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Necromunda rulebook - Games Workshop

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5 Ancient and faded. Barely legible though it is the<br />

map is a genuine ancient relic. When you fight a<br />

battle you may add or subtract up to 2 from the<br />

Scenario chart to decide which scenario is played.<br />

In addition, the map reveals the location of<br />

ancient tunnels nearby. You can swap any one<br />

territory you currently have for Tunnels – you<br />

must do this immediately or never.<br />

6 Recent and accurate. The map is recently made<br />

and accurate. When you fight a battle you may add<br />

or subtract 3 from the Scenario chart to decide<br />

which scenario is played.<br />

The map is carried by the gang’s leader and is lost if he<br />

is killed. Its cost is therefore included in the leader’s<br />

value and gang rating in the normal way.<br />

RESPIRATORS<br />

Respirators are an essential item in the lower regions of<br />

Hive City and the Underhive, where hive smog, pollutant<br />

clouds and toxic dust are everyday hazards. Respirators<br />

remove the worst of the pollution including most<br />

harmful substances.<br />

Special Rule<br />

Gas Test. A fighter wearing a respirator can re-roll a failed<br />

Toughness test against dangerous gases including<br />

Choke, Hallucinogen and Scare.<br />

SCREAMERS & STUMMERS<br />

Screamers are small proximity alarms used to protect a<br />

gang’s hideout. Individual screamers are tiny but the<br />

noise they make is horrendous. A gang will scatter<br />

dozens around the perimeter of its hideout in order to<br />

warn of approaching intruders.<br />

Stummers look like screamers (see above). They are<br />

spread about by intruders as they move. Where<br />

screamers make a loud noise stummers stop noise dead.<br />

Once stummers are activated all sound within a few<br />

metres is momentarily muffled and even loud noises are<br />

barely audible.<br />

Special Rules<br />

Screamers. Screamers can only be used for one game<br />

after which they are expended. The cost at the Trading<br />

Post buys enough screamers to last for one game.<br />

If a gang owns screamers they can be deployed in the<br />

Raid and Rescue scenarios where the defenders are<br />

initially unaware of the intruders. If any intruder models<br />

move in their movement phase then roll a D6 (only one<br />

roll is made regardless of how many intruders move). On<br />

a roll of a 6 one of the intruders steps on a screamer and<br />

sets off the alarm.<br />

Screamers are not carried by any particular model and<br />

their value is not included in the gang rating.<br />

55<br />

NECROMUNDA<br />

Stummers. Stummers can only be used for one game<br />

after which they are expended. The price at the Trading<br />

Post buys enough stummers to last for one game.<br />

If a gang has stummers they can be used in the Raid and<br />

Rescue scenarios where the defenders are initially<br />

unaware of the intruders. If the intruding gang has<br />

stummers then reduce all chances of setting off the alarm<br />

by -1. Stummers also nullify screamers completely.<br />

Stummers are not carried by any particular model and<br />

their value is not included in the gang rating.<br />

WEAPON RELOADS<br />

When a fighter carries a weapon such as an autogun or<br />

bolter, which fires a great many individual shells in a<br />

short burst, he is assumed to carry extra ammunition to<br />

last most of the battle. However, a fighter can, if he<br />

wants, carry additional magazines, batteries, power<br />

packs and fuel over and above the normal amount. This<br />

extra ammo is carried in the form of reloads. Carrying<br />

extra ammo is expensive, and can be dangerous, but it<br />

goes some way to ensure you won’t run out of firepower<br />

at the critical moment.<br />

Although a reload is helpful it doesn’t guarantee a fighter<br />

will pass an Ammo roll. The Ammo roll doesn’t just<br />

represent the chance of running out of ammunition or<br />

carrying a defective magazine, it also represents the<br />

possibility of a gun jamming, overheating or proving<br />

defective.<br />

Special Rules<br />

Ammo Roll. If a fighter carries a reload for the weapon he<br />

is using then he can add +1 to his Ammo roll. This<br />

applies every game as it is assumed the fighter<br />

replenishes his reloads as part of the gang’s standard<br />

expenses. In the case of a weapon with an Ammo roll of<br />

2+, such as a lasgun, the first Ammo roll of a game is<br />

automatically passed, but further Ammo rolls must be<br />

taken as normal.<br />

Risk of Injury. If a fighter carries extra ammo then there<br />

is a chance it will explode or leak if he is hit. To represent<br />

this, when a fighter who is carrying a reload is hit and<br />

injured, a roll of 5 or 6 on the Injuries table will take him<br />

out of action. This only applies when the fighter is hit,<br />

not to subsequent Injury rolls made in his recovery<br />

phase.<br />

Availability. Weapon reloads are available for all<br />

weapons that have an Ammo roll of 6+ or better.<br />

Weapons which automatically fail any Ammo roll they are<br />

required to take cannot have reloads – for example<br />

grenades, grenade launchers and missile launchers.<br />

Reloads are specific to individual weapons; when a<br />

reload is bought the player must note down which<br />

weapon the reload is for on the gang’s roster.<br />

Note that reloads which are used during a game will be<br />

replaced before the next game as part of the gang’s usual<br />

expenses.

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