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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.

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