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Necromunda pdf download

Necromunda pdf download

Necromunda - All Rules (Bookromunda),Document Information

Webnecromunda book of judgement Загрузил dark necromunda book of judgement Реклама Law on Necromunda is a boot stamping down forever on the neck of its WebMay 12,  · Necromunda have 12 books and 5 more are going to be released the next year: 1) Underhive Rulebook () - OUTDATED 2) Gang War 1 () - WebAug 22,  · Necromunda Rulebooks (All) 1. Game kNight 22 Aug , Hey buddies. If you want to dive into the lore or the rule set of the original game, Council of WebView Details. Request a review. Learn more WebNecromunda: The Book of Ruin By Games Workshop. Release Date: Genre: Crafts & Hobbies. Size: MB. Link Download: blogger.com Now available ... read more




A fighter who is in base contact with a barricade counts as being Engaged with a fighter that is in base contact with the A fighter may cross dangerous terrain in the same way as other side of the barricade, even though their bases are not difficult terrain. However, the fighter must also pass an touching, as long as the two fighters are within ½" of each Initiative check. If this is passed, they cross the terrain safely. Any close combat attack made across a barricade If they fail, they immediately go Out of Action and suffer a regardless of range, Versatile etc. has a -1 to hit modifier. Lasting Injury. DIFFICULT TERRAIN Pools of toxic sludge, areas of fallen rubble and broken or RAILINGS missing walkways sections - there are numerous things in the If the nearest edge of a level or platform is bounded by a underhive that can make the terrain difficult to cross.


Their presence allows fighters to STAIRS crawl or shoot through a narrow duct using the following If going Prone on stairs, pass an Initiative check or fall down actions. to the bottom of the stairs or mid-staircase landing. The which fighters may be placed. Fighters may climb over obstacles or up onto structures as described in the movement rules, but be aware that DUCTWAY: FIRING PORT movement may be reduced or not possible over obstacles Related to the Gang Stronghold terrain, intended to have one and structures. gang as defender. Walls are impassable terrain and solid terrain.


The effects of the activation lasts until the next End phase. If successful, activate or deactivate the special effect for a piece of terrain. Activation lasts until the End phase. Choose a point on the terrain as the target. The point hit will be the area of the terrain closest to the original target. Explosive terrain can only explode once. Archeotech Device Badzone Delta 7 Shock Controlled Collapsed Sections Badzone Delta 7 Blast, Pitfall Cult Ritual Chamber Badzone Delta 7 Insanity Doors Locked, Mind the Door Controlled Flooded Passage Badzone Delta 7 Seriously Injured, End phase Fungus Sprawl Badzone Delta 7 Gas Hostile Furnace Floor Badzone Delta 7 Pitfall, heat haze Lift Remote Malfunctioning Generatorium Badzone Delta 7 Deactivate Hostile Controlled Pitfalls Promethium Cache Badzone Delta 7 Explosive Secure Vault Badzone Delta 7 Door, Locked, Terminal Sewage Channel Badzone Delta 7 Pinned, Out of Action Sludge Farm Badzone Delta 7 Stills Gas Explosive Toxic Sludge -1T, Prone, End phase Unlit Corridors Badzone Delta 7 Pitch Black Ventilation Tunnel Badzone Delta 7 Waste Compactor Badzone Delta 7 Same as Protein Reclamator Controlled Xenos Nesting Chamber Badzone Delta 7 Hostile Watchtower Gang Stronghold Sentries.


Hive Ruins Ancient Imperium Holy Imperialis Mechanicus Arcana Ancient Terminal Abandoned Hardware Cranes and Servohaulers Medicae Station Ancient Terminal Forgotten Ordnance Unexploded Ordnance Fuel Drums and Ammo Crates Explosive Vox Relay Force Barriers Category Type Special Rule Dangerous? Carnivorous Plants Barbed Venomgorse Barbed Snares Hostile Wasting Toxin Hostile Shardwrack Spines Walls of Spines Hostile Spitting Spines Hostile Grabble Weed Crawling Horror Hostile Viscous Tongues Hostile. Pass an Intelligence check to give the Shock trait to any LOCKED DOOR: FORCE OPEN BASIC weapons carried by any fighter who is currently standing at Requires the fighter to be in base contact with the door.


least partially on the Platform for the rest of the battle. HOUSE RULE Roll to hit to see if Shock has any effect. In scenarios with an attacker and defender, the defending gang is assumed to have the access codes for any locked COLLAPSED SECTIONS doors, and can make an Operate Door Simple action on A Collapsed Section features one or more large Pitfalls. If the them as normal. centre of a Blast ends on a Collapsed Section tile, roll a D6 for each fighter on that tile. If the check is failed, they gain lock or unlock. When a fighter with Insanity is activated, roll a D6.


flee even if their gang has not failed a Bottle test. As Pinned. soon as the activation ends, the Insane fighter no longer counts as being part of the opposing gang. FLOODED PASSAGE The fighter act as normal. By default, all doors are closed at the start of a battle. Closed doors are considered impassable terrain and solid terrain. Operate Door Simple action during their activation. All doors have: Glowing Fungus. FURNACE FLOOR If reduced to 0 Wounds, it is removed from the battlefield. check to move up to 2" to escape the closing door can't end the move within 1" of an enemy fighter. If survived, move the shortest distance possible, no longer obstructing the door if directly between 2 sides, randomize which which side of the door to end up. Can't move within 1" of an enemy unless there is no alternative. The presence of a door terminal indicates that the door is locked. To open a locked door, a fighter must perform an Access Terminal Basic action or a Force Door Basic action.


Once a locked door has been opened in this way, it remains unlocked for the rest of the battle. the lift can go 4" up or down without spending an action. movement after the lift has stopped. once per round. Any models standing on it moves with it. If the result is lower than 7, become Pinned. If survived, by the fast-flowing current. move the shortest distance possible, no longer obstructing the lift. actions to climb out of it. activation, become Pinned. deactivate the Generators until the end of the round. PITFALLS Pitfalls are holes in the surface that lead to long, potentially deadly drops. Fighters can't voluntarily move into these UNLIT CORRIDORS Unlit Corridors and fighters within them are subject to the holes. Pitch Black rules. After a detonation, the barrels and tanks can no longer be hit - however the space they occupied, and any spilled fuel, are In the End phase, fighters are no longer Revealed and ablaze for the rest of the battle.


If a fighter moves into the become Hidden unless subject to Blaze condition. blaze, they suffer a hit as when detonated. centre of the Turbine. controlling gang. At the end of this activation, become Pinned. No Lasting Injury roll is made, this is automatically a Critical Injury the defender in a scenario with the Home Turf Advantage. terrain is setup as normal. completed, pass an Initiative check or take a Strength 2 AP -1 Damage 1 hit. In each End phase, roll a D6 for each grove of Shardwrack Spines. If the attack scores more than one hit, it must spread these out to as many models as possible. This attack can't run out HOUSE RULE of ammo.


Also vulnerable to blast weapons with Gas or Blaze. It must stop its movement if it comes completed, pass an Initiative check or suffer a S3 Web hit. within 1" of another model. WASTING TOXIN VISCOUS TONGUES In the End phase, a fighter who has taken at least one hit In each End phase, after moving, make a single attack from a Barbed Venomgorse must make a Strength check or against any models within 3" of it measuring this distance gain -1 Strength. Models attacked by Grapple Weed do not count as being Engaged by it. the fighter, or leave the fighter off the battlefield one more round a new Intelligence check is made in the next FLAMMABLE FUMES End phase. Any movement voluntarily or otherwise connects to the structure and the ground level, make the removes this benefit.


Climb Simple action to ascend or descend. Place a marker next to to drop the Claw on an enemy fighter on a lower level than the the hatch to show that the fighter is hiding in it. While hiding, attacker and within 3" of the line between the Claw or where it the fighter can't take actions or be targeted by ranged attacks connects to the structure and the ground level. from more than 3" away. Fighters may Engage and attack a fighter in hiding by moving or charging into base contact with The attacked fighter must pass an Initiative check or take a S5 the hiding place. If Engaged, place the hiding fighter on the D1 hit. battlefield in base contact with the fighter who Engaged them and conduct combat as normal. the Claw, provided that there is space to place the model. avoid being hit. If charging, the movement within 3" of a Plasma Pipe or Generator.


Counts as ammo caches for plasma weapons pistol, gun, cannon and combi-weapons with a plasma component. May be moved in the same way as loot caskets. Any fighter in base contact may use it as plasma grenades with a -2 hit modifier improvised weapons. Once used as an improvised weapon, remove it from the battlefield. If successful or Genestealer Cultists, gain -2 modifier instead. and a double, gain 2D6x10 Credits. addition to any other scenario rewards. Once interacted with, it becomes inert and has no further effect. This does not increase the number of moving with it if they wish. Can't climb ladders, but can go fighters that may participate in the Group Activation, only the up ramps or be driven off ledges suffering and inflicting range.


damage in the same way as falling fighters. Fighters hit by ranged attacks through a pair of pylons count as being equipped with a refractor field. If the refractor field MEDICAE STATION burns out, the pylons cease working for the rest of the battle. In the End phase, if Seriously Injured and within 3", instead of making a Recovery test as normal, make an Intelligence check. The result counts as a Recovery test roll. looted once each turn. Roll once on the Loot Casket table each time a Munitorum container is looted. In each End phase, place a token next to the unexploded ordnance. Starting from the 3rd round and onwards, roll a D6 TREASURE CASKET after adding a token.


If the result is less than the number of Counts as a Loot Casket, with different contents. If opened, tokens, it explodes! In addition, all fighters on 1: Click! the battlefield must pass an Initiative check or become Roll an Injury dice and apply the result no save Pinned. Remove the Unexploded Ordnance from the table. A Personal Equipment item, chosen by the controlling player. This terrain can be fielded in any battle the gang takes part in unless noted otherwise. Some can only be used if the gang is the defender in a scenario with an attacker and a defender. Gang Terrain are represented by suitable markers weapons, relics, traps depending on type.


Base Trading Size Type Gang Rarity Post Deployment Requirement mm Incendiary Trap Hidden Traps Cawdor Common 30 Outside enemy deployment zone. Decapitators Hidden Traps Escher Rare 11 75 Outside enemy deployment zone. Gas Canisters Escher Common 15 Deployment zone. Gas Censers Escher Rare 10 50 Outside enemy deployment zone. Chymist Cult Relic Gang Relic Escher Rare 10 Deployment zone. Amneo Canisters Goliath Rare 9 60 Deployment zone. Furnace Barricade Goliath Common 10 Outside enemy deployment zone. Defender only. Heavy Rivet Cannon Goliath Rare 8 75 Deployment zone.


Pillar of Chains Gang Relic Goliath Common 20 Deployment zone. Relic of the Forge Gang Relic Goliath Rare 10 Deployment zone. Sawn-off Surprise Booby Trap Orlock Common 20 Anywhere. Promethium Barrels Orlock Rare 8 30 Deployment zone. Tool Box Orlock Rare 9 50 Deployment zone. Road Relic Gang Relic Orlock Rare 10 75 Outside enemy deployment zone. Servitor Sentry Orlock Rare 11 Deployment zone. Rad Casters Van Saar Rare 8 40 Outside enemy deployment zone. Energy Sink Van Saar Rare 11 60 Outside enemy deployment zone. Thermal Mines Hidden Traps Van Saar Rare 10 70 Outside enemy deployment zone.


Archaeo-relic Gang Relic Van Saar Rare 10 80 Deployment zone. Rad cannon Emplacement Van Saar Rare 9 Deployment zone. Represented by 6 traps where one of them is secretly noted as being real. The others are false traps. When one of these traps is triggered it is revealed. False traps are discarded. Even if the real trap is revealed, the rest remains on the battlefield. This is important if more than one trap is in play, as it will keep the enemy guessing how many traps remain to be discovered. HOUSE RULE: GANG RELICS There are many types of Gang Relics, but they have no universal specification. must make a Nerve test. NOTE Can be destroyed and removed in the following ways: How does this trap work? an Initiative check, or the trap exploeds. Pass an Intelligence check, or the fighter suffers an Injury? If the check is failed, they gain counts as being part of the opposing gang. Pass an Intelligence check, or the fighter becomes trapped a Flesh Wound. becoming Webbed.


Pass an Intelligence check, or the fighter suffers an Injury cover against the origin of the hit. Similar to a Loot casket can be moved in the same way. Toughness 3. All fighters touched by the Blast suffer a Gas hit. suffer an immediate Flesh Wound a roll of 6 always fails. After the attack, it is removed from the battlefield. when it explodes. A booby trap can be targeted with ranged attacks. Apply a -1 Rng Acc hit modifier to Short range, or a -2 hit modifier at Long range. Apply the following effects to all fighters friend or foe! on fire. modifier per equipped item that protects against Rad-phage weapons , suffer a Flesh Wound. Can be moved like a Loot casket. or recover a lost Wound. Select scenario 2. Roll for Environment 3. Roll for Event. Planning or special considerations may be required when used in certain scenarios. BADZONE EVENTS Events last one or more rounds. At the start of the first round, randomize an Event and apply the effects for this round.


In the End phase, roll a D6 to see if the Event is discarded. If it is discarded, generate a new Event, placing it immediately into play. If using dice to generate Events and the same Event is generated twice in a row, the Event will instead be either a Shutdown if the first dice of the D66 roll was an odd number or a Hive Quake if the first dice roll was an even number. When discarded, remove all related effects from the board, such as markers, terrain or creatures. D6 Environment 1 Ancient Manufactorium 2 Stygian Depths 3 Sump Sea 4 Dome Jungle 5 Warp-tainted 6 Unstable Dome. Roll twice and apply the highest result when rolling for rewards. If the scenario has no credit rewards then the victor gains D6x10 credits instead. The battlefield should include as many walkways and raised sections as possible, and allow for a path from one side of the battlefield to the other.


The ground level is an abyss and fighters must remain on the upper levels or if at ground level i. When falling into the abyss, pass an Initiative check or go Out of Action. If passed, the fighter becomes a Reinforcement and may return to the battlefield in the following round. The ground level is a Sump Sea and fighters must remain on the upper levels or, if at ground level i. When activated, pass a Strength check or go Out of Action. If passed, swim up to the Movement. If reaching a ladder or terrain piece, the fighter may climb to safety. Place the fighter closest to where they swam. All wounded plants heal 1 Damage in the End phase. The thick foliage and drifting spores limit vision. Shooting attacks made at Long range suffer an additional -1 to hit modifier in addition to any other modifiers.


When failing a Willpower or Cool check, gain Insanity in addition to any other effects for failing the check. When taken Out of Action in Close Combat or Coup de Grace , roll twice on the Lasting Injuries table and apply the higher result. When placing a Blast marker, before working out its effects, roll a D6. When going Prone on a raised platform or other piece of raised terrain, pass an Initiative or fall, as if within ½" of the edge. Apply the Pitch Black rules. All terrain pieces become inert and generate no additional effects beyond those laid out in the core rules i.


All doors seal and can't be opened normally, but may still be forced. In the End phase of each round, roll a D6 for all fighters. On the roll of a 1, pass a Strength check or become Prone. If already Prone while failing the Strength check, pass a save roll or suffer a Flesh Wound. If Seriously Injured while failing the save roll, go Out of Action. Dome Jungle: Fighters are attacked on the roll of a 1 or 2. Warp-tainted: Fighters attacked by a Critter Swarm must also pass a Willpower check or gain Insanity. Ancient Manufactorum: When a piece of Industrial terrain activates or is activated , all fighters within 1" are attacked. Apply -1 hit modifier to Long range shots. Blasts always scatter. If failed, Smoke is simply removed. When going Prone within ½" of an edge, re-roll successful Initiative checks. Stygian Depths: Apply -2 hit modifier to Long range shots. Dome Jungle: Plants can make attacks from an additional 6" away rather than 3".


Unstable Dome: Place 2 additional Blast markers when placing a Blast marker, rather than just one. Apply -1 hit modifier to Short range shots and -2 to Long range. Stray Shots potentially hit fighters within 2" of the fire line rather than just 1". Stygian Depths: Fighters on the highest level of terrain ignore the effects of the Choking Clouds unless they are making attacks at targets on a lower level. Sump Sea: Fighters in the sea or level with it ignore the effects of the Choking Clouds unless attacking targets on a higher level. Ancient Manufactorum: When Industrial Terrain activates, until the end of the round, the area on it and within 3" of it ceases to be subject to the Choking Clouds effects. Toxic liquid rains down from overhead.


Roll a D6: Chem Rain: -1 save modifier Field Armours are not affected. Fighters count as having Revealed markers on them if Pitch Black are in effect. Sump Sea: The sea rises when this Event comes into play. Remove any terrain level with the sea. Fighters who were on this terrain are now in the sea. Dome Jungle: In the End phase before removing this Event , Carnivorous Plants heal all damage dealt to them. After each fighter activation, roll a D6. On a 1, the fighter has attracted a swarm of spores. Roll a D6 and center the following grenade blast on the fighter: Choke grenade. Ancient Manufactorum: When Industrial Terrain activates or is activated, roll a D6. On a 1, all fighters on or within 1" of the terrain piece are affected by a random grenade effect. When Seriously Injured fighters roll a Seriously Injured or Out of Action result in the Recovery phase become a Brainleaf Zombie.


At the end of the battle, fighters who became Brainleaf Zombies automatically go into Recovery, but suffer no other effects. Dome Jungle: Fighters taken Out of Action becomes a Brainleaf Zombie instead. Unstable Dome: Roll a D6 after using a blast weapon, but before removing the blast. Ancient Manufactorum: Hatches and vents might conceal Brainleaf Zombies. Double Move actions can't be made in an activation without a respirator. Fighters hit by weapons with the Blaze trait do not become subject to the Blaze condition. Stygian Depths: Ignore Bad Air on level with the abyss or within ½" of an edge. Dome Jungle: The plants are less aggressive and only make attacks from 1" away. Ancient Manufactorum: When Industrial Terrain activates, the area on it and within 3" of it ceases to be subject to the Bad Air effects until the end of the round.


Any liquid terrain such as pools, puddles or toxic spills might hide a Sludge Jelly. Vents, ductways and hatches might also hide these horrors. When ending a Move action within 1" of a piece of liquid terrain or using a ductway, vent or hatch, roll a D6. On a 1, the activation ends as the Sludge Jelly attacks after using vent, ductways or hatch normally : Pass a Toughness check or become paralysed and consumed by the Sludge Jelly. If another fighter does not assist them before the following End phase, the paralysed fighter goes Out of Action. If assisted, become Seriously Injured instead. Sump Sea: There are Sludge Jellies in the sea and fighters who fall in it will be attacked automatically. Warp-tainted: If passing the Toughness check from a Sludge Jelly attack, pass a Willpower check or gain Insanity.


These rats may be placed at least 1" away from another fighter and not within any deployment areas. In the End phase before checking to remove this Event , each Giant Rat will charge any fighter within 8", otherwise they will move 2D6" in a random direction, stopping if they come into contact with impassable terrain but otherwise moving up and down terrain without restriction. Once all the Giant Rats have been moved, add D3 Giant Rats as above. Exotic Beast must attempt to charge Giant Rats within 6" when the owner activates. Weapon: Jaws S3, D1, Melee, Backstab Stealthy: -1 hit modifier when targeted by Ranged attacks. Small Target: Never a potential target when working out Stray Shot. Unstable Dome: Roll a D6 after using Blast weapons.


Ancient Manufactorum: When Industrial Terrain activates or is activated, place D3 Giant Rats in contact with the terrain piece. Sump Sea: When falling into the sea, place D3 Giant Rats in the sea at least 6" away. Giant Rats can move without restriction in the sea. They must be placed at least 12" from each other or a deployed fighter, and may not be placed in any deployment area. Unstable Dome: After using a Blast weapon, roll a D6. Apply The Horrors in the Dark rules. Dome Jungle: Fighters will be attacked unless they are within 8" of 2 other fighters rather than 1.


Warp-tainted: When rolling on the Horrors in the Dark table, roll 2xD6 and choose the lower result. Sump Sea: Automatically become Gunked when falling into the sea. Unstable Dome: Test against Gunked when hit by Blasts. When activating without line of sight to any other fighter, pass an Intelligence check or become lost and are placed anywhere on the battlefield within 12" of their current position by their opponent. May not be placed in impassable terrain or within 1" of another fighter. Warp-tainted: Fighters who become lost gain Insanity. Stygian Depths: When falling into the abyss, become lost, rather than going Out of Action.


Fighters can spend a Double action Scavenge to search for loot. Roll a D6, adding 1 to the result for each other friendly fighter within 6". Grenades do not automatically run Out of Ammo for the rest of the battle if they fail an Ammo check, and may be reloaded in the same way as other weapons. Warp-tainted: If failing the Scavenge action, pass a Willpower check or gain Insanity. Unstable Dome: Grenades misfires if a Hit is rolled on the Scatter dice regardless of the result of the D6 roll. Energy weapons plasma, melta, las weapons, etc.


gain Unstable. If the weapon already is Unstable, it automatically overloads if the Ammo symbol is rolled on the Firepower dice. When moving into B2B with another fighter, both fighters suffer a Strength 1 Damage 1 hit resolved before completing any other actions, such as Charging. If using Pitch Black rules, become Revealed when moving. Ancient Manufactorum: When Industrial Terrain activates, or is activated, all fighters within 1" suffer S 1 D1 hit. Dome Jungle: Carnivorous Plants inflict D3 Strength 1 Damage 1 hits in addition to any other effects. Stygian Depths: Apply D3 hits rather than 1 when moving into B2B.


Broken Hired Guns and Hangers-on are removed from the battlefield count as Out of Action without Lasting Injuries. Warp-tainted: Gain Insanity when failing any Nerve test in addition to any other effects. Stygian Depths: Pass a Willpower check whenever a Nerve test is failed within ½" of an edge jump into the abyss. One random Standing fighter from each gang is attacked by the Wyrd in the End phase. Pass a Willpower test or immediately attack the nearest fighter. Warp-tainted: Randomize 2 fighters to be attacked by the Wyrd rather than 1. Work out their attacks in the order they were chosen. Sump Sea: When attacked by the Wyrd, jump into the sea rather than make attacks.


If the fighter can't jump into the sea, move as close to the sea as possible. Stygian Depths: When attacked by the Wyrd, jump into the abyss rather than make attacks. If the fighter can't jump into the abyss, move as close to the abyss as possible. Warp-tainted: The first fighter selected is attacked by a Wyrd rather than a normal Mutie. Pass a Willpower to gain Insanity, or if failed, take a S5 D2 hit. Ancient Manufactorum: Mutie attacks are made with reclaimed autoguns rather than mutie bows. All fighters become Pinned this may cause fighters within ½" of an edge to fall. Discard the current Environment and generate a new one. The effects of the new Environment come into play immediately. GAME STRUCTURE A Battle in Necromunda is split into several rounds.


PRIORITY PHASE The Priority phase has two steps, first roll-off for Priority, then fighters are Readied. ROLL FOR PRIORITY Roll-off to determine who has Priority. In the case of a tie, the gang with Priority in the previous round passes it to the opponent re-roll ties the first round, when neither gang has had Priority. In multi-player battles, let dice score determine the order and re-roll any ties. READY FIGHTERS Each fighter is then Readied, regardless of Status, Secondary Status or any other Conditions. Once a fighter has been activated, they are no longer Ready. Normally a fighter that is no longer Ready may not activate again, but note that there are some instances in which a fighter may activate again.


same time. Most Leaders and Champions have this:. If a Leader or Champion is activated in this way, they may not Note that the actions a Ready fighter can perform are then perform a Group Activation themselves! governed by their current Status and Secondary Status. Some Conditions will also limit the actions a fighter may All fighters must be nominated before any of them makes an make, for example Broken. Then activate each fighter in the group as normal, fully resolving their activation before picking the next fighter. Each If one gang runs out of fighters to activate, the other gang fighter activates individually, groups never activate can activate all of their remaining fighters in any order. Once simultaneously. all fighters have been activated, even if they performed no actions during their activation, the Action phase ends. All pets automatically join their owner in a Group Activation does not count towards the limit If subject to the Insane condition, roll a D6: for other fighters , even if the owner itself was activated as part of a Group Activation.


fighter this turn, treating them as part of their gang. a Willpower check to lose the Insanity. NOTE Group Activations are not affected by any status or condition Broken, Seriously Injured, Blaze etc. ACTIONS COUP DE GRACE SIMPLE TYPES OF ACTION Requires the fighter to not be Engaged with any other There are 3 types of action. Each action may be fully fighters. within the vision arc of the fighter making the action. That fighter immediately goes Out of Action. time still uses up one of their actions for the turn. If making a fight action and the target becomes Seriously DOUBLE ACTION Injured, the fighter may end the action with a free Coup de Making a Double action counts as making two actions - Grace.


If a fighter only has one action available for any reason, they can't make a YAQ: Do not make a 2nd Nerve test for fighters that became Double action. Seriously Injured and then taken Out of Action by a free Coup de Grace action in the same activation. STANDING: ACTIVE TAKE COVER BASIC Move up to half Movement, then become Pinned. MOVE SIMPLE Note: Voluntarily becoming Pinned never triggers an Initiative Make a Standard move. test to prevent falling edge, pitfall or similar. Requires the Hip Shooting skill. Move followed by a Ranged attack with a -1 to hit modifier. have enough movement left to do so. ORDER DOUBLE Requires the Overseer skill. Often, a noble will have rarely or never met their own siblings, let alone those of other families, and if the Adeptus Terra claim a brother or sister is long dead, their holdings passed on to other parties and their wealth forfeit, who are they to argue?


The stripping of a noble of their wealth and title is an especially heinous fate for one raised in a spire and unused to the cruel realities of daily life in the depths of the underhive. ROGUE FACTORIA Technology is a heavily ritualised aspect of the Imperium; each lumen, ration packet or lasgun constructed from ancient plans to exacting standards. Only the sacred Adeptus Mechanicus is permitted to deal in Standard Template Construct STC printouts, the basis upon which all Imperium technology is derived. These are considered holy relics by the Cult Mechanicus, and even on a world as prolific in its manufacturing as Necromunda, representatives from the Adeptus Mechanicus will oversee the production of all goods.


Some criminals, not content to merely steal the output of these manufactoria, instead turn to the creation of their own machinery, wargear or weaponry, often using stolen Mechanicus Archprints. Obviously, from the point of view of the Adeptus Mechanicus, any such organisation is not merely an affront to Mars, but are heretics in the eyes of the Omnissiah. In many ways, the Imperial House considers Archprint thieves to be worse than true hereteks. The work of a heretek is easy to identify, being a profane perversion of the technologies of the Adeptus Mechanicus that has been modified in unsettling ways. By contrast, a lasgun created from a stolen Archprint might seem much the same as one turned out by the hive factories, and only the exacting eye of a Tech-Priest might be able to tell the difference. Rogue Factoria survive in the depths of the underhive, their workers toiling away under the cruel lash of their criminal masters.


Rogue Factoria bosses also deal in the Archprints themselves, selling copies or allowing others to use them for a suitable price. They are also less discerning than the Great Houses when it comes to choosing their customers, and will happily trade with true hereteks if their coin is good. The Archwerks dominates the Rogue Factoria enterprises of the Palatine Cluster. Its boss, the renegade Van Saar Cornalis Gar, oversees dozens of secret manufactorums throughout the underhive turning out guns, machinery and gear crafted from dozens of stolen Archprints. Gar is hunted by both the Imperial House for endangering its obligations to the Adeptus Mechanicus, and his former Clan House after he absconded with prototype designs extracted from the Van Saar STC. An architectural genius, Gar has managed to evade his many enemies by creating logic traps and optical pitfalls in the badzones surrounding his hideouts.


In fact, the fighters were covering the same few hundred metres again and again, convinced by a cunning illusion of intersecting perspective to turn back the way they had come each time they reached the way out. NarcoLords NARCO LORDS Chems in all their forms are an integral part of Necromunda. Without stimms, gruelling work quotas might not be met; without their speciality meds, the ruling elite could not extend their lifetimes; and without the Ghast trade, the coffers of Lord Helmawr would be significantly lighter. Other Houses also have their own specialised chem industries, such as the Lho trade of the Orlocks or the Cerebrium dens of the Delaque, though none are quite as large or widespread as those of the Escher.


The Merchants Guild too has its own pharmacy cabals, though these usually deal in the fungal narcotics of the underhive, created in the homemade synth stills of holesteaders, or by badzone hedge-chemysts. Despite the tangled web that is the Necromundan chem trade, there is still ample room for crime lords to stake their claims. So-called Narco Lords and Narco-gangs trade in stolen or counterfeit chems, taken from official Escher shipments, House stockpiles or Guilder caravans. There is always a ready market for those not willing to pay the high prices set by the Merchants Guild, whether it is medicine for a kind-hearted rogue doc, or the next fix for an underhive degenerate. Narco Lords savagely defend their territories and are in almost constant conflict with other criminals, the Guilds and the Clan Houses. The most powerful of these criminals lord over multiple settlements and regions, with an income to rival a prosperous Guilder family, but only do so as long as they can maintain their authority.


Narco Lords are equally callous when it comes to the muscle they hire to protect their interests. Bounty hunters and scum gravitate towards these criminals for the large sums of creds they can offer, while desperate gangs sign up to be paid in product. Grimmest of all are the indentured militia, scraped together from those deep in debt to a Narco Lord. FallenHouses Amongst the numerous Narco-gangs, of special note are Malifixers. It is unclear where these criminal agents take their name, though on the world of Necromunda they have become synonymous with the Narco Lords. There are countless Narco-gangs and bosses on Necromunda, their numbers constantly rising and falling in between bouts of violence. In the Palatine Cluster one of the largest criminal chem networks is the Narcozium Alliance, a league of narco-bosses and rogue gangs. It is unclear who actually commands the Narcozium, though gutter town whispers say its leadership, like its membership, is in constant flux to confound the efforts of its enemies to destroy it.


Some believe that the Narcozium is a front for a corrupted Enforcer Proctor, which would explain its continued survival. FALLEN HOUSES Over ten millennia of Imperial rule many noble houses have risen and fallen on Necromunda. Most have been long forgotten, any trace of their existence buried deep beneath the constantly shifting ash wastes. Some live on as fragmented bloodlines within the current ruling Houses, or as cautionary tales told to disobedient spire children. Then there are those who do not yet know they are dead and cling doggedly to the tattered remains of their oncegreat empires.


Unlike rebels, cults or common criminals, a Fallen House conducts itself with the nobility of its claimed station. All that matters to them is reclaiming their place among the Great Houses. In the minds of the fallen nobles, they are righteous outcasts, wronged by their peers — it is the tyranny of Lord Helmawr who is responsible for their downfall, not the excesses of themselves or their ancestors. Psy-Syndica Setting up courts in dingy underhive settlements or remote badlands camps — where their adversaries cannot easily move against them — a Fallen House musters its strength and cultivates resources.


The fading wealth and influence afforded them give them an edge over other criminal organisations, and some displaced nobles are part of exile networks that span Necromunda. The Fated Sons and Daughters are an example of this kind of hidden union. A shadow underclass of the nobility, they demand respect wherever they go, many within other criminal gangs or Guilder families secretly pledging their allegiance to their cause. Lord Helmawr has a special hatred for organisations like the Fated and what they stand for, as unlike imposters or crime bosses they possess the most dangerous weapon of all: a claim to his throne.


PSI-SYNDICA The line between crime and heresy remains a narrow one, especially on a world as violent and corrupt as Necromunda. However, no offense to the Imperial House, and by extension the Imperium, is greater than trafficking in psykers and psychic foci. Most other criminal organisations keep well clear of the Psi-Syndica if they ever encounter them, as they are dangerous individuals indeed, supported by thrall wyrds. These terrible consequences and sanctions, however, have not stopped the rise of the PsiSyndica. More a hidden network of powerful individuals than a true organisation, they have perfected the arts of finding and capturing those of a psychic nature, to train, sell or use in the creation of more psykers. Many members of the Psi-Syndica are psykers themselves, powerful enough to evade detection, and use their gifts to subdue other, weaker, examples of their kind. Often hidden inside the ranks of other organisations, they perfect their skills in psycho-surgery and psychic enhancement.


Rumour has it that there are Psi-Syndica within the networks of the Clan Houses, concealed within the governorship of underhive settlements and even among the Guilder families who traverse the hives. As one might expect from such a clandestine and illegal criminal practise, the identities of Psi-Syndica members are often little more than rumour and legends — such as the tales told of the mysterious Church of Esoterica. Despite its name, the Church of Esoterica is neither a splinter religion of the Imperial Creed or a subversive cult. Its leaders carefully cultivate the illusion of faith and dedication to an absent god to hide their true purpose. Initiates are inducted under the guise of joining a cult dedicated to the Emperor then psychically awakened via various methods — often involving the dangerous and illicit drug Ghast.


Those who survive the process inevitably find themselves imprisoned and offered up for sale. However, even a gang sometimes needs friends, access to extra ordnance or a little official clout to get the job done. In these instances, a gang might make a temporary alliance with locals, Enforcers, Guilders or some other faction, donning the veneer of officialdom while it aligns with their interests. Such alliances rarely last for long, as once the gang has achieved its goal, independence becomes more important than the support they were offered. For their part, both Guilders and other sanctioned groups regard gangs as temporary tools to be used when it suits them, but never fully trusted. The benefits of having an alliance depend on the ally, but can mean access to cheaper weapons and wargear, bonuses when playing certain scenarios or special Hired Guns who will join the gang while the alliance lasts. Alliances also come with drawbacks.


While it is possible to use the rules for Alliances in Skirmish games, provided both players agree, they really come into their own when used over several games — meaning players must take both the good cheaper weapons, special Hired Guns with the bad having to play certain scenarios or giving up some of their scenario rewards. Players and Arbitrators are encouraged to keep track of Alliances as they can really help build an exciting narrative over the course of a campaign, with certain allies refusing to work with a gang based on their past history, or gangs developing rivalries depending on the allies they have chosen to back. Arbitrators could even require all gangs to make Alliances for their campaign, forcing them to choose sides in a larger confrontation between Guilders, Enforcers, Recidivists or seditious cults. Once a gang has pledged its support to an ally, you can be sure that their new friends will hold them to it — at least until the ally gets some results or they decide that the gang has become a liability.


When choosing an Alliance in which to enter into, an Outlaw gang may select from one of the following: Cold Traders, Imperial Imposters, Rogue Factoria, Narco Lords, Fallen Houses or Psi-Syndica. When choosing an Alliance in which to enter into, a Law Abiding gang may select from one of the following: Water Guild, Promethium Guild, Corpse Guild, Slave Guild, Guild of Coin or Iron Guild. Use the following steps to makes an Alliance: 1. Any gang can decide to enter into an Alliance at the beginning of a campaign, or before any game in a campaign, provided they do not already have an ally. Choose an ally from those on offer. Some potential allies are presented over the next few pages, but more will be provided in future supplements and Arbitrators might even create their own. Once a gang has made an Alliance, it will last until the end of the current campaign phase this means either the Expansion or the Justice phase during a Law and Misrule Campaign, or either the Occupation or Takeover phase during a Dominion Campaign , or until either they or their ally break it as a result of their actions.


If a gang breaks their Alliance before the end of the current campaign phase then they cannot gain another until the following phase unless their Arbitrator decides otherwise. While part of an Alliance, a gang may not use the additional rules for Sub-plots or roll on the House Favours table see page of the Necromunda Rulebook. Unless otherwise noted, a gang can never have more than one ally at a time. A gang should make a note of their ally on their gang roster, along with any Benefits and Drawbacks the ally brings. BENEFITS AND DRAWBACKS Each Alliance brings with it a set of Benefits and Drawbacks. These are special rules that will apply to the gang for the duration of the alliance and can include things such as access to certain equipment, special Hired Guns or having to play certain scenarios when given the option. TESTING THE ALLIANCE Sometimes the strength of an Alliance might be tested. This is usually because of something the gang has done or wants to do, or because the ally wants to exert their will upon the gang and the gang wants to resist.


This is known as Testing the Alliance, and applies to the use of some Benefits and Drawbacks. When Testing the Alliance the gang must roll a D6 on the table below, adding 1 to the result for each time their Alliance has already been tested during this campaign week. Warning: The ally issues a warning to the gang, who must work to restore their good faith. Broken: The Alliance is broken. The ally leaves the gang and the gang may not enter into an Alliance with another ally until the following campaign week. CriminalAllies ColdTraders CRIMINAL ALLIES Recidivists, to use a common Necromundan term for the criminal elements, are sometimes indistinguishable from the gangs and outlaws of the underhive. Where they differ is in the scope and subversion of their actions, running crime empires to rival the power of the Merchants Guild or the Clan Houses. During their career a gang will deal with scores of Recidivist organisations, whether it is buying illegal goods from the Black Market or taking shady jobs outside of the remit of their House masters.


Gangs might also find themselves actively recruited by Recidivists, falling into alliances with them as muscle or hitmen. Of course, there are almost as many kinds of Recidivists as there are crimes on Necromunda and each criminal organisation offers its own rewards and perils. No Enforcer has yet explained to me why they are not put down as well. Cold Traders ensure a steady supply of this contraband for any who can meet their price. BENEFITS Xenos Artefacts: While the gang is allied with the Cold Traders reduce the Legality of Black Market Xenos weapons and Wargear by 2. Void-born Bounty Hunters: In the pre-battle sequence the gang may add a Smuggler Shore Party see page 20 to their gang for the game. However, when selecting the crew for a battle, the Smuggler Shore Party counts as only one fighter, effectively allowing the crew to include two or three more fighters than the crew size may allow.


If the gang is playing The Hit, Escort Mission or the Last Stand scenario as a result of the Press Ganged rule see below then a Smuggler Shore Party must be included unless the gang rolls to Test the Alliance. DRAWBACKS Press Ganged: During the pre-battle sequence, if the gang has the option of choosing the scenario to be played, roll a D6. On 1, 2 or 3, the gang must choose The Hit, Escort Mission or Last Stand and take on the role of the attacker. Instead of rolling, the gang can choose to play any scenario, but if they do they must Test the Alliance. Imperial Entanglements: During the post-battle sequence, if the gang fielded a Smuggler Shore Party, they must randomly select one of their fighters who is not In Recovery to be subjected to investigation.


This fighter is lying low and must miss the next game. Instead of choosing a fighter the gang can choose to ignore this drawback, but if they do they must Test the Alliance. BENEFITS An Honourable Word: While the gang is allied with an Imperial Imposter they can protect themselves or another gang from being outlawed see page For the duration of this Campaign week the selected gang can ignore any one action that would result in them becoming an Outlaw gang. Uphive Ambassadors: In the pre-battle sequence the gang may add a Master Charlatan see page 21 to their gang for the game. If the gang is playing the Murder Cyborg, Shoot-out or Escort Mission scenario then a Master Charlatan must be included unless the gang rolls to Test the Alliance.


DRAWBACKS Noble Ambitions: During the pre-battle sequence, if the gang has the option of choosing the scenario to be played, roll a D6. On 1, 2 or 3, the gang must choose Looters, Forgotten Riches or Caravan Heist. Guilt by Association: During the post-battle sequence, if the gang fielded a Master Charlatan they must roll a D6. On a 6, their association has been discovered and the gang is outlawed see page Instead of rolling, the gang can dissociate itself from the Imperial Imposters, but if they do they must Test the Alliance.


Insane, if you ask me! When the gang visits the Black Market, it can purchase a counterfeit version of any weapon. Counterfeit weapons are not as reliable as normal weapons, and either have the Reckless trait if they also possess the Melee trait or the Unstable trait if they do not possess the Melee trait , and count as illegal equipment see page 54 with a Legality equal to their modified Rarity. Hedge Armourers: While the gang is allied with the Rogue Factoria, they count as having an Ammo-jack Hanger-on working for their gang see page 85 of Necromunda: Gangs of the Underhive. Factoria Work Gangs: In the pre-battle sequence the gang may add a Factoria Work Gang see page 22 to their gang for the game.


However, when selecting the crew for a battle, the Factoria Work Gang counts as only one fighter, effectively allowing the crew to include two or three more fighters than the crew size may allow. If the gang is playing The Hit, Escort Mission or the Last Stand scenario then a Factoria Work Gang must be included unless the gang rolls to Test the Alliance. DRAWBACKS Eye of the Omnissiah: In the pre-battle sequence, during the Choose Crews step, if the gang has included any fighters carrying Counterfeit weapons as part of its crew then their opponent may include a Bounty Hunter without having to pay their hiring fee.


Fighters armed with Counterfeit weapons are worth their full value when sold to the Guilders. Factoria Workers: If the gang includes any Counterfeit weaponry, they must include a Factoria Work Gang see page 22 as part of their crew or instead choose to Test the Alliance. NarcoLords NARCO LORDS Chems are a vital commodity on Necromunda and a hugely profitable enterprise for criminal organisations from the tip of the spire to the depths of the underhive. BENEFITS Abundant Supply: While the gang is allied with the Narco Lords, the Rarity and Legality of all chems are reduced by 2. In addition, the gang does not need to check to see if their supplier has run out see page as long as the alliance lasts. If the gang is playing the Downtown Dust-up, Ghast Harvest or The Hit scenario then these Hive Scum Hired Guns must be included unless the gang rolls to Test the Alliance.


DRAWBACKS Courier Work: During the pre-battle sequence, if the gang has the option of choosing the scenario to be played roll a D6. On 1, 2 or 3, the gang must choose Downtown Dust-up, Ghast Harvest or The Hit scenario and take on the role of the attacker. Payment Due: During the post-battle sequence, if the gang gained any credits as a scenario reward, the gang must give up D3x10 credits to the Narco Lords. Instead of rolling, the gang can choose to keep all its rewards, but if they do they must Test the Alliance. Had a proper funny turn from their last batch. Most have faded into memory, though some remain eager to reclaim their lost glory. BENEFITS Rebellion: While the gang is allied with a Fallen House, if they win a game against a Law Abiding gang, they gain an additional D6x10 credits. If their opponent was an Enforcer gang or a gang allied with the Merchants Guild or the Imperial House, they gain an additional 2D6x10 credits and 1 point extra of Reputation instead.


The spire will quake with the betrayal they have wrought and we will arise from their ashes. If the gang is playing against an Enforcer gang, or a gang allied with the Merchants Guild or the Imperial House then a Rebel Lord Hired Gun must be included unless the gang rolls to Test the Alliance. DRAWBACKS For the Cause: In a campaign, when challenged for a Racket, Territory or similar, if the opponent is an Enforcer Squad gang or is in an Alliance with the Imperial House or the Merchants Guild, you must accept. Alternatively, the gang can opt to refuse the challenge, but if they do they must Test the Alliance. Ancient Oaths: During the post-battle sequence, the gang must give up D3x10 credits to the Fallen House. If the gang will not, or cannot, give this tithe to the Fallen House, they must instead Test the Alliance. Psi-Syndica PSI-SYNDICA There are few greater crimes on Necromunda than the concealment or trafficking of psykers, though this does not stop Recidivists from dealing in these powerful individuals.


BENEFITS Psychic Awakening: When the gang allies with the Psi-Syndica, they may generate a random Wyrd Power see page for one of their fighters. The fighter permanently gains the use of the power as well as the Unsanctioned Psyker special rule see page 77 of the Necromunda Rulebook. Mind-locked Wyrd: In the pre-battle sequence, the gang may add a Mindlocked Wyrd Hired Gun to their gang for the game see page If the gang is playing the Ghast Harvest scenario then the Mind-locked Wyrd must be included unless the gang rolls to Test the Alliance. The selected fighter must immediately make a Willpower check. Alternatively, the gang can decide not to choose one of their fighters and instead Test the Alliance.


Roll a D6, adding 1 for each fighter with the Unsanctioned Psyker rule who fought on their side during the battle. The gang can choose not to make this roll, in effect giving up a member of the Psi-Syndica to cover themselves, but if they do, they must Test the Alliance. That is merely the merchandise acting out. These vile individuals normally cling to the fringes of the Imperium for fear of extermination or imprisonment. However, the Imperium is vast and even on a populous world such as Necromunda, renegades and smugglers can be found lurking in the shadows. A Smuggler Shore Party is a gathering of renegades centred on a powerful Cold Trader.


This could be anything from a disgraced Rogue Trader or Chartist Ship Captain to an Alien Corsair or Xenos Void Lord. The Shore Party itself comprises every kind of spacer scum that can be imagined, including Imperial Navy deserters, feral stowaways and abhuman adventurers, all of which have thrown their lot in with the Cold Trader for the promise of fortune and glory. EQUIPMENT The Cold Trader is armed with a sling gun and a stiletto knife, and is equipped with armourweave armour and a bio-booster. The Bosun is armed with a shotgun with solid and scatter ammo and a fighting knife, and is equipped with mesh armour.


A Void-born Scum is armed with either an autopistol and a fighting knife or a laspistol and a fighting knife — each may be armed differently. Both are equipped with flak armour. SKILLS The Cold Trader has the Step Aside and the Overseer skills. They may, however, only use the Overseer skill to Order another member of the Smuggler Shore Party. The Bosun has the Dodge skill. The Void-born Scum are fighters. Indentured Fighters: If both the Cold Trader and Bosun are removed from play for any reason, any Void-born Scum, without guidance, will automatically behave as if the crew they are part of had failed a Bottle test, regardless of how many fighters in total have been removed from play. Master Charlatan MASTER CHARLATAN Master Charlatans blend seamlessly into Necromunda high society.


Dressed as nobles and adopting their affectations they work towards their own ends — which is usually robbing the Noble Houses mercilessly. Some have deeper agendas, often because they are in the employ of other Noble Houses or vengeful renegades, though these are the exception rather than the rule. Then there are those who find their way down into the underhive. Should the Master Charlatan be revealed, they are still a deadly prospect to face, their lifestyle having afforded them a wealth of concealed weapons and wargear. SKILLS A Master Charlatan has the Evade, Infiltrate and Step Aside skills. Some are criminals working off debts to their underhive bosses, while others are escapees from uphive who came to the underhive seeking freedom and wealth but found a life much like their old one. These irregular fighters are armed with a wide array of cheap counterfeit weaponry, often taken from the cast-offs of the factory line.


So armed, they are then pressed into service as ad hoc militia for their masters. EQUIPMENT The Factoria Overseer is armed with a combi-pistol autopistol and plasma pistol and a shock baton, and is equipped with mesh armour. The Work Party Boss is armed with a laspistol and a shock whip, and is equipped with mesh armour. A Factoria Worker is armed with either a reclaimed autogun or a reclaimed autopistol and a fighting knife. Each may be armed differently. SKILLS The Factoria Overseer has the Commanding Presence and the Overseer skills. They may, however, only use the Overseer skill to Order another member of the Factoria Work Gang. The Work Party Boss has the Iron Will skill. The Factoria Workers are fighters. Indentured Fighters: If both the Factoria Overseer and Work Party Boss are removed from play for any reason, any Factoria Workers, without guidance, will automatically behave as if the crew they are part of had failed a Bottle test, regardless of how many fighters in total have been removed from play.


RebelLord REBEL LORD The Noble Lords of Necromunda are powerful individuals of a kind to rival the elite of the Imperium. Hundreds of generations of selective breeding and genetic manipulation, combined with access to almost limitless wealth, has transformed them into living demigods cloaked in mortal form. When a Great House falls these mighty lords are almost always hunted to extinction, lest they escape into the wilds of Necromunda and become rebels. The bounties placed on the heads of these fantastically dangerous souls are often enough to raise a common ganger up from the brutality of the underhive and give them a life of privilege and plenty in the upper reaches of Hive City. This is how dangerous they are considered to the continuance of the ruling Houses and their masters.


More dangerous than their masterwork firearms or energy blades, however, is their will. A Rebel Lord is more than a mere villain — for they are among the last of their line and burn with vengeance to see the Imperial House brought down. Additionally, a Rebel Lord may be armed with either a pair of Master-crafted laspistols and a stiletto sword, or a bolt pistol and a thunder hammer. A Rebel Lord is equipped with light carapace armour and either a displacer field or a refractor field. Mind-lockedWyrd MIND-LOCKED WYRD The penalty for harbouring rogue psykers on Necromunda is swift and brutal. After the tithes to the Imperium, and the culling of those psykers deemed too dangerous to even transport off-world, there remains a substantial quantity that slip between the cracks. Many of these end up collared and conditioned in the employ of the Imperial House, but many more escape into the underhive. Mind-locked Wyrds are unsanctioned psykers who have been broken to the will of the Psi-Syndica.


This also allows the Psi-Syndica to send the rogue psykers to aid their allies, confident the wyrds will not betray them. Mind-locked Wyrds are also deeply unsettling individuals, even by the standards of the underhive, and gangers tend not to enjoy spending much time with them. SKILLS A Mind-locked Wyrd has the Fearsome and Non-Sanctioned Psyker skills. Immediately make a ranged attack with the following weapon: Scouring Rng S L T Acc S L - Str AP 2 - D Am 1 - Traits Blaze, Template Telepathy — Maddening Visions Basic : Nearby enemies find themselves struck by nightmarish apparitions as the Wyrd becomes a conduit for unfettered Warp energy. If the check is failed, the fighter is driven temporarily insane and becomes subject to the Insane condition. Whilst subject to the Insane condition, fighters activate as described on page 60 of the Necromunda Rulebook.


Telekinesis — Assail Basic : The Wyrd uses the force of their will to push enemies and objects from their path. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit, and becomes Prone and Pinned. If this movement would push a fighter from a platform or into a pitfall, stop at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. Telepathy — Hypnosis Basic : With little more than a piercing stare, the Wyrd can dominate the minds of the weaker-willed.


If the Willpower check to perform this action is successful, that fighter may only perform a single Move Simple action when activated this round. Telepathy — Unbreakable Will Basic , Continuous Effect: The Wyrd exerts their mind to control nearby allies. Might be a psyker. When one must govern a populace of billions, all crammed into the close confines of ancient cities and eking out their lives on recycled food while they toil endlessly at their tasks, kind words and even-handed rules are not enough.


Only a boot stamping down on the throat of the ungrateful and malcontent will do; the fear of sudden and brutal reprisal keeping millions of desperate souls in line. This monumental responsibility of maintaining order among the hellish confines of the hives falls to the Palanite Enforcers. All manner of crime is met with a swift and vicious response, for those that transgress against the Imperial House must be brought to justice before they can corrupt others with their recidivist dogma. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumbered by the people they are meant to control, a thin line of shotguns and shock batons keeping billions of hivers under their yoke. To aid them in their task, Enforcer patrols have an impressive range of weaponry to draw from.


Unlike Clan House gangers who must petition their House masters or scavenge among the underhive markets, the Enforcers can requisition the finest guns and ordnance the Imperial House can afford; and the Imperial House can afford quite a bit. Shock weapons and combat shotguns are the favoured tools of the Enforcers, versatile and useful against massed enemies, and most Enforcers will either carry these or have access to them. While they have access to a wide range of heavy and highly deadly weaponry such as bolters and explosives, suppression and terror weapons are common. Concussion carbines give Enforcers the ability to disperse a crowd or bring down a foe intact for later punishment and are particularly effective against densely packed foes. Beyond these the Enforcers benefit from myriad specialist weapons, allowing them to field sniper teams, demolition crews or killsquads should it be required. Palanite Enforcers adhere to a strict military structure very unlike the loose affiliation of killers that make up most gangs.


It must also be able to police itself, the dedicated within the Enforcers ensuring the weak links within their own organisation are quickly dealt with. With the aid of a few trusted Sergeants, these men and women gather a number of squads to form their patrols, each one made up of half a dozen troopers. These squads can be light skirmishers, heavy weapons teams or even beast-handlers armed and armoured with a range of Enforcer weaponry. Enforcers are chosen from the hive populace because they show a strength of will and initiative beyond that of their peers. Ironically, these are the same traits that make for the most accomplished criminals, such as those that eschew even the sanctioned violence of gang warfare to pursue their own deviant agendas.


Where possible, however, these rebellious and talented citizens are gathered up by the Enforcer recruiters, sometimes forcibly torn from their old lives. What follows is a savage training regimen to break the recruit down until they are a hollow vessel ready to be remade as the Imperial House sees fit; stripped of everything they have known, including their own name. Yet Lord Helmawr does not desire mindless soldiers or broken slaves to enact his will — these he has plenty of already — rather he desires fighters harder than anything the brutality of an underhive upbringing can produce.


And so each trooper is broken, and then broken again, until they are either remade stronger or are broken for good. Those that survive this process are rightly proud of the place they have earned among the Enforcers, and are eager to visit the pain they have endured on those who transgress against the rule of the Imperial House. As they advance in skill and meet their suppression quotas troopers may rise in rank, from green troopers fresh from training, through mainline squad duties to either a specialist arm of the Palanites such as insurgence subdual or long-ranged threat eradication. In time a trooper might become a Sergeant, a hardened veteran of the Palanites, or even earn the spider-seal of a Captain, taking command of their own patrol.


Legends among the criminal cabals and academy classes of Hive Primus tell a tale of the Lone Marshal, the first Palanite Enforcer. This is due to the hierarchy within each precinct and the strict militaristic structure of the Enforcers in general. An Enforcer Patrol gang must follow these rules when it is founded and when new fighters are added to the gang. The Leader may be upgraded to a Subjugator Captain for the cost shown. If one such accessory is purchased for a weapon, another may not be added. During a campaign, gangs continue to follow these rules as new fighters are added to the gang. ENFORCER SNIPER RIFLE M37 MASS ISSUE, CF. In absence of real names, Enforcers sometimes give each other nicknames, often referencing events or experiences from years of service. Hives often use their own conventions to help hide the total strength of their Enforcer complement.


Below are some names that can be used, adapted or combined when creating your own Enforcer patrol. Instead, they start the campaign in control of a single Territory unique to them — the Palanite Precinct Territory. Occupation Phase: During the Occupation phase, Enforcers may challenge another gang for a nominated unoccupied Territory as normal. Similarly, another gang may challenge the Enforcers to fight for a nominated unoccupied Territory as normal. If the Enforcers win, rather than take control of the Territory, they must perform either a Police Territory or Grant Territory action as follows. Takeover Phase: During the Takeover phase, the Enforcers may challenge any gang for a Territory that gang controls. If the Enforcers win, they must perform either a Police Territory or Grant Territory action as follows.


The challenger cannot gain control of the Palanite Precinct, but will gain the benefits of a successful assault should they win. The Enforcers cannot lose the Palanite Precinct, but can suffer the negative effects associated with it being successfully assaulted. TERRITORY ACTIONS If the Enforcers win control of an unoccupied or enemy-held Territory, they must perform one of the following actions during the Wrap-up: Police Territory: The Enforcers clear up the Territory. Grant Territory: The Enforcer player chooses another gang taking part in the campaign. That gang gains control of the Territory and any Criminal Enterprises associated with it. TRIUMPHS Players of Palanite Enforcers may not be awarded the Dominator Triumph. Instead they have a unique Peacemaker Triumph to reach for: Peacemaker: If none of the players can be awarded the Dominator Triumph — because two or more players hold the same number of Territories — the Enforcer is awarded the Peacemaker Triumph.


UNIQUE TERRITORY — PALANITE PRECINCT Fortress, gaol, and place of execution, a Palanite Precinct is the authority of Lord Helmwar stamped boldly into the very structure of the underhive in rockcrete and plasteel for all to see. They also can decide if any of the doors are locked. The player who controls the Enforcers treats all doors as unlocked, and can relock any door. TERRITORY BOON Income: The gang earns D6x10 credits from this Territory when collecting income. Gang Assault: A gang can never take control of a Palanite Precinct. They may only choose weapons from the Palanite Weapons List, but otherwise they have no weapon restrictions. STARTING SKILL Palanite Captains start with one free skill chosen from their Primary skill sets. They may only choose weapons from the Subjugator Weapons List, but otherwise they have no weapon restrictions. PALANITE SERGEANT CHAMPION Very cool, it even adds in some of the Outlander groups. Even with Houses and the Outlander groups like Scaavies, Spyrers, and Wyrds there's still even more content that can be worked in over time.


Currently I'm wondering if the Outlaw system will make its way in at launch, as even Underhiver's have some rules mostly don't mess with the Guild. Over at YakTribe Games we have a massive vault of Necromunda resources, collection of all the community created pieces over the last 20 years including some new ones. Very cool. Say I saw you mention some of those are community made factions, which while nice for home games, for theorizing which factions could be added later I think they'll be sticking to official Necromunda gangs. Could you let us know which ones are community built and which ones are Codex and Gang War Official? Well the only official ones are contained in the rulebooks.



Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode. Please download a browser that supports JavaScript, or enable it if it's disabled i. It's a good way to get acquainted with the universe and the hives in general. Necromunda Underhive Wars should be based on these rules and not the new ones coming from Games Workshop phew. For community created Necromunda resources head to Yaktribe. Very cool, it even adds in some of the Outlander groups. Even with Houses and the Outlander groups like Scaavies, Spyrers, and Wyrds there's still even more content that can be worked in over time.


Currently I'm wondering if the Outlaw system will make its way in at launch, as even Underhiver's have some rules mostly don't mess with the Guild. Over at YakTribe Games we have a massive vault of Necromunda resources, collection of all the community created pieces over the last 20 years including some new ones. Very cool. Say I saw you mention some of those are community made factions, which while nice for home games, for theorizing which factions could be added later I think they'll be sticking to official Necromunda gangs. Could you let us know which ones are community built and which ones are Codex and Gang War Official? Well the only official ones are contained in the rulebooks. The community updated official gangs are available in the NCE Necromunda Community Edition and the OCE Outlanders Community Edition.


All the other gangs available in the vault, old or new, are in no way "official". It all about which ruleset you wish to play, and the various vault resources are tagged appropriately. ORB - Original Rulebook from LRB - Living Rulebook from NCE - Necromunda Community Edition from the last decade of efforts. Most in the 'tribe play NCE, and the YakTribe Necromunda gang and campaign tools default to NCE as well. This topic has been deleted. Only users with topic management privileges can see it. Necromunda Underhive Wars should be based on these rules and not the new ones coming from Games Workshop phew For community created Necromunda resources head to Yaktribe. last edited by Game kNight.


last edited by. ORB - Original Rulebook from LRB - Living Rulebook from NCE - Necromunda Community Edition from the last decade of efforts Most in the 'tribe play NCE, and the YakTribe Necromunda gang and campaign tools default to NCE as well.



necromunda book of judgement,Document details

WebView Details. Request a review. Learn more WebAug 22,  · Necromunda Rulebooks (All) 1. Game kNight 22 Aug , Hey buddies. If you want to dive into the lore or the rule set of the original game, Council of WebNecromunda: The Book of Ruin By Games Workshop. Release Date: Genre: Crafts & Hobbies. Size: MB. Link Download: blogger.com Now available Web[PDF Download] Necromunda House Of Shadow By Games Workshop eBooks Free Release Date: Genre: Crafts & Hobbies Size: MB Link: Webnecromunda book of judgement Загрузил dark necromunda book of judgement Реклама Law on Necromunda is a boot stamping down forever on the neck of its WebMay 12,  · Necromunda have 12 books and 5 more are going to be released the next year: 1) Underhive Rulebook () - OUTDATED 2) Gang War 1 () - ... read more



By contrast, a lasgun created from a stolen Archprint might seem much the same as one turned out by the hive factories, and only the exacting eye of a Tech-Priest might be able to tell the difference. GRAV-CHUTE No damage is suffered from jumping or falling. Apply The Horrors in the Dark rules. successful hits can be re-rolled instead. If the imposter is taken Out of Action, no Lasting Injury roll is made for the fighter who was replaced by the imposter — they never really took part in the battle. On a 6, their association has been discovered and the gang is outlawed see page Hand Injury: The fighter goes Into Recovery.



By contrast, necromunda pdf download, a lasgun created from a stolen Archprint might necromunda pdf download much the same as one turned out by the hive factories, and only the exacting eye of a Tech-Priest might be able to tell the difference. If it is not, you may discard this Intrigue and draw another. Revisionist assassins do not kill their targets with blades or bullets but rather by destroying the records of their existence and their connections to their peers, necromunda pdf download. DRAWING INTRIGUES Both players draw three Intrigue cards at the start of each battle, during step 4 of the pre-battle sequence. MAKE A CHALLENGE AND STAKE RACKET For a battle to be fought, one player must challenge another player to play a game, as described on page BADZONE EVENTS Events last one or more rounds. that of another friendly fighter or an obstacle.

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