Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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HEAVIES<br />
Cost to recruit: 60 credits<br />
Heavies are heavily built or physically fit individuals<br />
well suited to lugging round heavy weaponry. They<br />
are also technically competent. This is a good thing<br />
because their weaponry requires constant repair and<br />
maintenance if it is to function properly.<br />
M WS BS S T W I A Ld<br />
4 3 3 3 3 1 3 1 7<br />
ARMING YOUR MODELS<br />
The weapons you choose for your gang<br />
fighters must be represented on the<br />
models themselves. The exceptions are<br />
knives and grenades, which you may<br />
assume are tucked inside clothing, and<br />
pistols contained in holsters, which can<br />
be assumed to represent any type of<br />
pistol weapon. Otherwise models are<br />
armed as depicted, so it is a good idea to<br />
decide how you’d like to arm new<br />
recruits before assembling models or<br />
buying new ones.<br />
JUVES<br />
Weapons: Heavies may be armed with weapons<br />
chosen from the basic, Hand-to-Hand, Pistols,<br />
Special, Heavy Weapons and Grenades lists. Cost to recruit: 25 credits<br />
77<br />
NECROMUNDA<br />
Juves are inexperienced youngsters eager to join a<br />
gang and become fighters. They are poor fighters and<br />
unreliable, but with time they will improve and<br />
become valuable gangers.<br />
M WS BS S T W I A Ld<br />
4 2 2 3 3 1 3 1 6<br />
Weapon:. Juves may be armed with weapons chosen<br />
from the Hand-to-Hand, Pistols and Grenades lists.