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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.

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