Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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.