Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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Hate is a powerful emotion and in the Underhive<br />
there is plenty of opportunity for gangs to develop<br />
bitter rivalries. Grudges and ingrained animosity can<br />
lead to feuds that tear gangs apart and leave dozens<br />
dead. This is represented by the special rules for<br />
hatred. Hatred can develop following disturbing<br />
injuries.<br />
Models can hate specific enemy gangs or even entire<br />
<strong>Necromunda</strong>n Houses. The following rules apply to<br />
models which hate their rivals.<br />
1 If<br />
2 A<br />
3 A<br />
WILDSNAKE<br />
The favoured drink of Underhive is the<br />
potent spirit known as Wildsnake. It is<br />
brewed from the skins and flesh of<br />
snakes caught in the badzones. The<br />
provenance of each bottle is guaranteed<br />
by the dead snake preserved within.<br />
Wildsnake is a clear sharp tasting liquid<br />
the bitterness of which is derived from<br />
the venom in the snakes themselves.<br />
For those who cannot afford the price of<br />
Wildsnake the next best is quite literally<br />
Second Best. Second Best is brewed from<br />
rat pelts too mouldy to use for anything<br />
else, slugs too rancid to sell as slave<br />
food, and household waste so disgusting<br />
that it’s better not to think about it.<br />
Conveniently, it is almost impossible to<br />
think about anything after drinking a<br />
bottle of Second Best...<br />
HATRED<br />
a fighter hates his adversaries all Leadership<br />
tests are taken as if he had a Ld characteristic of<br />
10.<br />
model fighting hand-to-hand combat with a<br />
hated foe may re-roll any Attack dice in the first<br />
turn of any hand-to-hand combat engagement.<br />
After the first turn the model has vented his<br />
pent-up anger and fights as normal.<br />
model in hand-to-hand combat must use his<br />
2" follow-up move to engage a hated enemy if<br />
possible. Otherwise he must use the follow-up<br />
to move towards a hated enemy he can see. He<br />
may not use follow-up to move away from<br />
hated enemies or take cover if there are hated<br />
enemy in sight.<br />
31<br />
NECROMUNDA<br />
Some fighters are more than a bit crazed and can be<br />
driven into a frenzy of slaughter during combat. Such<br />
wild and dangerous individuals are described as<br />
frenzied. How or exactly why a fighter may go over<br />
the edge in this way is not particularly important – he<br />
could be psychotically deranged, under the influence<br />
of dangerous hive fungi, or affected by localised gases<br />
or radiation.<br />
If an individual is frenzied the following rules apply.<br />
1<br />
A frenzied model must always charge the<br />
closest enemy within his charge move (usually<br />
8") if able to do so.<br />
2 The<br />
3<br />
Frenzied<br />
4<br />
Frenzied<br />
5 Frenzied<br />
6 If<br />
7 A<br />
FRENZY<br />
frenzied model doubles his Attacks<br />
characteristic. For example, A1 becomes A2, A2<br />
becomes A4 and so on.<br />
models cannot parry (see Parry in the<br />
Hand-to-Hand Combat section).<br />
models must use their 2" follow-up<br />
move to engage in hand-to-hand combat if<br />
possible. Otherwise they must use the extra<br />
move to move closer to their enemy. They may<br />
not use a follow-up move to get behind cover<br />
or retreat (see Hand-to-Hand Combat).<br />
models are never affected by fear or<br />
terror, nor are they affected by stupidity or<br />
hatred.<br />
a frenzied model loses his nerve and is<br />
broken as described in the Leadership section,<br />
then the Frenzy rules no longer apply. The<br />
fighter has taken a beating and his sense of selfpreservation<br />
asserts itself.<br />
player may try to gain full control over a<br />
frenzied model at the start of his turn. This is<br />
purely up to you – you may not wish your<br />
splendidly berserk fighter to calm down and<br />
behave sensibly! To gain control over the model<br />
take a Leadership test as you would for testing<br />
your nerve. If the test is passed then the fighter<br />
is under control and can act normally –<br />
however, none of the special Frenzy rules<br />
described above will apply. This control lasts<br />
until the start of your following turn.