Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
MISCELLANEOUS EQUIPMENT<br />
AUTO-REPAIRER BIO-SCANNER<br />
An auto-repairer is a large device kept back in the<br />
gang’s hideout or in one of its workshops. The<br />
machine is used by a gang’s heavies to check and<br />
repair equipment, scan for hidden structural<br />
weaknesses and test batteries, power packs and<br />
internal generators.<br />
Special Rules<br />
If a gang has an auto-repairer it can be used in<br />
between fights to check out the gang’s weapons. The<br />
gang must include a heavy to do this and you must<br />
assign a fit ganger to help him. The ganger cannot<br />
collect income from territories or search for rare<br />
trade goods if he is helping the heavy.<br />
In the next game, any weapon that fails its Ammo roll<br />
may roll again, and automatically passes its check on<br />
a D6 roll of 4, 5 or 6 regardless of the kind of weapon<br />
it is. Weapons which automatically fail an Ammo roll<br />
will pass on a 4 or more.<br />
Note that the auto-repairer is kept in the gang’s<br />
territory and is not associated with any specific heavy.<br />
As it does not belong to a specific model its value is<br />
not included in the gang’s rating. If the gang is raided<br />
in the Raid scenario then the auto-repairer is<br />
automatically destroyed if the encounter is lost.<br />
BIO-BOOSTER<br />
A bio-booster is a small chemical charge that fits into<br />
a wrist band or similar. The booster’s bio-sensor is<br />
activated when the wearer is injured, administering a<br />
shot of booster chemical into the bloodstream by<br />
means of a pressure diffuser. The bio-booster is selfadministering<br />
and completely automatic.<br />
Special Rules<br />
If a fighter is wearing a bio-booster then on his first<br />
Injury roll 1-3 counts as a flesh wound, 4-5 is down<br />
and 6 is out of action. This only applies to the<br />
fighter’s first Injury roll – ie, the roll made when his<br />
last wound is gone – not to subsequent Injury rolls in<br />
the recovery phase.<br />
The bio-booster will only work once per game. If a<br />
fighter recovers and is then injured for a second time<br />
his bio-booster will have no further effect as it has<br />
been discharged.<br />
51<br />
NECROMUNDA<br />
A bio-scanner detects life signs within the proximity<br />
of the user. The device is small, about the size of a<br />
pistol, and can be worn upon a belt or around the<br />
owner’s neck. A fighter who carries such a device<br />
improves his chances of spotting enemy intruders.<br />
Special Rules<br />
Hidden Enemy. A model carrying a bio-scanner<br />
trebles the range at which it will see hidden enemy.<br />
For example, a fighter with I4 will spot hidden enemy<br />
at 12" rather than 4".<br />
Intruders. In scenarios which involve sentries and<br />
intruders (eg Raid and Rescue) the bio-scanner<br />
trebles the distance at which sentries can spot<br />
intruders and adds +1 to their chance of spotting all<br />
intruders.<br />
BLINDSNAKE POUCH<br />
The Ratskins milk venom from the albino blindsnake,<br />
mix the toxin with certain secret fungi, and place the<br />
resultant paste into a small leather pouch which is<br />
worn around the neck. The spirit of the blindsnake is<br />
said to watch out for bad spirits and to guide its<br />
owner in the darkness. The mixture in the leather<br />
pouch is absorbed by the fighter’s skin and enhances<br />
his natural psychic sensitivity, endowing him with a<br />
sort of rudimentary sixth sense.<br />
Special Rules<br />
A fighter who carries a blindsnake pouch can sense<br />
when an enemy is waiting to shoot at him. If a fighter<br />
is shot at and hit from overwatch, he has a chance of<br />
ducking or weaving to avoid the shot. Roll a D6. On<br />
the score of a 4+ the fighter avoids the shot and is<br />
safe. Note that this roll is made as soon as the fighter<br />
is hit – it is not a saving throw taken once a fighter is<br />
wounded and no armour save modifiers apply.