shoot a

    hand-to-hand combat roll to then you must decide whe

    intended model or a model fi

    is as much chance of hitting

    hitting each model he is fight

    models fighting a D6 roll of 1

    a 4-6 indicates the other. If th

    opponents then youll need

    man, and so on.

    MOVING AND SHIn most cases a model ma

    movement rate and shoot in

    no penalty for this, as the nor

    a certain amount of time spe

    so.

    Some heavy weapons are so

    impossible to move and shoo

    turn. These weapons are ind

    section.

    Models which run or charge m

    Models which have gone d

    injury, or which are pinned as

    shoot.

    Models fighting hand-to-hand

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    If the Artillery dice shows a

    how far you have missed the

    or 10". The direction in w

    indicated by the scatter dice a

    symbol also has an arrow ma

    used to indicate direction. P

    position indicated by the two

    If the Artillery dice shows a

    dissipates in the air or is a du

    If the dice show a Hit and Mi

    have exploded in the breach a

    for Exploding Weapons (see

    the Advanced Game Rules se

    Once the marker is positionwholly under the blast mark

    which lie partially under the

    the further D6 roll of a 4, 5 o

    of hits normally.

    SHOOTING AT A

    FIGHTER WHO IS DOWNYou do not have to shoot at a target who is down

    even if it is the closest target. However, you can shoot

    at a fighter who is down if you want to and he is the

    closest or easiest shot. You can... If youre really that

    mean. You are... Read on!

    If a fighter who is already down takes a further

    wound or wounds, roll again on the Injury table and

    apply the result. A flesh wound will inflict further

    WS/BS penalties. If the fighter goes down again then

    ignore the result. If he goes out of action remove the

    model from combat.

    Generally speaking, it is rare for players to shoot at

    enemy fighters who are down unless they are

    stranded in the open and there are no other targets

    available. However, it sometimes happens that blast

    weapons scatter from their point of aim and

    accidentally hit men who are already down.

    BLAST WEAPONSSome weapons fire an exploding shell or energy blast

    which inflicts damage over a large area. The spread of

    a shot or blast is represented by a circular blast

    template.

    When you shoot a weapon that uses a blast marker

    nominate your target and roll to hit exactly as you

    would with any other weapon. If the target lies

    beyond the weapons range then the shot dissipates

    harmlessly causing no damage. Otherwise take the

    blast marker and proceed as follows.

    If you hit the target place the blast marker with its

    centre directly over the target model. The target ishit, and any other model that lies wholly inside the

    blast marker is hit too. If a model lies partially within

    the blast marker then it is hit on a further D6 roll of

    a 4, 5 or 6. Roll for wounds and injuries on each

    model that is hit.

    If you miss the original target then your shot has

    flown wild but may still land close enough to cause

    damage. To determine where the shot has landed you

    must make a Scatter roll. To do this you will requirethe two special dice, the Scatter dice (marked witharrows and a hit symbol) and the Artillery dice(marked with numbers and a ! symbol). Take both

    these dice and roll them so that they land as close to

    the target as possible.

    The Artillery dice rolls

    4 and the Scatter dic

    rolls an arrow symbol

    The Orlock fires his gun at an

    Goliath 8 away. He misses a

    must therefore roll the scatte

    and artillery dice to determiwhere the shot lands. He roll

    on the artillery dice, indicati

    that the blast marker is move

    in the direction of the arrow

    the scatter dice.

    The new target is

    partially within the

    blast marker and is

    therefore hit on a D6

    roll of a 4, 5 or 6.

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    NECROMUNDA

    GRENADESThere are many different sorts of grenades available

    to Underhive fighters. The most common are

    explosive fragmentation or frag grenades and

    implosive energy grenades called krak. If a modelcarries grenades then it is assumed that he has

    enough to last the entire battle, regardless of how

    many he might actually throw. See Grenades in the

    Armoury section for a description of the different

    types of grenades.

    A model may throw a grenade rather than shoot a

    weapon. A grenade throw is treated exactly like any

    other shot, so roll to hit using the throwers Ballistic

    Skill (BS) characteristic.

    Frag grenades and most of the special grenades types

    use a blast marker. All grenades scatter if they miss

    just like other weapons with blast markers. Work out

    scatter as described already, except that the number

    on the Artillery dice is always halved because

    grenades are thrown at very short ranges. On the

    other hand, the maximum scatter limit does not

    apply to grenades, which can bounce around all over

    the place before going off! A grenade thrown at a

    target 2" away may therefore scatter up to 5" in anydirection.

    The maximum range of a thrown grenade depends

    upon the Strength characteristic of the fighter as

    shown on the chart below.

    Throwers Strength Range of Throw

    1 4"

    2 6"

    3 8"4 10"

    5 or more 12"

    Some special grenades are designed to produce

    clouds of smoke or gas which can be used to provide

    cover. When you throw a smoke grenade, for

    example, you dont want to actually throw it at an

    enemy fighter but at a specific point on the ground.

    You can do this by simply nominating the point you

    wish to aim the grenade at. The point counts as asmall target, and therefore suffers the -1 to hit penalty

    for shooting at small targets.

    FLAMER TEMPLATESFlamers utilise a special teardrop-shaped template

    which represents a jet of flame. Smaller flamers,

    k h d fl th t l t b t

    are hit automatically and

    covered are hit on a further D

    Any hits are resolved as norm

    then determine injuries for

    Note that the hit modifiers folike do not apply to flamers

    good at winkling enemy fight

    See the Armoury section for f

    SUSTAINED SHOSome especially large and d

    fire a sustained burst of shell

    targets at a time. This is calle

    sustained fire. Weapons which

    sustained shots are indicated Basically, these are machine

    as the heavy stubber and auto

    targets with a hail of shells.

    When you shoot with a weap

    whether you are firing a no

    sustained shot. A single shot i

    A sustained shot is worked ou

    First roll to determine how m

    weapon makes by rolling a nthe weapons sustained fire va

    as a separate shot which can

    target, or another model wi

    target. At least one of the sho

    the original target. Other tha

    the shots in any manner you

    h b ll t d k

    A Delaque armed with a flamer

    Two Goliaths are completely

    and are therefore hit automatic

    partially covered by the templa

    D6 roll of 4 or more.

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    AMMO ROLLSAmmo rolls represent faults in the internal

    mechanisms of weapons or ammunition as well as

    the possibility of simply running out of ammo. Power

    packs can fade or suddenly release a burst of energywhich burns out circuits, shells jam in the loading

    mechanism, explode or simply prove dud. No

    weapon is absolutely reliable or has an infinite ammo

    supply. Some weapons are notoriously fickle.

    When you roll to hit a target a dice score of a 6

    indicates that your weapon may have malfunctioned

    after firing and a D6 Ammo roll is required. Note that

    you still hit your target with the roll of a 6 and the

    successful shot is worked out as normal. If you are

    firing with a sustained fire weapon, ANY to hit dice

    which scores a 6 will cause an ammo roll.

    Some weapons are more reliable than others. This is

    reflected by the weapons Ammo roll rating as shown

    in the Armoury section. Roll a D6. If you roll less than

    the number indicated the weapon has malfunctioned

    and is useless for the rest of the game. Make a note

    on your roster sheet. If you roll the score indicated or

    more, then the weapon is alright and you can

    continue to use it normally. The examples below givethe Ammo rolls for some common weapons.

    Weapon Ammo Roll

    Laspistol 2+

    Autopistol 4+

    Bolt Pistol 6+

    Lasgun 2+

    Autogun 4+

    Boltgun 6+Flamer 4+

    Heavy Stubber 4+

    As you can see, laspistols and lasguns are very reliable

    weapons, which is why they are favoured by gang

    fighters. Bolt pistols and boltguns are more potent

    weapons but their complex ammunition means thatthey are far more likely to go wrong.

    FLAMERS

    Some weapons, notably flamers, use a highly volatilefuel or energy charge and these must make an Ammo

    roll every time after they are fired. See the Armoury

    section.

    GRENADESGrenades will automatically fail any Ammo test they

    OVERWATCHThe Overwatch rule allows a

    the enemy players turn. Th

    taking up position to shoo

    appears in view. The reasoninrule will become apparent o

    few games, so if you are read

    we recommend you skip this

    Any model may go onto over

    turn. A fighter who is down

    nerve is broken cannot go o

    find it convenient to place a s

    a coin or stone, by the mod

    overwatch.

    A model must give up its

    overwatch. The model cann

    shoot. The model cannot

    hidden if it started the tu

    enemys turn the model may

    presents itself at any time. F

    could shoot before the targ

    completed its move, or actu

    moving. Overwatch is obv

    shooting at enemy models as cover or as they peek out of

    Once a model has fired, it cea

    The model is no longer on o

    move and shoot normally in

    onto overwatch again if you p

    If a model on overwatch d

    enemys turn then it reverts t

    it has shot, and the model m

    normal. If you wish you may give up a further turn as befo

    If a model is hit whilst on

    overwatch status immediately

    model is forced to move for a

    if a fighters nerve breaks he

    and will therefore lose overw

    When you wish to shoot with

    begin by declaring that you

    determine the position of thmoment of fire.

    Work out the shot as normal

    modifier for shooting at an em

    target whilst on overwatch.

    target is emerging from a pos

    seen or is attempting to mov

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    NECROMUNDA

    PROCEDUREMost fights are one-on-onfighting one other model. Theout as described below. F

    models attacking a single opslightly differently as describe

    ATTACK DICERoll the number of Attack

    1 THROW ATTACK DICEBoth players roll a number models Attacks characterist

    2 WORK OUT COMBAT SCEach player picks his highesthis models Weapon Skill (then adds any Combat Scor

    on the opposite page. TheScore.

    3 DETERMINE WINNERThe player with the highest the case of a tie the moInitiative characteristic winsthe combat is a stand-off.

    4 NUMBER OF HITSCompare the Combat ScoreThe difference between thei

    number of times the winneyou win the combat on a tie

    5 THROW TO WOUNDFor each hit scored the winWound chart in exactly the shooting. The Strength valthe weapon used.

    6 SAVING THROWModels which are wearing

    saves in the same way as tro7 RESOLVE INJURIESResolve injuries in the samewounds inflicted by shootin

    Hand-to-hand fighting is the most dangerous anddesperate kind of combat. With adversaries using

    swords and knives, point blank fire from pistols, andeven fists, feet and heads to take out an opponent itis either a very brave or foolish ganger to iniate hand-to-hand.

    WHO CAN FIGHTModels which are touching base-to-base are said tobe engaged in hand-to-hand combat. This can onlyhappen once a fighter has charged an enemy, asmodels are not otherwise allowed to move into

    physical contact. See the Charge! section of theMovement rules.

    In the hand-to-hand combat phase all close quarterfighting is worked out. Regardless of whose turn it is,all models that are engaged in hand-to-hand combatwill fight. Unlike shooting, a model in hand-to-handcombat can fight all round against enemy to its side,front or rear. In reality the models are constantlymoving, dodging, ducking and weaving as theystruggle to kill their adversaries.

    Models fighting in hand-to-hand combat do notshoot in the shooting phase. They are far too busystruggling with their adversaries. Any very close rangeshots they are able to make with pistols are taken intoaccount in the hand-to-hand combat rules that follow.

    Hand-to-hand Combat

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    NUMBER OF HITThe difference between the and the losers Combat Scorethe winner has hit the loser.

    Example:A ganger (WS3) isThe ganger rolls a 4 and addtotal of 7. The juve rolls a 5 amake 7, but the juve has cfurther +1 making 8. The juand the difference (1) is thestruck.

    WOUNDS, ARMOU

    AND INJURIESOnce you have established tremaining procedure is theRefer back to the Shooting sof how to do this.

    Note that models cannot be phits, but they suffer woundsinjuries are resolved in the sa

    WEAPONSOnly hand-to-hand weapons

    to fight hand-to-hand combknife at the very least, and artucked out of sight if the include it.

    A fighter will, generally speakcombat with the weapons hethe model. However, as it is special or heavy weaponsdescribed in the Armouryallowed to draw any one combat weapon from a pouc

    Bear in mind that a fighter heavy weapon needs at least oso he can only ever have onsword, pistol, etc.

    A fighter who carries a hapistol in each hand normaweapons depicted as carried if he wishes he is allowed to

    another pistol, sword, etc at hand combat. For examplelaspistol and a stub gun couland draw a sword. The pladoing so at the start of the co

    Fighters cannot swap weaponfighting hand-to-hand; they m

    FIGHTING WITH

    TWO WEAPONSIf the model carries a weapon in each hand, such astwo pistols, two swords, or a pistol and a knife, then

    the model rolls one extra dice to represent the extraweapon.

    This bonus only applies to fighters armed exclusivelywith pistols and/or hand-to-hand combat weapons,not to fighters who carry other basic, special or heavyweapons. Carrying grenades does not prevent youusing an extra weapon as they are assumed to beclipped to the models belt or stowed convenientlyout of the way. These different types of weapon arediscussed in detail in the Armoury section.

    DETERMINE WINNEREach player takes his best Attack dice roll, adds themodels Weapon Skill (WS) and then applies thefollowing modifiers. The highest score is the winner.In the case of a tie the highest Initiative wins. If bothmodels have the same Initiative the result is a stand-off and no blows are struck.

    COMBAT SCORE MODIFIERS

    +1 OPPONENT FUMBLESAdd +1 to your score for each of your opponentsfumbled dice (rolls of 1). See the Fumble rule for anexplanation of how this works.

    +1 CRITICAL HITAdd +1 to your score for each critical hit inflicted(additional rolls of 6). See the Critical Hit rule.

    +1 CHARGINGIf your fighter charged into combat this turn add +1to his Combat Score.

    +1 HIGHER UPIf your fighter is standing on a higher level, platform,or slope then add +1 to his Combat Score.

    -1 ENCUMBEREDIf your fighter is carrying a heavy weapon, or otherheavy piece of equipment, he suffers a -1 penalty onhis Combat Score.

    -1 OBSTACLEIf you charge an enemy who is sheltering behindcover such as a low wall, then you suffer a -1 penalty

    on your Combat Score that turn. Note this penaltyonly applies during the turn when you charge.

    Note that hit modifiers for weapons are never appliedin hand-to-hand fighting. These only apply whenshooting at a distance as described in the Shootingsection.

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    NECROMUNDA

    HITSIf a fighter is using a single weapon then any hitsinflicted in hand-to-hand fighting are assumed tohave been made with that weapon be it a sword,

    knife, pistol etc. Resolve the hit using the Strength ofthe weapon as indicated in the Armoury section.

    If a fighter is using two weapons (one in each hand)then any hits are inflicted alternately, first with onehand and then the other. For example, a fighter whocarries a sword and a laspistol and who inflicts 2 hitswill strike once with the sword and once with thelaspistol. Any odd hits can be resolved with eitherweapon.

    ARMOUR MODIFIERSKnives, swords and other close combat weaponsoften use the fighters own Strength. The chart belowis used to determine saving throw modifiers where amodels own Strength is used in hand-to-handfighting.

    Models Strength Armour Save Modifier

    3 or less 0

    4 -1

    5 -26 -3

    7 -4

    8 -5

    9 or more -6

    THE PARRYFighters armed with swords are allowed to parry orattempt to turn aside an opponents blows. Torepresent this, a model fighting with a sword can

    force an opponent to re-roll his highest scoringAttack dice before working out his Combat Score.Remember, if your opponent has 2 or more Attackdice he can always choose his next highest scorerather than the score of the re-rolled dice. you maynever re-roll a parried dice more than once.

    If both combatants are fighting with swords then theability to parry cancels out and neither may do so. Inthe unlikely event that a model carries two swords itmay parry twice that is, it may force two re-rolls or

    one re-roll against a model with a single sword.

    FUMBLEIn the mayhem of close combat it is only too easy totrip or overbalance and leave yourself open to a quickpunch or stab. This is represented by the Fumblerule.

    CRITICAL HITSA critical hit represents a lufeint or a cunning trick. WhenAttack dice there is a chance

    You must roll at least two 6syour highest score and eaccritical hit adding a further +

    For example, if you have an Aand a pistol in each hand you(2 for your Attacks and +1 foyou roll two 6s and a 3 youyour highest score and add extra 6 giving a Combat Score

    MULTIPLE COMBWhen two or more modelsenemy this is called a moutnumbered model musopponents one after the othhand combat phase. The oudecide the order in which Having chosen the first modeworked out exactly as desfights.

    If the outnumbered model sufight his second opponent. Tsecond fighter and the combefore except that the outnumroll an extra Attack dice and aCombat Score.

    If the outnumbered model fight the third, fourth, fifthenemy until there are nsubsequent enemy he fights

    dice and adds a further +1 toexample the third enemy hasCombat Score, the fourth haScore, and so on.

    FOLLOW-UPIf all of a models hand-to-haaction the model may make a This is an exception to the noit makes no difference whosmay be moved up to 2". You get behind cover, to engage ato-hand combat, or in any wcross an obstacle without penbut other terrain penalties ap

    If you use a follow-up move tothen move the model but d

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    Note that a follow-up doesnt affect a models abilityto move in its following movement phase. Thefollow-up is an extra bonus move which reflects theintense activity of close quarter fighting.

    FIGHTERS DOWNFighters who are wounded and go down arecompletely at the mercy of their enemy. In a one-on-one combat any model that goes down isautomatically out of action. His enemy finishes himoff with a quick blow and the model is removed.

    In multiple combats a fighter who goes down hasmore chance of survival. Where all models on oneside go down they are automatically out of combat.

    Where two or more models are fighting on the sameside, some can go down and crawl away at 2" in theirmovement phase so long as at least one continues tofight.

    PINNED FIGHTERS AND

    HAND-TO-HAND COMBATFighters cannot be pinned when fighting hand-to-hand combat. A fighter who is hit whilst engaged inhand-to-hand combat, even if hit by shooting in the

    shooting phase, is not pinned.If a fighter is already pinned when he is charged thenthe pin is discounted as soon as he is engaged.

    KEEPING YOUR NERVEThis section of the rules is concerned with how your

    fighters react under fire: whether they bravelycontinue to fight while shells explode around them orwhether they turn tail and run for cover. Regardless ofyour own feelings or those of the gangs leader, eventhe most hardened gang fighter can be driven off orforced to take cover as the action hots up.

    LEADERSHIP TESTSA fighter may be called upon to take a test to see if hisnerve holds. This test is taken using the modelsLeadership characteristic (Ld) and is therefore called aLeadership test. To take the test roll two dice (2D6)and add the scores together.

    If the result is more than your models Ld then the testis failed. The fighters nerve is broken and he runs tocover as described below.

    If the result is equal to or less than your models Ld

    BROKEN FIGHTE

    If a model fails a Leadershipnerve has broken. For this rfighters as broken and youplacing a Broken counter by

    The broken fighter is momshaken and will attempt to rrecover sufficiently to return steeled himself to fight on.

    Run to CoverAs soon as a fighter is broken

    for cover. This movement tnormal turn sequence immediately. The fighter makaway from his enemy and towand determine how far the m

    If he can reach a position of coh h b h

    MOVING FROM COnce models are engaged in hcannot move away in their mostand and fight until they are

    they take out their enemies, breaks and runs as described

    The only exception to thecombat, where fighters who so long as friends continue to

    BREAKING FROMA fighter who loses his nervhand combat will break off described in the Leadership s

    When a fighter breaks off frohis back and runs off. His opthe fighter as he breaks, inflicout immediately.

    LEADERSHIP

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    NECROMUNDA

    A broken fighter may do nothing other than run tocover and remain there while he attempts to recoverhis nerve as described below. He may not otherwisemove and he will not shoot.

    Combat with Broken FightersShould a broken fighter be charged and forced into ahand-to-hand engagement then he is in deep trouble!While broken a fighters WS counts as zero. If hesurvives the hand-to-hand phase, even if he wins, heautomatically breaks from combat and runs for coverat the end of the phase as described below.

    Breaking from Hand-to-hand CombatA fighter who loses his nerve and breaks whilefighting hand-to-hand combat turns away from his

    enemy and runs away 2D6" just like any other brokenfighter.

    Because a broken fighter is turning his back upon theenemy he is very likely to be struck as he turns to flee.To represent this the model takes one automatic hitfrom his enemy. Work this out as soon as the fighterbreaks and before he is moved.

    Recovering Your NerveA broken fighter may attempt to recover his nerveduring his recovery phase so long as he is in coverand he cannot be seen by an enemy model.

    To attempt to recover a fighters nerve roll 2D6. If thescore is equal to or less than the fighters Leadershiphe has passed the test and can fight normally fromthen on. If the score is more than the fightersLeadership he fails the test and remains broken.

    Broken That TurnIt is not possible to be broken and recover your nerveduring the same turn. Consequently, a fighter who

    loses his nerve during his own sides turn will not beable to recover in the recovery phase of that turn.

    LeadersA fighter within 6" of the gangs leader may use theLeadership characteristic of the leader when takingany Leadership test. This applies to tests to see if afighter loses his nerve and also to tests to recover.This represents the leaders ability to encourage hisfighters and push them beyond their normal limits!

    A leader cannot confer this benefit if he is down orbroken himself. The sight of your leader running forcover is far from encouraging.

    THE BOTTLE TESThe Bottle test is a special tesat the start of his turn if a quhis gang is down or out of acgang of 10 men a test is requirdown or out of action.

    If the Bottle test is failed the gthe fight. The game ends immfighters retreat from the area

    the most common way in wh

    To take a Bottle test roll 2D6.

    If the score is more than the gcharacteristic then the test is out of combat and the player

    If the score is equal to or lessLeadership characteristic thetest and may continue to figh

    If the gangs leader is out of the player may not use his LeaInstead, use the highest Leamongst those of the remaneither down nor out of actio

    A player may voluntarily fwishes to do so In which

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    The multiple levels and gantries of the Underhiveafford fighters ample opportunity to fall from a greatheight.

    TEST TO FALL

    If a fighter is pinned or goes down within 1" of anedge there is a chance he will slip and fall off. Todetermine this roll a D6. If the score is more than thefighters Initiative characteristic then he falls over theedge to the ground.

    If a fighter is engaged in hand-to-hand fighting within1" of an edge then he may fall off if he loses thecombat. Roll a D6. If the score is more than thefighters Initiative characteristic, or a 6, then he fallsover the edge to the ground.

    DAMAGE

    A fighter who falls sustains an automatic hit at astrength equal to the height of the fall in inches.Where a wound is suffered a fall of up to 3" will inflict

    1 wound, and a fall of more than 3" will inflict D6wounds. Although the scenery supplied in the gamedoes not scale to such dizzy heights, a fall of morethan 12" is assumed to take the fighter out of actionwith no dice rolls required.

    Armour saves do apply to wouSave modifiers are the sam

    combat hits from combatantsS4 counts -1, S5 -2, S6 -3 andto-Hand Combat section for t

    A model which falls withoutaction is automatically pinned

    FALLING ONTO ANOT

    In the unlikely event that somthe path of a plummeting fighhurt. The hapless individual i5 or 6. He sustains the same s

    suffering 1 or D6 wounds depof fall.

    If struck by the falling fighdoesnt go down or out of actas if hit by a shot.

    Assuming the faller and victimodels 1" apart to make it cleto-hand combat.

    JUMPING

    A model may jump down another. If the height is 3initiative test, a failure means yyou have landed safely but ma roll of one means you have lremainder of your move if apover 3 is treated as a deliberain the above damage sectiodeliberately 'charge' another mmodel should you wish to, in

    for falling onto another mode

    A model may also attempt to jgap from one side to the othof a normal move and jumpsthe gap the fighter plummets

    A model may attempt a jump

    ADVANCED RULThis section includes a variety of new rules which add further detail and com

    They are not necessary in order to play, and for this reason the rules have beenthe end here to avoid potential confusion.

    We recommend that new players ignore this section to start with, or at least unwith the way the game works. If you consider yourself to be an experienced gamhave no problem introducing these more complex elements as you go along.

    FALLING

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    NECROMUNDA

    When a fighter shoots and misses it sometimeshappens that the path of the shot passes close to oneof your own fighters.

    If a shot passes within 1/2" of a friend at any pointalong its path then there is a chance of accidentallyhitting the friend. This can only happen when youmiss and roll a 1 to hit.

    Roll a further D6 to determine if the stray shot hitsthe intervening model. On the roll of a 1 theintervening model is hit. Work out whether the targetis wounded as normal.

    There may be a choice of more than one model thatcould be hit by a stray shot. In this case randomisewhich target is hit in some convenient way eg 1, 2or 3 the target on the left, 4, 5 or 6 the target on theright.

    Badly maintained weapons, hand old corroded powerdestroying the weapon and shooter. This represents theplasma leakage, or a magazinshell is auto-loaded. While

    direct hit from the weapon, thcan easily take a man down o

    When a 6 is rolled to hit required as already descrisection. In the case of flamrequired every time a weapsustained shooting also requi

    If an Ammo dice roll is a 1 tonly useless for the rest of inevitably fail) but there is a c

    Roll a further D6. If the sweapons standard Ammo weapon explodes.

    If a weapons ammo ratiautomatically fails an AmmoRoll a dice anyway and the w

    ll f

    EXPLODING

    STRAY SHOTS

    A

    B

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    Grenades and weapons which use a blast marker can

    also go catastrophically wrong. If the thrower orshooter misses his target the player must establishwhere the shell or grenade lands using the Scatterand Artillery dice as described in the Shootingsection.

    If the Scatter and Artillery dice turn up Hit and Misfirethen roll a D6 and refer to the following chart.

    D6 Result

    1 The grenade goes off in the throwers hand or

    the shell explodes in the breach. Place thetemplate directly over the model and work outdamage normally.

    2 The grenade throw goes wild or the shell spinsout of control as it leaves the weapon. Theprojectile travels 2D6" in a random directionand explodes.

    3 Grenades as above. For other weapons as abovebut the shell travels D6 x D6" and explodes.

    4 As for 3 above except that the grenade or shelllands and does not explode. Mark the positionof the projectile. From now on, at the start ofeach players turn roll a D6. On the score of a 4or more the projectile explodes.

    5 A grenade tumbles from the throwers handdown a deep crack. A shell spins upwards andstrikes the dome roof. There is a muffledexplosion, the ground shakes ominously andchunks start to fall from the roof and tall ruins.

    From now on each player must roll a D6 at thestart of his turn. If he rolls a 1 then one of hisfighters has been struck by debris and suffers aStrength 3 hit. Randomly determine which ofthe players gang fighters has been struck.

    6 The grenade or shell drops to the floor in frontof the thrower/shooter and fizzes ominously. Itis a dud.

    The Necromunda game rubetween rival fighters. Sometto attack an inanimate objectPerhaps he wants to cave inpipe, rip apart a power cableThese are all structural featuas described below.

    TOUGHNESS AND WOUNAlthough not strictly accurate

    of structures as being able towounds, just like fighterswound to be equivalent to a dthis more acceptable.

    Structures have a Toughnesustain a certain number of wdestroyed or damaged. For exthe Hit and Run scenario has damaged once it has taken are covered in the scenarios t

    SHOOTINGA structure can be shot at jusYou must therefore roll to hnormal. Many structures wilfighters because they are larg

    A fighter can also use Krak gras demolition charges. Theupon a structure within 1" oshooting phase. This is con

    although no roll is requireplaced in this way never scatteto the structure by means oexplodes, and the target is hi

    HAND-TO-HANDA fighter can strike a structurhand-to-hand combat phase. H

    WILD GRENADES& SHELLS

    ATTACKINGST

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    NECROMUNDA

    Fear is a natural reaction to horrific mutants,unearthly psychic powers, and some particularlygruesome injuries. To represent this, models musttake a Leadership test when confronted by fearsomecreatures or circumstances. This test is taken inexactly the same way as a Leadership test for keepingyour nerve.

    A Leadership test is required under the followingfearful circumstances.

    1 If the model is charged by an individual orcreature which causes fear.

    Such horrific creatures are rare. Take the test assoon as the enemy declares its charge. If the testis passed there is no further effect. If the test isfailed the fighter is broken immediately and runs2D6" to cover just as described in the LeadershipTests section.

    2 If the model wishes to charge an individual orcreature which causes fear.

    Take the test when you declare the charge. If thetest is passed you may charge and fight asnormal. If the test is failed you may not chargeand the fighter is momentarily transfixed by fear.The model is unable to do anything for the restof the turn.

    Many large and severely mu

    dim-witted that they often beand stupid way. A gang fighreduced to a state of bafflemeor shock. Such individuals are

    Stupid models must make astart of each of their turns react.

    Take the test in the usual waymodel may act normally. If

    following rules apply until staken again.

    1 If fighting in hand-to-hatemporarily disorientedbefore each hand-to-han

    1-3 Roll no Attack dicecounts towards representing basic

    4-6 Fight normally.

    2 If not fighting in hand-toto determine how the mof your movement phas

    1-3 Roll a Scatter dicthe direction in wthis turn. The modmove distance. Ifcontact with anengaged in hand-tor may not fight (

    4-6 The model does n

    3 The model can do nothfighter will not shoot move unless he loses hto cover as described in

    Terror is a more potent form of fear. Although nocreature described in Necromunda causes terror, therule has been included here next to fear, which itresembles. The importance of terror will be revealedin future supplements.

    Just as some horrific individuals or creatures are soghastly they cause fear, others are even worse andcause terror instead. Circumstances which causeterror automatically cause fear as described above, so

    you will need to test if you want to charge a terrifyingcreature or individual, or if the creature charges you.In addition, a Leadership test is required if the modelis within 8" of someone or something which causesterror at the start of your turn.

    A Leadership test must be taken before declarationsf h d d if it i f il d th d l i

    A model which causes fear dLeadership for fear. It treacauses terror as causing fear

    not have to test just because tat the start of its turn.

    A model that causes terror ceither fear or terror and nrequired for either.

    FEAR

    TERROR

    STUPI

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    Some fighters are more than driven into a frenzy of slaughwild and dangerous individfrenzied. How or exactly whthe edge in this way is not parcould be psychotically derangof dangerous hive fungi, or afor radiation.

    If an individual is frenzied the

    1 A frenzied model muclosest enemy within h8") if able to do so.

    2 The frenzied model characteristic. For exambecomes A4 and so on.

    3 Frenzied models cannoHand-to-Hand Combat 4 Frenzied models mustmove to engage in h

    possible. Otherwise th

    move to move closer tonot use a follow-up moor retreat (see Hand-to-

    5 Frenzied models are nterror, nor are they ahatred.

    6 If a frenzied model lbroken as described in then the Frenzy rules

    fighter has taken a beatipreservation asserts itse

    7 A player may try to gfrenzied model at the spurely up to you yosplendidly berserk fighbehave sensibly! To gaintake a Leadership test ayour nerve. If the test isis under control and

    however, none of thedescribed above will auntil the start of your fo

    Hate is a powerful emotion and in the Underhivethere is plenty of opportunity for gangs to develop

    bitter rivalries. Grudges and ingrained animosity canlead to feuds that tear gangs apart and leave dozensdead. This is represented by the special rules forhatred. Hatred can develop following disturbinginjuries.

    Models can hate specific enemy gangs or even entireNecromundan Houses. The following rules apply tomodels which hate their rivals.

    1If a fighter hates his adversaries all Leadership

    tests are taken as if he had a Ld characteristic of10.

    2 A model fighting hand-to-hand combat with ahated foe may re-roll any Attack dice in the firstturn of any hand-to-hand combat engagement.After the first turn the model has vented hispent-up anger and fights as normal

    FREN

    HATRED

    WILDSNAKE

    The favoured drink of Underhive is the

    potent spirit known as Wildsnake. It isbrewed from the skins and flesh ofsnakes caught in the badzones. Theprovenance of each bottle is guaranteedby the dead snake preserved within.Wildsnake is a clear sharp tasting liquidthe bitterness of which is derived fromthe venom in the snakes themselves.

    For those who cannot afford the price of

    Wildsnake the next best is quite literallySecond Best. Second Best is brewed fromrat pelts too mouldy to use for anythingelse, slugs too rancid to sell as slavefood, and household waste so disgustingthat its better not to think about it.

    Conveniently, it is almost impossible tothink about anything after drinking abottle of Second Best...

    NECROMUNDA

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    NECROMUNDA

    Some of the items described on the following pagesare used in the various scenarios given in the Playinga Campaign Game section (see page 109). Forexample, screamers and stummers are used with the

    special rules in the Raid and Rescue scenarios, beingalarm devices and sound mufflers respectively.Players fighting these scenarios will appreciate howuseful such devices can be.

    Other items are used in the context of the broaderNecromundan Underhive campaign described laterin the Playing a Campaign Game section (see page109). For example, the lobo-chip will cure a fighter ofthe longterm effects of a head wound sustained in aprevious game. Other devices can help to acquire

    territory. For example, the Isotropic fuel rod enablesa gang to set up a new settlement, while the Ratskinmap guides the gang through secret passages andinto old treasure domes.

    Dont worry about learning the rules for everyweapon and item of equipment as this isnt necessary.The pages that follow provide you with all sorts ofinformation which can be referred to as and whenneeded. There is a summary chart for the variousweapons for convenience. To start with, players

    should familiarise themselves with the weapons theirgang is armed with. Once players have masteredthese, new weapons and unusual items of equipmentmay be introduced as required.

    This section describes the different weapons thatgang fighters can carry. Some of these weapons arecommon, simple and even cheap, whilst others arerare, technically complex and expensive.

    A gang may be equipped with any weapons it can

    afford within the limits discussed later. Models areavailable with a wide variety of weaponry, and arealways assumed to carry the weapons they aredepicted with. Holstered pistols can obviouslyrepresent any pistol weapon, whilst grenades can beassumed to be concealed, so a model not depictedwith grenades can still carry them.

    TYPES OF WEAPONWeapons are divided into categories.

    Hand-to-Hand Combat W

    These are weapons designedquarters such as swords, kclubs. Such weapons cannot bonly in hand-to-hand combat

    PistolsPistols are small hand-held used at close quarters or at can shoot with a pistol or combat.

    Basic WeaponsBasic weapons are larger, hecarried and fired using two hthe shooting phase with such no advantage in hand-to-hand

    Special WeaponsSpecial weapons are similarterms of their size and thHowever, they are more coreliable, and more specialised

    Heavy WeaponsHeavy weapons are even labasic weapons, and are generhave a longer effective rangecumbersome and bulky thatshoot with it in the same combat a weighty weapon fighters carrying one will suff

    Grenades

    Grenades are small bombs thrown by hand and which model can throw a grenadeweapon in the shooting phas

    ARMOURYThis section of the Necromunda rulebook describes the different weapons whicas well as other equipment such as armour and gunsights. In addition to commoeasily obtained items of equipment there are many unusual or exotic weaponsvarious kinds. These much sought after and expensive items are carried only bysuccessful gangs, but they have been collated here for ease of reference.

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    RANGED WEAPONRanged weapons include pspecial weapons and heavy wslightly longer profile thanweapons, which describes tranged attack by shooting at

    As an example, here is the prtypical weapon in the Underh

    Short RangeThe short range of the weaThe range given is always inthe lasgun has a short range

    Long RangeThe long range of the weapThe range given is always inthe lasgun has a long range o

    To Hit Short/LongThe hit modifiers applied whelong range. The to hit moapplies when shooting at a taso in this example the lasgun modifier when shooting at a

    StrengthThe strength value of a hit iThis is used to determine th

    being wounded by the attack

    DamageThe number of wounds inflicbut in the case of larger wSometimes the amount of de.g D6.

    Save ModifierThe modifier applied to thethrow if he has one.

    Ammo RollThe D6 dice score needed to lower the number the more 2+ is good and 6+ not so goautomatically and are indicatfail).

    HAND-TO-HANDCOMBAT WEAPONSAs the name suggests, hand-to-hand combat weaponsare used only in hand-to-hand combat, so usuallyhave only a short profile.

    As an example, here is the profile of a chainsword, avery typical weapon in the Underhive.

    StrengthThe strength value of a hit inflicted by the weapon.This is used to determine the chances of the targetbeing wounded by the attack. In this case, thechainsword has a strength of 4. Some hand-to-handcombat weapons have no strength of their own, buttinstead act as a modifier to their wielders strength,e.g. +2.

    Damage

    The number of wounds inflicted by a hit usually 1but in the case of larger weapons possibly more.Sometimes the amount of damage will be random,e.g D6.

    Save ModifierThe modifier applied to the targets armour savingthrow if he has one. In the case of weapons which actas a bonus to their wielders strength, the weaponshave no modifier of their own, so remember tocalculate the save modifier using the total strength

    after the bonus has been applied to the model itself.

    Range To Hit

    Short Long Short Long Str.

    0-12 12-24 +1 - 3

    WEAPON PROFILES

    Range Strength Damage Save Mod.

    Close Combat 4 1 -1

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    A few unhinged individuals prefer to fight with amassive sword, club, metal bar, axe, hammer or someother large and unlikely implement. A massiveweapon is hard to swing because of its weight, butwhen it strikes an enemy it will cut him in two orcrush him to a pulp. It requires two hands to swing amassive weapon so it can never be used inconjunction with another weapon.

    Special RuleDraws. Due to the ponderous lurching swingrequired to wield this weapon, any combat whichends in a draw will always be won by your opponentregardless of Weapon Skill or Initiative levels. Youropponent catches you on the upswing.

    Simple primitive weapons are often used by juves,impoverished fighters and the hordes of mutantcreatures that plague the Underhive. This type ofweapon comprises crude clubs or metal bars,murderous hammers or axes, and other weightyblunt instruments such as spiked mauls andbludgeons They can be used with one hand leaving

    Range Strength Damage Save Mod.

    Close Combat As user +2 1 -

    A length of chain or a chain fa dangerous and unpredictmost maniacal fighters would

    swinging it around their hestrokes. A fighter swinging a use any other weapon in because of the concentratiochain swinging. It is also a dabecause the wielder must balance whilst avoiding the c

    Special RulesParry. It is impossible to parrwith a chain the sword is si

    Fumble. Because the weapfumbles rolled in hand-to-han so every 1 rolled adds +Combat Score.

    The chainsword is a deadly powered chainsaw edge. Its

    made from sub-atomically hcan slice through plasteel. prestigious weapon favoured

    HAND-TO-HAND COMBAT WEPAHand-to-hand weapons include primitive weapons such as knives, swords,

    weaponry such as power axes. These weapons cannot be used to shoot, they ar

    hand-to-hand fighting. As this is true of all the weapons in this category it is no

    rules descriptions, but it is indicated on the profile summary by the tag

    Necromundan fighters carry a knife in addition to whatever other weapo

    apparent on the model it is assumed to be tucked into a boot or concealed by t

    MASSIVE AXE, SWORD OR CLUB

    CLUBS, MAULS & BLUDGEONS

    CHAINSW

    CHAINS &

    Range Strength

    Close Combat 4

    Range Strength

    Close Combat As user +1

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    The power fist is the most pobeing even more deadly than

    rare weapon and requires a for its large generator. The figlove surrounded by a shimmAs the user punches and teardischarges rend the objecthand-to-hand combat it is imweapon in the power fist, budeactivated and used to hold

    Special RuleHigh Impact. The power fistHigh Impact weapons found

    This weapon is used onuniformed guardians of Impare almost never seen in the

    go beyond the laws of indivconcerns rarely interfere witexcept on the very highepower mauls can sometimewhere they make an accealternative to the power swo

    The maul contains an adjuswhich allows the user to basor conveniently stun a victim

    hand, leaving the other hweapon.

    Special RulesOut of Action. A fighter whfrom a power maul wiautomatical