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BY RICK PRIESTLEY WITH JERVIS JOHNSON, ANDY CHAMBERS & CHRIS COLSTON PRODUCED BY GAMES WORKSHOP aMNaS YORKSHOP INTRODUCTION 5 THE RULES WHAT YOU WILL NEED. GAME RULES CHARACTERISTICS 1 THE TURN 2 MOVEMENT MOVING RUNNING SHOOTING 15s WHO CAN sHooT Is CLOSEST TARGET s RANGE 6 ITTING THE TARGE 6 wouxD ls INJURIES i MULTIPL PINNED FIGHTERS, SHOOTING INTO HAND-TO-HAND COMBAT MOVING AND SHOOTING SHOOTING AT A FIGHTER WHO IS DOWN, ADVANCED GAME RULES STRAY SHOTS DING WEAPONS WILD GRENADES AND SHELLS ATTACKING STRUCTURAL FEATURES TESTS FOR STUPIDITY s HATRED 6 FRENZY x FLAMER TEMPLATES SUSTAINED SHOOTING AMMO ROLLS OVERWATCH HAND-TO-HAND COMBAT WHO CAN FIGHT RE ts DETERMINE WIN NUMBER OF HITS WOUNDS, ARMOUR AND INJURIES MULTIPLE COMBATS FOLLOW-UP FIGHTERS DOWN BREAKING FROM COMBAT LEADERSHIP LEADERSHIP TESTS. WHEN To TEST BROKEN FIGHTERS RECOVERING YOUR NERVE LEADERS ‘THE BOTTLE TES’ THE ARMOURY HAND-TO-HAND COMBAT WEAPONS PISTOLS BASIC WEAPONS SPECIAL WEAPONS HEAVY WEAPONS GRENADES ARMOUR AMMUNITION AND GUNSIGHTS BIONICS AND BIO-IMPLANTS MISCELLANEOUS EQUIPMENT RS AND HAND-TO-HAND COMBAT 6 CAMPAIGNS | INTRODUCTION THE MERCHANT GUILD 2 THE HIVES OF NECROMUNDA 75 THE UNDERHIVE HIVE PRIMUS s THE HOUSES OF HIVE PRIMUS B GANGS THE NOBLE HOUSES ns GANGS HE HOUSES ALL HOLED UF e contock $0 FIGHTING FOR FORTUNE coum $0 GUNS FOR MIRE ESCHER #0 OUTLAW Gans s VANSAAR . CREATING A GANG 96 * . GANG ROSTER 96 cawDoR a GANG RECRUITMENT 100 | CAMPAIGNS NECROMUNDAN CAMPAIGN 7 HIRED GUNS as STARTING THE CAMPAIGN Io) RECRUITING HIRED GUNS " j PLAYING THE CAMPAIGN tor —_UNDERHIVE ScUM : j THE GANG RATING vos BOUNTY HUNTERS 46 SERIOUS INIURIES Vos RATSKINSCOUTS 8 EXPERIENCE 110 PLAYING A CAMPAIGN GAME 150 EARNING EXPERIENCE NO PREBATTLE SEQUENCE 0 UNDERDOGS 10 POST BATTLE SEQUENCE 0 EXPERIENCE ADVANCES 11 DisaaxDING GANs 0 ADVANCE ROLLS BUYING NEW EQUIPMENT BETWEEN GAMES ..... 1 tem SKELS . SCENARIOS 152 (CHARACTERISTIC INCREASE SCENARIO | - GANG FIGHT 183 SKILL TABLES 1 SCENARIO 2 - SCAVENGERS Is SCENARIO 3 - HIT AND RUN 156 ‘TERRITORY 134 EXAR De SCENARIO - AMBUSH 158 ! YOUR TERRITORY 1s SCENARIO 5 -THE RAID. 160 INCOME 14 ‘ SCENARIO 6 - RESCUE MISSION 62 GIANT KILLER BONUS bs ) SCENARIO 7 ~ SHOOT-OU 163 SPENDING THE STASH 8 1 THE TRADING POST 38 SPENDING CASH 8 § WHEN TO BUY 6 t TRADING 8 SELLING 0 3 ADIUSTING THE GANG RATING 4 DEATH OF A FIGHTER . ‘OUTLAWS BECOMING AN OUTLAW BEING AN OUTLAW BOUNTY THE OUTLAW TRADING POST SPENDING Casit WHEN YOU'RE AN OUTLAW NEW RECRUITS RECRU WEAPONS 5 HIRED GUNS TRADI GANGERS AND TRADING SPECIAL RESULTS RICE CHART (OUTLAW SCENARIOS DUTLAW SCENARIO |: THE HIT OUTLANDERS 168 (OUTLAW SCENARIO 2: LOOT & PILLAGE (OUTLAW SCENARIO 3: THE HUNTERS (OUTLAW SCENARIO 4: CARAVAN OUTLANDERS SCAVVIES THE REDEMPTION RATSKIN RENEGADES SPYRE HUNTERS NEW WEAPONS PIT SLAVE WEAPONS CLOSE COMBAT WEAPONS BASIC WEAPONS SCALY WEAPONS SPYRER WEAPONS NEW EQUIPMENT TREACHEROUS CONDITIONS LEADERSHIP OF THE GANG HIRED GUNS PIT SLAVES SPECIAL CHARACTERS THE ARCH ZEALOT OF THE REDEMPTION KING REDWART THE MAGNIFICENT MAD DONNA. BULL. GORG. BRAKAR KARLOTH VALOIS THE ARBITRATOR CAMPAIGN (CAMPAIGN EVENTS TABLE SCENARIO: LORD OF THE SPIRE SCENARIO: PURGE SCENARIO: STORMING THE BARRICADES UNDERHIVE BESTIARY DEVIANT SCUM ALIENS CHAOS CREATURES 184 INTRODUCTION Necromunda isa game of fierce combat between rival gang fighters inthe dangerous underworld ofthe Necromunds hives Ahive is an ancient and incomprehensibly vast city, built up layer upon layer, stetching ten miles into the plane's atmosphere. To those who live inthe depths, the dark and ruinous Underhive offers every opportunity for wealth and power. Its collapsed cavers conceal the riches ofthe dst past rare and precious metals, unfathomable archeotech fevices, wondrous mutated fungi and much more. Itis uso ‘place of danger, where mutant creatures, renegades and Killers hide from the laws of House and Hive, And, of course, there are others who want the riches of the Underhive for themselves. ‘Outside the hives, the planet's surface is covered by endless miles of toxie ash wastes and the atmosphere is so polled that it corrades the hive's armoured walls. Above isa harsh sky and the sun's deadly light, Beyond the plane the wider galaxy and the great realm of the Imperium of ‘Man, an empire of a million worlds held in thrall by the ‘depts of Earth. But such things are nothing but inthe Undeehive where sky and space, planets and eve {round itself are concepts so wild and abstract that many refuse to believe they exis TABLETOP CONFLICT The Necromunda between rival Und ‘opposing gangs are represe assembled and painted by yourself, each representing an individual gang fighter. You'll find more information about the different titures and peoples of Necromunda in Campaigns. Your tabletop becomes a part of the Underhive, the scene of the faction, with ruined buildings, gantries and multi-e walkways. ight conflicts fe tabletop. Th The sim of the game is wo outfight your opponent, which requires a mixture of skill and luck. You'll soon learn how to arm and equip your gang efficiently, and how to exploit the ruins and other terrain (9 your best advantage. You'll also want to expand your gangs from their modest beginnings, Many models are available for the different gangs, with these you can expand your collection, equip fighters with different weapons, and add more powerful characters, BUILDING THE GANG Everytime you play Neeromunda you eam the opportunity fo expand or improve your gang. Each time a gang fights its members gain in skill and experience. Young juves quickly pr ighers, and fighters learn new abilities which make them superior combatants By winning games you gain territory, discover ancient artifcts, uncover mineral wealth, and so on. With this wealth you can buy more weaponry and hire more gang fighters As the gang’s leader hecomes richer and his followers ever more deadly, his fame will spread throughout the Underhive. Famous gunfighters and other renegades wil come and seek him out, perhaps 10 join him, maybe to collect the inevitable bounty that piles upon his head By recording the detail of your gang you can watch it gr0¥ from a bunch of young hopefuls to hardened fighters feared and respected throughout the Underhive THIS BOOK This book contains all ofthe rules that you need to p cither one-off games or a full blown campaign in the angerous Undethive of Necromunda. The book is divided imo three separate sections, the Rules which nat contains all ofthe cre rules ofthe game, Campaigns which fds the campaign system and Outlanders whieh contains ‘uditional rules as well as new gang types. THE RULES “The first part of the book contains the rules of the game You don’t need to lear all the rues to play, but we suggest the Rules at least once before attempting your frst game. The most important rules are summarised ‘on & playshect, provided atthe end of the book. and you ‘Quickly find these are all you need in most situations (fr easy reference we suggest you cut Out oF photocopy the playsheet), For more detailed rules and to resolve more complex situations, you can always refer to the relevant NEW PLAYERS If you're new to Games Workshop games then you'll be reassured to know that finding other players isn’t normal © problem — you'll be surprised how many there are! The may be a Games Workshop store nearby, where you ea obxain models, paints and game supplements. Games ‘Workshop stores are not just shops, they are hobby’ centres where the staf will happily help you lear the rules, show {you how to paint, and suggest ways 1o use and develop your Collection, Games Workshop staf are also players who collect and paint their own forces and fight battles themselves CITADEL MODELS ‘You will need enough miniatures ofthe appropriate type ers of your gangs, At the end of this book java catalogue section showing the vast ran Avalable for Necromunda, Iisa fang on paper ist and then purchase the you lable with the partic! Yeaponry that you require, you can convert an existing figure by 9 ‘miniatures or the Necromunda weapons sprue (© Teale your own unigue fighter The plastic Necromunda figures shown here are Specially designed 10 have interchangeable arms and teapons, making the process a Tot eas represent the _ 3 roe gangers As you will see in Campaigns, there are many different 4 you will need has different style of ota gangers h will have their own aim gang that reflects your prefere ad the background section in Campaigns and ever gang panicular ination. make their own gaming tables from a sheet of chipboard or omething similar, Such table can be slightly larger than the table or testes that suppor it, and can be divided ‘0 oF more pi ‘of storage. Many players find hata heavy blanket draped over a table oF Whatever you use, you wil find that an area approximately 4 feet squae is about right for most bates ‘The desperate struggles of a Ne battle usually take place over t recut card, Gam their own terrain properly modelled terrain will the game, you cea stil play with only bare minimum of flowing with scenery will ting games, ok you will find TEMPLATES c pre-printed cut these out and, if you wish, mouat them on card for extra blast markers and tern E durability You can phot ees firs if you don such as flamers and COUNTERS nters to help however the co tabletop. You can of your me: DICE Four different die are used in the game as explained in the rules, Don't worry about how the dice work for now, this i covered in deal later on. The diferent dice are Ordinary Dice (D6) Sustained Fire Dice Scatter Dice land to orarary6-sced Ordinary dice are marked 1 t0 6 in the usual way, These dice ae used a lot during play and to save space on charts they are always refered to as D6 (where “D’ stand dice) So, when the rules call upon yeu to roll a D6 we are simply asking you to roll a dice. D6+1 means roll adice and dd 1 to the score, 2D6 means roll two dice and add the scores together to obtain a score of 2-12, “The Sustained Fire dice is marked 1,1, 2,2, 3 and with a special JAM symbol as shown in the photo. This dice is tked to shoot a protracted burs of shells where 1,2 oF 3 hit can be cased (as discussed in the rales), ‘The Artillery dice is marked 2, 4, 6,8, 10 and « MISFIRE symbol. This dice is used in conjunction with the Scatter dice to determine how far shells land from their mark. A MISFIRE result can result ina shell proving dud or even jploding in the breech. Both the Sustained Fire dice and the Artillery dice can be substituted with an ordinary D6 at pinch. For the Artillery dice, simply roll a D6 and double u ‘counting sixes as a MISFIRE result. The Sustained Fire dice as a JAM and halve dows, almost as simple, count a score of one y other result, rounding the score Te Scatter dice is marked with four arows and two HIT symbols. This dice is used to determine where grenades and Shells land if they miss ther target, hence ‘scatter. The dice an be used to establish any random direction from a point Note that the HIT symbol also has a small arrow on it to facilitate this {A selection of other dice will also prove useful: for example fa four-sided dice (D4), ten-sided dice (D10) and twelve Sided dice (DI2). These are used to establish the amount of ‘wounds inflicted by some larg or deadly weapons. None of these dice are strctly necessary, as you can generate random numbers using the D6 provided. In the ease roll aD6 and re-oll numbers of 5 or 6. For a DI2 fon a 1-3 roll D6 to give a number of 1-6, ona roll of 46 roll D646 to give # number of 7-12. A DIO can be represented the same way but roll 6. All ofthese dice are available from Games Workshop sc ‘snd Mail Order, and most will be supplied with one of Games Workshop's box TAPE MEASURE For measuring ranges you will noe a retractable st measure marked in inches or a couple ofthe plat rulers supplied in most Games Workshop boxed gat OTHER THINGS YOU WILL NEED Pens and pencils, and plenty of paper will also be requires When you play a game you will need 10 keep track of ‘wounds suffered by your fighters, Carrying and other detils. This is most easily done using a Foner sheet, anda blank shect i included at the end of the book. We recommend that you make additional copies and se them fo record details during the game. We'll explain more about roster sheets and how to use them in Campaigns. CHARACTERISTICS he Underhive fight wildly varied sof Necromund martial skils and physical abilities. Some are faster th better shots, and so forth. This tremendous variety is full ented in the Necromunds game in the form of characteristics and special skills. Right now we won't worry about the special skills — these come later practice and battle experience. For the moment we'll just ‘considera fighter’ characteristics, model fighter is defined by’ a set of characteristics Move, Weapon Skill, Ballistic Skill, St ounds, Inititive, Attacks and Leadership. sti is assigned a value of (usually) between and 10 her value your model has for any for example, a model with a an a model with a Strength of 2 ies are given hel MOVE (M), A mode'’s mstances. The usual umber is 4 as almost all fighters move 4" per tur aithough they can move faster when they are running or charging, as you'll ee Tater, WEAPON SKILL (WS). Weapon Skill is « measure of close combat ability ~ how goad the person is at hand-to and f ‘ good swordsman or a skilled knife fighter a high value compared to a green juve, for example, An average val is 3 he t es ree y en a “af . BALLISTIC SKILL (BS). Balistic Skil shows how good a shot the individual is. When you shoot a gun the chance upon your Ballistic Skill. An 3 hiting a target depend fverage score is 3 and a dead-eye shot might have Ballistic Skill of 4, 5 of even highe STRENGTH (S). Strength simply shows how strong a person is! Strength is especially important when you fight at because the stronger you are the rst. A Strength Value of 3 is about hand-to-hand com harder you can hit TOUGHNESS (1), Toughness is a measure of how easly an individual can withstand a hit from a weapon or a blos oft a club or fist. The tougher you are the harder you are to wound or kil, An average value is 3. WOUNDS (W). A model's Wounds value shows how many times a fighter ean be wounded before he collapses an es dovin dead of incapacitated. Most individuals have Wound value of only 1 but tough old gang leaders and ight have a value of 2 or more INITIATIVE (1. The Initiative value represents alertness and reaction speed. It determines a fighter’s chance ot hells dodging a sudden blow or gathering his wits whi and bombs explode around him. An average Initiative value ATTACKS (A). The Attacks value indicates the number o ‘Attack dice” roiled when the model fights in hand-to-hand combat. Most individuals roll only one dice and so have an Aitacks value of 1, but experienced fighters might have a higher value and rol correspondingly more dice. The more dice you rol the more chance you have of bea ‘oppone LEADERSHIP (Ld), Leadership represents raw courage nd self-control. The higher a person's Leadership the more likely he isto remain steadfast in combat while others cu off or ave slain around him. An average Leadership value CHARACTERISTIC PROFILES ae car abit won i chaacera roe ja pre Fighter TWHtaAw This is the average profile for a gang fighter or ‘anger’ 3s called. When you raise your first gang it will include gangers with exactly this profile, As you fight . rand ames agains other players your fis their characteristics will rise, All these details using gang roster sheets. This i explained properly later on For now it's enough to know what the characteristics are wil gt recorded and how th THE TURN During the game you take command of a gang of Necromundan Underhive fighters. Your opponent commands a rival gang, your deadly opponents in the forthcoming conflict. The model fighters and scenery ae sel upon the tab appropriate for the encounter you are fighting ( Scenarios section in Campaigns). There are many different types of encounter, varying from the straightforward shoot i to fescue missions, ambushes and daring raids Depending on the encounter played, you can set the gang ers up in different ways, but all the games are basically played inthe same fashion ‘Tobegin with one side takes a tum, then the other side, then the onginal side and so.on, much lke a game of draughts 0 chess. When its your turn you can move all your models Shoot with any fighters that are able to do so, and fight hand-to-hand combats. Once oot and Fight with his gang. tum s complete itis your ‘opponents tu PHASES ‘To keep tack of who's doing what and whea, your tum is divided into four distinct phases as follows. Each phase ‘ompleted before beginning the next. So, begin by movin fil your models, then shoot with all models that can do so, then fight hand-to-hand, an finally recover any models that have run from the fight MOVEMENT During the movement phase you may move your gang fight ‘ecording tothe rules piven la SHOOTING you may shoot with any appropriate HAND-TO-HAND During the hand-co hand phase all models in hand-to-hand [Note that both sides fight in hand combat rogar whose turn it is. RECOVERY During the recovery phase you can aterpt to recover individuals Whose nerve has broken. The sules for keeping your nerve, running away and recovery are described Tater ‘Once your tum is complete it is your opponent’ tum. Your ‘opponent works through each phase, moving, shooting ing hand to-ha turn is tnd recovery, after whic Games last until one si defeat as described In withdraw from the fight if either gf casualties. During som is & specific Wve which you must achieve, peshaps to destroy 2 machine o rescue a captive, Each of the special encounters describes what you must do to win, and therefore end, the MOVEMENT During the movement phase you can move your models as you wish in accordance with the rues given below. Mo Your model fighters one ata time and finish moving each before moving the next one You can move your fighters in any onder except where noted 1 Chargers Ifyou want a model to chay a¢an enemy’ and attack him and-to-hand then you must other models, When you charge you must declare t Your opponent that you are ging and indicate whic fenemy model you are aacking. 2 Compulsory Moves Sometimes « this is called “compulsory move’. For example, a fighter whose nerve breaks must run is obliged sway from his enemies and ake cover. Make all your compulsory moves before finishing any remaining Once you have moved chargers and compulsor MOVING During ther movement phase models can move up to their move rate in inches in any diection. Most fighters have a move characteristic (M) of 4 and so can move 4” in any direction including up or down ladders {In normal circumstances you do not have t0 move the ful permitted distance or at all if you do not wish. Any txceptions are deseribed later and invariably involve eithe: res oF compulsory move RUNNING The normal ata fair rapid rate but allowing time 1 aim and shoot a weapon and you wi generally observe what is around 2 model can move much quicker than this ~ he ean run! A running fighter can move ‘8 rather than # for example. model loses his chance to shootin the turn. H prepared to fig replaced. them having shouldered his weapons holsters. You should declare that models are sunning as they move, as this will help 40 remind both players thatthe model is unable 19 shoot that urn, You can place a Run sie the model to jog your memory if you wish fel approaches within 8° of an enemy that he must stop immediately. The runner is sd to find an opponent s0 close and immediately Stops to draw a weapon or ready himself to fg CHARGE! If you wish a model to engage an enemy in hand-to-hand combat then you must declare and make a special mo called a charge. The reason we do this is thatthe enemy may get a chance to shoot as you leap towards him waving your weapons and yelling a bloodeundling cry. With measuring the distance. declare that you are char indicate which enemy mod! you wish t attack A charge is like « run, at double move rate, but ends with his enemy base-to-base. Once ouching bases in this way th the attacker tovchi ‘opposing mod ‘engaged in hand-to-hand combat. Models are also engag in hand-to-hand combat if separated by a low wall or tibsacle, where itis iterally impossible for the bases 10 tou because the wall i in the way It cam happen that you charge towards an enemy but fil to reach him because you have miscalculated the distance. If his happens the model is moved as far a8 possible towards his enemy and can do nothing forthe rest of the tum Note that you cannot move models into hand-to-hand combat except by charging - any move intended to bring & Fighter into hand-to-hand combs isa charge by definition, HIDING ‘The Hiding rule allows us to repr le ean duck down and conceal themselves in a way ou ramatically posed models cannot. hid sill as possible, just peeking out over bis und a comer, Hiding is sometimes useful if you ‘want to Keep out of fight until the enemy gets within close range, orf you want a breather wo recover and reproup your the fact that ral A. model can hide if ends is movement behing a love wall or column, at the comer of a building, or in a similar position where a person might reasonably conceal himself. ‘The player declares that his fighter is hiding and can indicate this by placing a Hidden counter beside the mode! While hid portion of the model is actualy sticking While hidden a model cannot shoot without giving away is position or coming out of hiding. Ifa hiding model shoots ‘4 model that runs or charges is notable to hide that tun Fis sudden burst of speed doesnot give im time to.cone himself from view A model may stay hidden 0 tums s0 fo mains behind a concealing wall or similar feature, It may ven move around behind ci er 80 long as it Concealed while it does so. If an ene position where he would clearly be able tos the hidden fighter, then the model cannot claim wo be hid and the counter is removed. A model may not hide if its too close toan enemy —he will te seen or heard no matter how well concealed This distance varies according to the en will aways his Initiative value automatically spot all hid within 2 TERRAIN The underworld of the Necromundan hives Is a dark and ruinous place where the ‘tumbled constructions of a distant age form a broken Collapsed tunnels and gushing impossible. Many parts travellers must squeeze rivers of effluvia make t "of the Underhive are connected by man-sized crawiholes which through to reach thelr destination. Underhive, the ancient and abandoned habitation domes, and hazardous landscape. he going arduous and sometimes Even the open areas of the are a tangle of half buried buildings, industrial zones and collapsed service tunnels. sates mostly take part in open areas where movement Is easiest, Obviously high walls and other constructions will block your progress, Surfaces are reasonably solid. However, should you fin ‘ash wastes or up to your elbows in marshes of bubbling impeded as indicated below. OPEN GROUND The tabletop surfs connecting walkways and ladders are all considered to be open round which does not affet your movement. You ean ae move through doors or hatches without slowing your speed DIFFICULT GROUND Difficult ground includes steep ot ds of hive fli of pollutant liguid or effluva, and thick Gust, Models move over difficult ground at half speed or balf rate, so 1” of movement For ‘wide poo! of bubbling algal dense st ze such as giant fon sade to cross al bs pend 3° of your move. Similasiy, if ound of ash was 2° per tum rather than A fighter who is running is slowed down by dificult ground. He will run at 4 steep Slopes for example, because all a half speed over difficult terrain. but the ground level and raised d yourself struggling over shifting pollutant, your progress will be VERY DIFFICULT GROUND This isthe really nasty st includes tar pits, deep oF noxious pools of liquid fmrow crawiholes through the rubble. ove over very difficult ground at a quarter of movement counts as 4 IMPASSABLE GROUND Much of the Underhive is simply impossible to move Such a deep oF corrosiv rs of soft hive du pools, opi fad, of course, slid walls, collapsed tunnels and the like, WALLS AND BARRIERS es, small heaps of debris, and other low n harrier that you can either go around or leap over. A model ean leap over a bari fh and no more than 1” wide without impeding its movemedt at all. A barrier between 1 and 2" high. ho more than 1” wide, can stil be crossed by limb fver but you must give up bal ve th fom to do s0. For example, if you would otherwise move 4” then you must give up 2, A barrier higher than oo tl 0 elimb over and is effectively impassable , heat, or otherwise spot hidden foes withi ter whose Initiative Neeromundan Underhive fighters carry a variety of weaponry, Individual fighters often have several different, sveapons such as grenades, pistols, knives and guns Daring the shoot phase of y hone of his tum each of your fighters ons. So you ean either ‘Work through your models one at time. Pick which fighter ‘work out if he hits his enemy and, if he and then continu he next shooter. You can take shots in any order you wish WHO CAN SHOOT Each model ean shoot once inthe shooting phase so ong he can sce a target and assuming he has a titable and isn't fighting in hand-to-hand combat (as described 16 always assumed fo face inthe direction model itself, and is able 10 see his front, You ean only shoot at at ‘reas shown on the diagram below The Onck an seat SHOOTING CLOSEST TARGET You must shoot at the clo ‘most immediate threat and as he represents the fore the most obvious target. However, you can fre at a more distant ta to hit, For exampl may be hard to hit aly obscured by cover whilst a more distant might be inthe open and ‘To shoot ata target a fighter must be able to ck this isto stoop over the tabletop for & will be obvious whether a difficult model's eye view. Sometimes er times it will be m be in the way’ S & patt of the ta target can be seen buildings and girders w shooter can see at lea shoot, even ial that can be seen is an arm or leg. Ire ea sce nothing bot the of a sword then he cannot shoot ashe is unable to see the target's bods, dou, and if you've checked the shot from both th get's body he eat and the targets view and sill cant decide, then roll adi ‘ona 1, 2or3 you can't see and on a4, 5 of 6 you can RANGE Once you have decided to shoot and hav target you runt measure t0 see whether the shot is within. range Each (ype of weapon has a maximum range as cated later in the Armoury section of the book. The Tong and maximum following examples show the s ranges ofa selection of typical weapons. Short Long Maximum Range Range __Range é : os 1 2 24 04 418 a the shot. If the target is out of range futomatically missed, but you still have to test to sce whether your weapon develops a fault (see Amano Rolls Ifthe target isin partial cover More than half the target is obse HITTING THE TARGET To determi 4 D6. The a shot the Skill or BS) The cha whether a shot hits its target rl Bs of shooter 1 2 3 4 5 6 7 8 9 10 For example: Ifthe shooter is @ ganger with a BS of 3, emiber this is simply to subtract the firer’s BS contain hit— if HIT MODIFIERS Some shots are easier than others, [is casier to hit at is in the open compared to a target behind cover. y ibs easier to it a target i tis close compared sented by the fe further aviay, These situations are following modifies, ed inthe section on cover ed as defined in the section on Appearingisappearing or charging target “The shooter is 1 Rapid moving target The target move 1 Small target unexploded bo cor wall. Enemy HL Large target The whole ta taaks, bulkhead dc The whole target is less than U2 ng ata suddenly appearing/disap fhe Overwatch rules later in his 4 10" or more in his previous move phase Suet revific point onthe hanical d alas la is 2 tall or wide, Such targets inclu sand other sizeable bits of industrial equipment. Modifiers for range depend upon the weapon used. All weapons have their own range bands and dif modifiers at short or long ange. as indicated in the Armoury section of this book. The following examples show how this works, Short Long Weapon Range Range As you can see, pistol weapons are very sensitive to range: they are likely to hit at short range but can be inaccurate long range. Remember, long range isnt necessarily very f in the ease ofa pistol! Heavy weapons, on the other hand, tend not 1o be sensitive to range. With these weapons its as easy to hit ata distance as it sat shor range because a close target is hard to track with a weighty or clumsy ‘weapon. Most other weapons are marginally easier tobi ith at short range, as you would expect Example 1: A ganger with a BS of 3 shoots a nay. The ganger needs 10 10 ice score of 4 10 hit. T modifiers ay range fora laspisol(8-16") and so sufers the 1 1 penalty. The firer there successfull hit (Sel ply there. On the other hand the target fs at Example 2: The same ganger (BS3) shoots his laspistol ata target 12° away which s partially obscured by cover He basically needs a4 tit, bu there is a1 penal for shooting at ong range, and a further -1 for shooting at ‘a partially obscured target. He will therefore need a read TaeTe ee a Tete: COVER The many walls, girders, butresses and ruined buildings in the Underhive provide plemty of cover Ifa target is pay ‘obscured by intervening cover then it will be harder to hit How much harder depends upon how much ofthe target is obscured by the co It the shooter can see at least half of the target's body but not the entite body, ten the target is said to be “in paral re. The shooter suffers to hit penalty If the shooter can see some of the target's body but less than half of it then the target is said tobe “in cover’. The shooter suffers a2 to hit penalty 1a target model isin cover or partially in cover and hiding then it cannot he see or fired at even ifthe shooter can see ‘portion ofthe model's body. The fighter is assumed to be keeping. sil, concealing himself in the shadows. and 's cover as closely as he can (See Hiding in the hugging Movement section) A certain amount of judgement is celled for by the players ‘when deciding whether a model can be seen, fit isin cover, cor whether it ean reasonably continue to hide behind cover. In practice, players quickly reach an agreeable method of determining this for themselves, but if you really cannot decide in a particular case then each player rolls a dice to settle the matter, the highest scorer deciding in that SMALL AND LARGE TARGETS “These modifiers are not normally used unless the encounter involves a specific target which is especially large or smal. For example, perhaps you must destroy a water still collecting vane of @ chemical storage tank to achieve your objective, Enemy fighters are never small or large targets end you cannot specifically aim at items they are carrying Teena ESS hana in Thoush soe ef igor bale The fr 8 ue cen, A shoe 7+ HIT WOUND Because of the modifies itis quite possible that you Will yee you have htt sep nseding aeore of 7ormoret hit he target's ound Jy aficted. A Sbviusly impesible to roll a7 ona D6, but you can wou ements 1s must test to see whether a may fail 19 cause 2 wound Sot i ee soerlleGmen Ce ee pe Hino caus sone voy sea Sate ve hit Rll after D6 the addtional sore sino cuts ome ey ‘ hit Rell frthesD minor injury whieh the fig sis shown on the chart below. bat still pinned a wound then the target i un by enemy fire as described later. Score RequiredtoHit, 7 8 910 ample: A 5 to hit, The m ae ace nthe ve man re a6 followed weapon _strengtn_ PINNED i As soon as a fightcr is hit the model is knocked over Say the model has been pinned by placed face up. enemy fire The force of the shot has knocked the fighter off his feet. . The shot mi Tucky and escape w he dirt and keep his head down nstincs fore "Toughness he survives unharmed, First, we'll find out whether the Oe ane has wounded him. TARGET’S TOUGHNESS 5 6 7 8 9% 10 STRENGTH | 1 2 3 1 4 5 6 6 N 2 2s aera 3 2 3 4 S$ 6 6 N 4 7 Ss eS 6 EN 5 2 2 2 4 5 6 6 N 6 2) $e 12 a ee 7 2 2 2 2 2 3 4 5 6 6 8 7 BU2SVe2 2. 3 eee 9 2 2 2 2 2 2 2 3 4 5 10 7 Rea a, A sh as this wang a weapon ofthat strenath INJURIES Most fighters have a Wound have a value of 2 or more. Ifthe tar wound then deduct 1 wound from his foal for each wound he suffers. Make a note on the roster sheet. So long as the model has a least 1 wound left tinue 10 fight has more than 1 [As soom as a fighter suffers his last remaining wound roll to the extent of his injuries. The player who Dé inflicted the wound rl 1 Flesh Wound The target has sustained minor ‘wound, Deduct -I from both his ‘Weapon Skil and Ballistic Skil for Down The target alls dows tothe ground where he lies wounded and barely ‘onscious, Turn the mode! over o 6 — Outot Action The target has been badly wound and falls to the ground inconscious, He takes no further rin the game and the model is immediately removed from play FLESH WOUND A model with a flesh w though it has ‘zero’ wo ind can continue to fight even left IF the model takes further wounds then rol for injury once more, just as if it had lost final wound flesh wounds and stil continue effectiveness, Make a note on the penalties indicated for the 2 3 mode Iying face uppermost to show its sul pinned (se later) Each time a mode! suffers a flesh wound, it loses a further point of BS and WS, so.a model with several flesh wounds WS or BS of OI his WS and BS both reach 0 tomatcally drifts into unconsciousness due i of action, the Fighter Joss of blood and is taken ot Down Men a fighter goes down he is either badly injured o porarly knocked senseless: he might recover or he ht lapse into unconsciousness and even die. Turn the model face down to show the fighter has gone ‘down’. A bes down spay do nothing except crawl as model which noted below A player must roll to see what happens to any ofhis fighters ‘who are down at the end of his recovery phase. Fighters may recover, stay down, ot go out of action. Rell a D6 and ult the Injury chart again (1 = flesh wound, 2-5 = down and f action). Models which reeaver to flesh wounded may continue to fight but sufer the -1 WS/BS penalty, and are “pinned? for one tur (see Pinned). Tum the trode face up t0 show this, Models which stay down remain face down and unchanged. Models which go out of Dusit cr siagger 2" as if he had @ M characteristic of 2. He may do nothing else snd he may not run or charge. Ths enables 2 badly wounded character to get behind cover or escape 's movement phase a man who is down can eras rom his enemies (if he's lucky’). OUT OF ACTION ‘Out of action’ indicates a man is out of combat and also out the game. Remove the model from the tabletop, It is impossible to tell whether the Fighter is alive or dead, bt for une purposes it makes no difference at this stage. After the fight is over you can test to sce whether he survives and if he sustains any serious lasting injuries as a result of his or detail) ‘wounds (see Campa MULTIPLE WOUNDS Some weapons inflict more than 1 wound when they hit. A rode cannot be reduced to fewer than ‘zef0" wounds, but rach extra wound inflicted means you roll another Injury dice, So, if fighter has 1 wound remaining and suffers 4 ‘wounds he rolls four Injury dice Multiple ‘down’ results are ignored but a fighter ean suffer multiple flesh wounds, A fighter who suflers flesh wounds und ges down atthe same time is treated as going down but the penalties indicated for his flesh wounds as well bet, any fighicr reduced to 0 WS and BS by flesh sul Re ‘wounds automatically ARMOUR Armour is less important and less really available in the nfines of the Necromundan Underhive than on a conventional battlefield, Gangers rely natural cover ofthe hive and their own However, some fighters wear protective clothing or which may save them from a wound if they are lucky. To saving throw pon the to avoid in represent this there is @ special test called a Ifa fighter is wearing armour and suffers & wound then rol D6. If the dice rolls sufficiently high then the wounding Shot has struck the armour and not hurt the wearer at al The dice score required to the type of mous. Te most common armour types and the DX rol required to effet save are given below Minimum D6 score Armour required to save For example: A fighter is hit by @ shor from a laspstol and suffers a wound. Fortunaels he is wearing rs his upper bods. He rol tough to deflect the sh Some weepons are better at penetrating armour than {A shot from a laspistol might be deflected relative but a shot from a huge lascannon isa different matter! To represent this, each weapon has an armour save modifier as indicated in ss description in the Armoury section. For ‘example, a boligun has a -1 save modifier so all armour es mist deduct I from the dice roll. Its nat possible to fect a save i PINNED FIGHTERS eri hit and pinned by tof action, He might my fire but doesn't hit and not wounded Often a oe might suffer flesh wound, and so on A model that i pinned remains knocked over Iying fi ‘Whilst pinned, the fighter ean do nothing, He cannot A. model which his turn ill Ineffec. the ore. At the end o from pinning at the end ofthat turn mn and is then ready to Fight tum stand the model up to pinned. ESCAPE FROM PINNING A model which is engaged in hand ‘The pressing need to defend on, Stand the model up to show be is no her mode! fom the then he can ty t he start of hi ful the Fight I the scon ape pinning his tur will not have to miss his tur at al Rolla le he has recove model up is equal w or less his wits immed Note that when testing to escape pinning atthe start ofthe tum juves, fighters who are down, and Fighters whose ne is broken do tot count. R er than reassuring he proximity ofthese u to keop his head down! ‘comrades will only enc SHOOTING INTO HAND-TO-HAND COMBAT Normally it would be at fighters who aze grappling. wit {quarters — it would be very Although the models themseh are actually ducking, divin sie to shoot at close ‘are immobile the fighters and rolling about whirlwind of action, Should you wish to shoot at a model engaged in hand- hand combat rll to hit as normal. Ifyou hit then you must ide whether you have hit the intended model or a ting the target. There is as much chance of hit as there is of biting each mode! he is fighting © wo modes fighting @ D6 roll of 1-3 indi model, 4-6 indicates the other. IF theta ponents then you'll need aS or 6 thi MOVING AND SHOOTING In most cases a model may move at its normal movement rate and shoot. There is no penalty for this, as the normal ‘oun of time spent stationary wy’ weapons are so cumbersome that it is let move and shoot with them in These weapons are indicated in the Armoury section, ‘Models which run oe charge may not shoot ‘Models which hav which are pinned a Models fighting ‘weapons fire at clove quarters heing worked out the Rand: torhand phase. Models which are broken are also unable to the Leadership Tests section) sult of ahi cannot shoot. and-to-hand combat cannot shot, any SHOOTING AT A FIGHTER WHO IS DOWN ‘You do not have to shoot at is the closest target. However, you can shoot at a fight f you want to and he is the closest or easiest xt mean, You ae... Read shot, You can. If you're really dy down If a fighter who is a ‘wounds, roll again on the ary table and apply the result. cher WSIBS penalties. Ifthe in then ignore the result. If he goes move the model from combat {A flesh wound will iaflict gts rare for players to shoot at en e down unless they are stranded in the open and there are no other targets available. However, it Sometimes happens that Blast weapons scatter from their Point of aim and accidentally hit men who are alea oven, BLAST WEAPONS + fire an exploding shel or energy blast which image over @ large area. The spread of a shot or blast is represented by a eitelarbiast marker These vary in om 1” radius upwards, Different weapons use ent sized blast markers as indicated in the Armoury you shoot # weapon that uses a blast marker nominate your target and roll o hit exactly as you would with any othe arget ies beyond the weapon. If the ‘weapon's range then the shot dissipates harmless no damage. Othervise take the Blast marker and pro follows. If you hit the target place the blast marker with its eente directly over the target model. The target is hit, and any other model that lies wholly inside the blast marker is it elles partially within the blast marker then it ishit ona futher D6 rol of 24, $or 6, Roll for wounds and model that i it IH you miss the origina target then your shot has flown wild hut may still land close enough to cause damage. To determine where the shot has landed you must make a Scatter roll. To do this you will require two special dice. the Seatter dice (marked with artows and a hit symbol) and the Artillery dice (marked with numbers and a “misfire symbol), Take both these dice and roll them s0 that they land a close to the target as possible From oo righ: Seater doe, A If the Artillery dice shows number this indicates how far you have missed the target by ~ 2°. 4", 6°, 8° or 10". The direction in which the shot lands is indicated by the seater tice arrow. Note that the Hit symbol also has an arrow marked on i, so it can be used 10 indicate direction, Place the marker inthe postion indicate by the two dice Ir the Anillery dice shows a misfire then the shot dissipates in the sir or is a dud and has no ef fhe dice show a Hit and Misfire then the shell may have exploded in the breach as explained in the rules for Exploding Weapons (see Exploding Weapons in the Advanced Game Rules section) throw is treated exactly like any other shot, so the thrower’s Ballistic Skill (BS) he blast marker are hit. Any models which lie Parilly under the blast mar nthe further D6 roll of a4 So 6. Work out th ost of the special grenades types use @ ker. ll grenades scater if they miss just lke oth apons with blast markers. Work out scaler as described except that the number on the Amillery dice is alved because grenades are thrown at very sh hand, the maximum scater limit does ' fh can ounce around all over the A grenade town at a ipo Sin any direction, place before away may the ‘The maximum r Strength charac below c of a thrown grenade depends upon the the fighter as shown on Thrower's Strength Range of Throw Some special grenades are designed to produce clouds 0 smoke or gus whic an be used to provide cover. When yo throw a smoke grenade, for example, you don't want t0 ter bat ata specific point actually th 7 \ on the fan do this by simply » point you wish to aim th ed) seep eoel a wind. Yo de at. The point counts as & he +1 to hit penalty for Because the Goth 2 fore than half the ot the target is 10" away, for example, the miss may not scatter by more the die However, 2 wildly y land outside sts usual fire are (90 ir beyond is usual maximum GRENADES Tere are many ffferent sorts of grenades available to Underhive fighters, The most common are explosive fragmentation or “frag” grenades and implosive energ nades called *krak’, If mode! caries grenades then itis assumed that he has enough 10 ast the entire battle sof how many he might actually throw. See e Amnoury section for a description of the FLAMER TEMPLATES lamers utilise special teardrop-shaped template which represents a jet of flame. The mplate to represent both size ofthis weapon: the hand flamer and the largersized flamer To shoot with a flamer or hand flamer tke the appropriate sized template and place it withthe narow end touching the base ofthe shooter and the broad end over your target. Any models wholly covered by the template are hit automatically and any models partially covered are hit on a ther Df roll of 4, Sor 6, Any hits are resolved as normal, coll for wounds and the determine injuries for any wounded models. Note that the hit modifiers for range, cover, and such like do not apply to flamers, Flamers are especially good at winkling enemy im behind cover! See the Armoiry section for igre. Te Goth payer pases te femelle as chown and dangerous weapons Is which may hit several time, Tis is called sustained shooting or sustained fire ‘which are capable of making sustained shots ar n the Armoury section. Basically in type weapons such asthe heavy’ stubber and autocannon which can rake fargts witha hil of shells. nd these ar ‘When you shoot witha weapon of this kind declare whether you are fis or a sustained shot. A Single shot is worked 0 zt and shoot ta hit as normal. Ifyou don't hit ed and hit nothing. If you fe (marked | then you ha Sustained Fire symbol). The score indicates how many the target. So if you roll a1 you have hit once, if you roll 2 you have hit tice, if you rll 3 you have hit three times. If you wish, you ean spread excess hits amongst other visible enemy models within 4” of the target (atleast I hit is allocated tothe original target, So, if you sore 3 hits you cu hit your chosen target once and to other models once each if they are within 4”. You can allocate hits in any way you wish, providing the extra models targetted would not ine Beem harder to hit than the original target. I target in the open is hit, hits could not be allocated to other targets behind cover. A ate all the hits before testing for wounds ‘The Oreck shot his stbber and is the Goliath gang. Tw0 tana te oe are role vaveaing ants. Thee are ree be ht One sol eheays nis fe lange: the remaining 2 shots ‘an be alate oe get or eer one ter wo ele AMMO JAMS 1f you rll a jam symbol on the Sustained Fire dice then no hitis caused andthe weapon has gone wrong, You must tke an Ammo roll to find out what happens The rules for Ammo rolls are covered below. Weapons Which use sustained fre are far more likely to malfunetion than ondinary weapons. MULTIPLE SUSTAINED SHOTS Some weapons allow you to throw not just one Sustained Fire dice but two or thee. In this case you can either toll the number of dice indicated, or you can rll less if you prefer. ‘You may sssh to roll fewer dice because the more dive you roll the greater chance you will hve of rolling jam ‘When you roll jam then no hits are inflicted from that dice. Any indicated hits on other dice are sil valid and can ‘orked out as normal. In addition, you make a separate Ammo roll for each jam rolled. weapon running out of ammo. Pow packs nergy which bums out m, explode simply prove dud in the loading When you roll thi that your weapon D6 Ammo rol target with the rll of fut as nocmal weapons are the weapo n, Roll a6. I mali apo! examples below give the Ammo rolls for so weapons. Weapon Ammo Roll i sols and lasguns a y ave Favoured b 3s are mote potent weapons but cheit von means that they are far more likely to on this are far more Likely 0 20 wi function either during the hit oll ise ling ammo jams. GRENADES will automatically fail any equited to make. This me last grenade of that type, or tha ype that you have are duds Ammo test they are have throwin your OUT OF RANGE shoot and your target is out of range th her an Ammo roll, OVERWATCH The Overwateh rule allows a model to shoot during the mnemy player's tum, This represents a fighter taking up Position to shoot at an enemy ast The ind the Overwatch rule will become apparent reading reasoning be afew games, s0 if you are his forthe firs time we recommend you skip this section for now, Come back and read it when you have played o or twice, The Overwatch rule is not a vital part of GOING ON OVERWATCH ‘onto overwatch at che star of pinned, or whose nerve i broken 0 onto averwatch, You will find it convenient t Overwatch counter by the model to indicate ison ch Any model may who is down o A model must give up its whole tum t0 go on overwateh ‘The model cannot therefore move or shoot. The mode not hide, but may remain hidden if it started the tum 1 the mode! During the enemy's ay shoot at any tar fas it presents itself at any time. For example, the mode! could shoot before the tazget moves, after it has complet. move, or actually while the target is moving. Overwatch ously very useful for shooting at enemy models as ‘or as they peek out of hiding ash from cover to cov 1s fired on overwateh remove the counter ‘on overwatch and is fr ‘The model is no lo hh again if you pret If. model on overwatch does not shot in the enemy's turn hen it reverts to normal — the Overwatch counter is removed and the model may move and shoe. If you wish you may set overwateh again and give up a further tar as th it loses its overwateh Lis forced I a model is hit whilst on overw Iy. The sae applies if the mo eson. For example, if fightor’s nerve lose breaks he will be 4 to move and will th SHOOTING ON OVERWATCH ‘When you wish to shoot with a model on overvatch by declaring that you are doing so and then determine t ny model tthe moment of fire ‘Work out the shot as normal but bear in mind there is a special -I hit modifier for shooting at an emerging or appearing target whilst on overwatch. Ths applies when ro move to where he can't be seen, to the free. is also applied if the target is +. representing the unnerving effect ht you ean fire y's rapid approach. Remembe st any time during the enemy's turn so you ig before firing ‘will want to let a charger get ito clos heads. WHO CAN FIGHT Models which are touching base-to-base are said to be engaged in hand-to-hand combat. This can only happen ior has charged an enemy, as models are n0 allowed 9 move into physical contact. See the on ofthe Movement rues Charge nth bat phase all close quarter fightin sof whose tur itis, combat wil and-to-hand co out, Regard are in hand-to-ha shooting, & model in hand-to-han round against enemy to its sd ‘models ate constantly moving, dod weaving as they strugele 10 Kill her Models f shooting phase. They are far too busy struggling with their ing in hand-to-hand cortbat do mot shoot in HAND-TO-HAND COMBAT Hand-to-hand fighting is the most dangerous kind of combat, with adversaries using swords and knives, point blank fire from pistols, and even fists, feet and range shots they an adversaries. Any very make with pistols ae taken into account in the hand-o hand combat rules that follow PROCEDURE Most fights are “one-on-one” where a model is fightin below, Fights inva ! ‘opponent are worked out slightly i hese combats are worked out as des rently a8 desc 1 Throw Attack Dice Both players roll a number of D6's equal to model's Attacks characteris 2 Work Out Combat Score Each player picks his highest scoring dice and adds his models Weapon Skill (WS) tothe s ads any Combat Seore modifiers as shown on the Combat Seore 1. The total is 3 Determine Winner The player with the highest Combat Seore wins. In the case ofa tie the model st Initia erste wins If there is sil aie the combat is Number of Hits pare the Combat Scores of both combtants ‘Combat Scores is the ts hit the loser, If you titference bewseen win the combat on tie you stil eause 1 i 5 ‘Throw to Wound Saving Throw tempt save in the same way as troops bit by shooting. 7 Resolve Injuries Resolve injuties in the same way as you would for wounds inflicted by shooting ATTACK DICE Roll the number of Anack dice indicated by the model's Attacks characteristic. This will normally be one but some especially mean fighlers may have two or more Attacks Although a model may rll more than one Attack dice its ‘only the best result that counts towards the Combat Score ‘The advantage of rolling more dice is that gives you & beter chance oft FIGHTING WITH TWO WEAPONS f the model caries a weapon in each hand, such as two pistols two swords, or a pistol and a knife, then the mo weapon, nly applies to fighters armed exclusively with pistols and/or hand-to-hand combat weapons, not to fighters who cary other basic, sxdition, Carrying grenades does not prevent you using an xtra weapon as they are assumed to be clipped to the mode's belt or slowed conveniently out of the way. These diferent (9p Armoury setio rolls one extra dice to represent th This bom fof weapon are discussed in detail in the DETERMINE WINNER Each player takes his best Attack dice rll, adds the model's Weapon Skill (WS) and then applies the following modifies. The highest score isthe winner. In the cas tie the highest Initiative wins. If both models haved Initiative the result sa stand-off and no blows are struck. COMBAT SCORE MODIFIERS 41 Opponent Fi les Add 41 to your score for cach of your opponent's fumbled dice (rolls of 1), See the Fumble rule for an explanation of how this works 1 Critical Hit Add +1 to your score fo al hit inflicted 6). See each ei {additional rolls the Critical Hit rule +1 Charging If your fighter eharged into orb this turn add +1 t0 his Co +1 Higher Up ry 1 fighter is standing on Slope then add +1 10 is Comat Score. <1 Encumbered IF your fightor is carrying a avy weapon, of othe ean piese of equipment 4-1 penalty on bis ‘Combat Score 1 Obstacle u mn enemy who is sheltering behind cover such as alow wall. then yo suffer a1 penalty on your (Combat Score that tum, Note this penalty only applies during the turn when you char Note that hit modifiers for weapons are never applied in fand-to-hand fighting. These only apy when shooting ata distance as desribed in the Shooting section NUMBER OF HITS The difference between the winner's Combat Score and the jser’s Combat Score is the number of times the winner as hit the loser. Example: A ganger (WS3) is fighting a juve (WS2 The ganger rolls a and adds his WS of 2 10 make a tonal 7. The juse rolls @$ and adds his WS of? to make 7, but ‘a further +1 making & the difference (1) 1s the the juve has charged and so The juve has won by 8 t0 7, an umber of hits he has struck WOUNDS, ARMOUR AND INJURIES Once you have established the number of hits, the remaining procedure isthe sme as for shooting, Refer hack to the Shooting section for a description of how to do this. Note that models cannot be pinned by hand-to-hand hits but they suffer wounds resolved inthe same Way 100, hand-to-han least, and are assumed th rally be caries as depicted on the A fighter will, combat with the weapo adel, However, as it is impossible to use basic, special or ‘avy weapons in close combat (as described in the Amoury section) fighters are allowed to draw any one pistol or hand-to-hand combat weapon from a pouch, bag, ter with a basi, special oF ‘one hand just cary a sword, pistol, ete A fighter who caries hand-to-hand weapon tach hand normally fights with the two weapons depicted as carried by the model. However, if he wishes he is allowed spon for another pistol, sword, ete at the start of the hand-to-hand combat. For example, a fighter ‘who has ¢ laspistol and a stub gun could put away his stub tun and draw a sword. The player must declare he is doing 50 atthe start ofthe combat Fighters cannot swap weapons afound once they are persevere with their hand-to-hand; they must HITS Ifa fighter is using a single weapon then any hits inflicted in handstorhand fighting are assumed to have boen made with that weapon — be ita sword, knife pistol ete, Resolve the hit using the Strength of the weapon as indicate inthe Armoury section, We 1wo weapons (one in each band) then J alternately, frst with one hand and who carries a sword any hits are inflict then the other. For example, afi and a lspistol and who inflicts 2 hits wil strike once with the sword and once withthe laxpistol. Any odd hits can be ARMOUR MODIFIERS Knives, swords and other close combat weapons often use the fighters own Sength. The chart below is used to dete throw modifiers where a model's own Strength is used in hand-to-hand fighting. Model's Strength Armour Save Modifier 4 4 6 3 4 8 5 THE PARRY Fighters armed with swords ar allowed to parry or atempt to tum aside an opponent's blows, To represent this model fighting with a sword ean force an opponent to re roll his highest scoring Attack dice before working out his Combat Score. Remember, if your opponent has 2 or more Attack dice he can always choose his next highest rather than the score of the rezolled dice If both combatants are fighting with swords then the ability ther may do 50. Inthe unlikely es two swords it may p tha a mode a that is, it may force owo re-rolls or one re-oll model wit ‘sword FUMBLE Inthe m joverbalanee and leave yourself open stab. This is represented by the Fumble rule , Any Attack die rolls of a1 indi ripped. dropped a weapon, or otherwise fumbled, For each fumble onent may add +1 tohis own Combat Sore CRITICAL HITS A critical hit represents lucky blow, a spectacular fein or a cunning trick. When you roll more than one Attack dice there isa chance of scoring a critical hit, You must rll at least two 6's. The fils 6 is taken as your highest score and ch ext a critical hit adi have an Attacks characteristic of 2 and 4 pistol in each hand you will roll 3 Attack Dice (2 for your Attacks and +1 for the extra weapon). If you rol two 6's and a 3 you pick one ofthe 6's as your hi add +1 critica hit forth 7 plus your WS. For example, ify est score and MULTIPLE COMBATS When 180 of more models are fighting a sing ‘called a multiple combat. The outnumbered model mus fight each of his opponents one after the other during the and-to-hand combat phase. The outsumbering player may the order in which his models will fight. Having hosen the fist model fo fight the combat is worked out exactly as described for one-on-0 If the outnumbered model survives he must go on 10 fight his second oppor my chooses his second Fighter ind the combat is worked out as before except that the roll an ex het +1 10 his Combat Score Aack dice and Ifthe outnumbered model survives he goes on to fight the third, fourth, fifth and ive enemy until the have all foughe ights gains & further Auack dice and adds a further +1 to his Combat Seore. For example the third enemy has +2 Attack dice and +2 Combat Score, the fourth has +3 dice and Combat Seore ch subsequent FOLLOW-UP [fal ofa model’s hand-to-hand opponents go out of action the model may make a special follow-up move. This i s exception to the normal tum sequence and it makes no difference whove turn itis, The model may be moved up 2. You can use this 2” move to get behind cover, to enga another model in hand-to-hand combat, of in any way You wish, You can cross an obstacle without penalty during Follow-up, but other terrain penalties apply as normal If you use « follow-up move to engage another enemy then move the model but don't work out futher combat that ma ‘The fight continues in the next hand-to-hand combat phase. This is because the fighter has insufficient time to do hing other than follow-up. This is an exceptional imstance where a model may engage in hand-to-hand at without charging. No charging bonus is added to the Combt Score if « model follows-up in combat Note that @ dels ability «0 ints following movement phase, The follow-up is an extra bonus move which fect the intense activity of close quarter fight low-up doesn't affect a FIGHTERS DOWN ighters who are wour down are completely at he mercy of their enemy. In & one-on-one combat any model that goes down is automatically out of action. His, shes him off with a quick blow and the model is In mubiple combats a fighter who goes down has more chance of survival, Where all models on one side go down of combat, Where two oF more ae fighting on the same side, some can go down in their movement phase so long asst vo fight PINNED FIGHTERS AND HAND-TO-HAND COMBAT ng hand-to-hand im hand-to-hand Fighters cannot be pinned when fi combat, A fighter who is hit whilst engage combat, even if hit by shooting i the shooting phase is not pinned, ged then the If a fighter is already pianed when be ise ed pin is discounted as soon ashe is eng MOVING FROM COMBAT (Once models are engaged in hand-to-hand fighting they cannot move away in their movement phase, They must and fight until they are taken out of action, until they take out their enemies, or until one or the other breaks and runs as described later. The only exception to the above is in a multiple combat where fighters who are down may crawl away so long as friends continue to fight BREAKING FROM COMBAT [A fighter who loses his necve whilst fighting hand-to-hand ‘combat will break off and make a run for it as described in the Leadership section, a fighter breaks off from a fig back and runs off. His opponent automaticaly hits the fighter as he breaks, inflicting | hit which is worked out immediately he simpy turns his LEADERSHIP KEEPING YOUR NERVE WHEN TO TEST Ifa model goes *é within 2° must take an immed BROKEN FIGHTERS Ha model broke ang you can ind LEADERSHIP TESTS. the model ify A fighter may be called upon 10 hi fest. To take the test fol D6) and add the s the result e's Ll then the failed. Th cen and he runs described below. our model's Ld then the + within this distance reach a positon not be seen then be ull distance 4 position. Ifhe ean get out and hiding then he will do COMBAT WITH BROKEN FIGHTERS Should a ter be charged and forced into a hand- ally the BREAKING FROM HAND-TO-HAND COMBAT fe and breaks while fighting RECOVERING YOUR NERVE is nerve ds his recover ‘hase so long as he is in cover and he cannot be seem by an enemy model 1 o attempt to recover a fighters nerve rll 2D6. I the score is equal to or less than the Fighter's Leadership he has passed the test and can fight normally from then o ters Leadership he fails th ; and remains broke BROKEN THAT TURN Its not possible to be broken and re nerve during the same turn, Consequently, a fighter who loses his nerv during his own side's turn will not be abe to recover in the recovery phase of tht turn. ip characteristic of the leader when taking ip test This applies to tests to see if a fighter lo his nerve and also to tests to recover. This represents the 's ability to encourage his fighters and push them beyond their normal limits! gang's leade 1 4 leader cannot confer this benefit if he is down o The sight of your leader running for cover ‘The Underbive i + vst, spravling place and much of it is unexplored or buried (One part of it forms » distinct pocke, accesible only by 4 single large terol Al other routes to this ates sre lapsed or buried. The tuane is very de and a eertlemest lies sero it, bounded by + wall on both sides. This plhce ie called Dead End Pass snd the region beyood ir hows as Dead End ‘To reach Dead End gags hie to go through Dead End Pass nd pay the Guilder’ toll of pasage. To get out + fing most pay a0 oven heir tll upoe the booty they fave won. This encourages guage to tide withthe Guilders in Dead End Pass itll rather thas sek more favourable prices claewhere Like all such plces Dead End Pass is + faven for brgande sed renepides, ad is one of the most dangers ap well 36 the most exciting places is the hive THE BOTTLE TEST The Bottle test isa special test the player must make atthe start of his tum if @ quarter (25%) oF more of his gang is down or out of aetio, For example, in a gang of 10 men a if 3 or more men are dawn oF out of action. Tf the Bottle testis failed the gang automaticaly loses the ame ends immediately and surviving n the ates A filled Bottle test is the most ‘To ake a Bottle test roll 206. 1 th more than the gang leader's Leadership acteristic then the test is failes. The gang bottles out of ‘combat and the player bi Tost the game. If the score is equal to of less than the gang leader's Leadership characteristic the player has passed the test and ‘may continue to fight, If the gang’s leader is out of action or is down. then the player may not use his Leadership to take tse the highest Leadership characteristic amongst those of the remaining fighters who are neither dow: test Instead VOLUNTARY BOTTLE OUT ‘Once his gang has taken two or more casualties down or ou of action a player may bottle out at the start of any of his, tums without taking a test Sometimes thsi by far the best option, ait allows a pla to save his remaining gang from hopeless situation. Preserving your gang for another day is imporant once you are playing ina full blown campaign as described late ADVANCED GAME RULES This section includes a variety of new rules which add further detail and complexity to the game. They are not necessary in order to play, and for this reason the rules have been gathered together at the end here to avold potential confusion. We recommend that new players ignore this section to start with, or atleast until they are familiar with the w game works. If you consi hen you'll ha problem introducing these FALLING D the Underhive affon rs ample opportunity to fall from a TEST TO FALL Ia fighter is pinned or goes down within 1" of an edge there is a chance he will slip and fall off. To determine this. roll « D6, If the score is more than the fighters Initiative characteristic then he falls over the edge tothe ground Ifa fighter is engaged in hande-to-hang fighting within 1" of ‘an edge then he may falloff if he loses the combat. Roll a D6. IF the score is more than the Fighter's Initia characteristic, or # 6 then he falls over the edge to the round DAMAGE A fighter who falls sustains an automatic hit a ast ‘equa tothe height ofthe fallin inches, Where a v suffered a fll of up to 3" will inflict! wound, and than 3° wil init D6 wounds. Although the see rom Games Workshop doe not scale 10 assumed to take the a available dizay heights, a fall of more tha Armour saves di nod by falling Save modifiers are the same as for hand-to-hand combat h strengths. So S4 counts the Hand-to-Hand Combat apply to wounds sus $5 2, 86-3 and so forth. Se section fr the full char. A model which falls w down or out of action is FALLING ONTO ANOTHER MODEL In the unlikely event that someone else lies directly in the path ofa plummeting fighter then he may also be hurt. The hapless individual is hit on @ D6 roll of a4, 5 or 6. He dey If struck by the falling fighter, and assuming he doesn't go down or out of action, the victim is pinned as if hit by a shot Assuming the faller and victim survive, positon the models ‘apart to make it clear they are not in hand-to-hand JUMPING jump down from one ur himself in ally if the fone. Any damage is worked out in exactly way 2s fall and the Tneffec is simply a fll A model may also attempt to jump across horizontal ap from oni ne other, He does ths instead ofa norma move and jumps D6”, If he fails to cover the gap the fight plummets down as per fll emp ajump by way of charge in order sill jumps only D6 A model counts as moving and will otherwise fight STRAY SHOTS ‘When a fighter shoots and miss its the path ofthe shot passes close to one of you tr, Ifa shot passes within 1/2" ofa friend at any py path then there isa chance of accidentally hitting the friend This can only happen when you mis and roll 110i There may be a cho be hit by astray shot, In this case randomise which target is hit in some convenient say — eg 1, 2 0r3 the target onthe lef, 4, 5 oF 6 the target on the right. ‘of more than one model that could EXPLODING WEAPONS Badly maintained weapons, home-made ammunition and ‘ld corroded power packs cun explode destroying the ‘weapon and probably harming the shooter. This represents the weapon overheating, plasma leakage, or & magazine exploding as the next shell is avto-oaded. While not as dangerous asa direct hit from the weapon, tis is sil bad news and can easily take a man down or out of action ‘When a6 is rolled to hit then an Ammo rll is required as already described in the Shooting section, In the case of lamers, an Ammo rol is pen shoots. Jams from sustained shooting also require an Ammo Ian Ai then the weapon is not onl useless forthe est ofthe game (as a1 will inevitably fail) it might explode. Rolla further D6. If the se han the weapon's standard. Ammo roll rating then the weapon explodes. If a weapon's ammo rating is ‘auto’ then it automatically fails an Ammo roll so none is taken, Roll adice anyway and the weapon explodes onthe roll ofa An exploding weapon inflicts an automatic hit on the use wif he were stick by his own weapon but with a Strength value of 1 less than normal. In the case of weapons with blast markers und templates no template is used: the blast is WILD GRENADES AND SHELLS Grenades and we st marker can also £0 shooter misses his grenade lescribed inthe get the pl lands using the Searter and Artillery die as Shooting section, Ifthe Seater and Artillery dice tun up Hit and Misfire then roll a D6 and refer tothe following char. MISFIRE TABLE D6_Result 1. The grenade goes off in the thrower's hand o the shell explodes in th breach. template directly ever the model and work ‘out damage normally ‘The grenade th wild or the shell of contol as it eaves the w The projectile travels 206" ina random direction and explodes. Grenades as above, For other we above but the shel travels De x D6” and explodes 4 As for 3 abowe except tha he grenade or ste lands and doesnot explode. Mark the position ofthe projectile From now on, at estat of each player's tur rll a D6. On he score of a4 or more the projectile explodes. A grenade rumbles fro {down a deep crack. shel throwers hand spins upwards ‘dome roof. There is a muffied explosion, the ground shakes ominously and 3 from the roof and tall ruins. From now on each player must D6 atthe stat of is turn, IFhe rolls a one of his fighters has been struck by debris and suffers a Strength 3 hit. Randomly Getermine which ofthe player’ gang has been struck 6 The grenade or shel drops tothe ront ofthe thrower/shooter comminously, tis a dud ATTACKING STRUCTURAL FEATURES nt combat betwee want to attack a ate object rather than an enemy. Perhaps he waat cave in a door, destroy a fuel pipe, rip apart a power cable, are all structural or smash a water still. T an be attacked as described below TOUGHNESS AND WOUNDS Although not strictly accurate it is convenient to think c structures as being able to take a fixed numberof ‘wound: jus like fighters, You can consider a wound to be equiva to a damage point if you find this more aeceptabl Structures have a Toughness valve erin number of wounds before they are destroyed or maged, For example, the water sil in the scenario has ¢ Toughness of 6 and is dan taken | wound. Thes themselves SHOOTING AA structure can be shot at just like an enemy f must therefore roll to hit and score wounds as normal. Many strictures will be easier to hit shan fighters because they are large targets (+1 to bit) can also use Krak grenades or Melta bombs as tion charges. The device can be placed upon a A fight e structure within 1" ofthe fg to be shooting although no roll is required rohit, and charges placed inthis way n The bomb is fastened to the it explodes, ructure by means of is get is hit automatically HAND-TO-HAND. er can strike a structure in hase contact in the hand cannot fight hand-to-hand hand combat phase, H combat im, In my or shoot his weepon in the same ter automatically strikes 1 ito on his profile. Work out the result of i TESTS FOR FEAR o horrific mi Fear is @ natural react tants, unearthly eychie powers, and some particularly gr s must take a Leadership test when mmstances. This ted by fearsome creatures oF ¢ tests taken in exactly the same way as a Leadership test for A. Leadership test is required under the followin 1 Ifthe mod Such hor rare, Take the est a $0 as the enem he tests passed testis fie and runs 20 ere is no further ef broke Which eauses fear and fights normal. IF the 4 the fighter is model is unable The favored dri of Undrhive is the potent sprit Known as Wildeake. It is brewed from the skis snakes caught in the badzones The provemoce of cach botle ix guranteed by the dead sake preserved itis, Wildenke is clear abarp tasting liquid the biteress of which a derived fom leah of the venom in the snakes themselves a Sia TESTS FOR TERROR described i the Rules or Campaign Book causes Just as some hortifie individuals or creaturs he importance of is 8 more potent form of fear. Although no creature ror, the been included here nex 1o fear, which it resembles. will become clear in Outianders y cause fear others are even worse and which cau stead. Cireumst ror automatically use far as deseribed above, 80 you will ned 0 test if you reature of individual, of if the you. In addition, a Leadership test is ifthe model is within 8 of someone or something Which causes terror at the start of your tum, A Leadership test charges are made and if runs 206" This comprises the model's move f ust be taken before declarations of failed the model is broken and wo cover as described in the Leadership section, that tum SPECIAL FEAR AND TERROR LIABILITIES Later on you may acquire fighters who are suificenty repulsive to cause fear themselves! Obviously individuals who are so impressively hideous are not going to be put off by o for fe fear instead sof their kind ode which causes fear does not have to test Leadership Ic reats any enemy which eauses terror as causing ie, it does not have to test just because the adel i w A model that causes terror cannot be afecte by either fear lor teror and no Leadership testis required fore TESTS FOR STUPIDITY Many’ large and severely mutated creatures are so dim \itted that they often behave in fui random and stupid s be reduced toa state of ent asa result of injuries or shock. Such individuals Aescribed as stupid xels must make a Leadership test atthe start of their tums to determine how they rea ‘Take the test inthe usual way. If the testis passe the model ay act normally. Ifthe tes is failed the following rules apply until such time asthe test is taken again J tfshingintando and combate mds temporarily disoriented or confused, Roll a D6 before each hand-to-hand phase 1-3 Roll no Attack dice this tur, Your WS still counts towards the Combat Score representing basic instincts ony. 46 Fight normally Dz ing in hans tand combat lla D6 determine how the model moves atthe stat of your movement phase Roll a Scatter dice. The arow indicates the direction in which the model moves this tam The model moves its full nocmal move distance, f the model moves into contact with an enemy it becomes engaged in hand to-band combat and may or may not fight (roll as above), 4-6 The model does not move 3 Teemodecando nating ce isu. The fitr will not shoot weapons oF otherwise move unless he Toses his nerve and rans 206" to cover as described in the Leadership section AL Premade does nor have ake any fer Leadership-based tests for fear or terror. It must stil take tess to keep its nerve as described inthe Leadership section. If such a testis failed the model ‘ill ron 2D6" to cover, The rules for broken fighters ‘overtide the rules for stupidity HATRED Hate is a powerful emotion and in the Underhive there plenty of opportunity for gangs to develop bitter rivalries Grudges and ingrained animosi ods that tear gangs apart and leave dozens the special rules for hatred, Hatred can disturbing injuries, Models can hate specific enemy gan Necromuundan Houses. The following rules apply to models which hate their rivals. Eiger ater aver a Lande ess are taken as if he had a Ld characteristic of 10. A model fighting hand-to-hand combat with a hated rll any Attack dice in the first turn of and combat engagement. After the and fi his pent-up ange: 3 Aigode nnd sotand sony follow-up move t0 possible. Otherwise h the follow ‘enemy he can see, He may rot use follow-up to move away from hated fenemies or take cover if there are hated enemy in For those who camsot afford the price of Wildsoake the sext best is quite literally Second Best. Second Best is brewed from nt pelts too mouldy to use for anything els. slugs 100 rancid to sell as slive food, and household waste s0 disgusting that ifs better aot to think about it Conveniently, it is almost impossible to think about anything after driakiag 2 bottle of sn a bit crazed and can be drive 0 a frenzy of si bat. Such wild and dangerous indivi How oF cexacly why a fighter may not particularly. important ~ deranged, under the inf affected by localised gases Ian individual is frenzied the following rules apply. J] Asotin ms tas ca te ne enemy within his charge move (usually 8") fable The frenzied model doubles his Attacks characteristic. For example, A become becomes Ad and so on Frenzied models cannot pary (see Parry i the Hand-to-Hand Combat set ied models must use ther 2 follow-up move to engage in ha bat i possible Otherwise i. ny. They may not use a follow-up closer tot see Hand-t0 els are never affect o terror stupidity or hatred, Ifa frenzied model loses his nerve and is broken as sibed inthe Leadership section, then the Frenzy sno longer apply. The fighter has taken a A player may try to gain fll control over a fe model atthe start of his turn This is purely you — you may not wish your splendidly be to calm down and behave sensibly! To rn ip test as yo ‘would for testing your nerve I the test is passed nol and can act 32 of the special Fen ‘will aply. This come THE ARMOURY This section of the Rules describes the different weapons which gang fighters carry as well as other equipment such as armour and gunsights. In addition to commonplace weapons and easily obtained items of equipment there are many unusual or exotic weapons and rare devices of various kinds. These much sought after and expensive items are carried only by the richest and most successful gangs, but they have been collated here for ease of reference. Some ofthe items described onthe flo {in the various scenarios given in Camps screamers and stummers are ecial rules in the Raid and Rescue zal esha ie ES Don’t worry about learn item of equipm: | WEAPONRY This section describes the different weapons that gang fighters can carry. Some of these weapons are common, simple and even cheap, whilst others are rare, technically complex and expensive. A gang may be equipped with any weapons it can afford ‘within the limits discussed later. Models are available with 2 wide variety of weaponry, and are always assumed cary the we can obviously rons they are depicted with. Holstered pistols present any pistol weapon, whilst grenades can be assumed to be concealed, 5 with model not depicted renades can sill cary the rs are assumed 10 cary a knife even if the model if doesnot visibly have one. TYPES OF WEAPON Weapons are divided into the HAND-TO-HAND COMBAT WEAPONS These are weapons designed for use purely a close quarters ‘as swords, knives, axes and crude clubs. Such weapons cr shooting but only in hand-to-hand PISTOLS Pistols are small hand-held firearms which can be used at close quarersor at longer range. A fighter can shoot with a hand-to-hand combat PROFILES All ofthe weapons a BASIC WEAPONS Basie weapons are larger, heavier firearms generally carried and fied using two hands, You can shootin the shoot phase with such & weapon but it confers no advantage i hand-to-hand fighting SPECIAL WEAPONS, ‘Special weapons are similar to basic weapons in terms o their size and the way they are used. However, they are more complex in design, less reliable, and more specialised HEAVY WEAPONS Heavy weapons and heavier than basic ‘more powerful and have a and bulky that you cannot move and shoot with it in the same turn. In hand-to-hand combat a weighty weapon is a ised ‘one will suffer a penalty. GRENADES Grenades are small bombs or grenades that are thrown by hand and which explode on impact. A model can throw a grenade instead of shooting & weapon inthe shooting phase. ribed in terms of a profile as shown below en] ee | BaP | ee Te] Ame See | ame | BEE | AR [| serar | oomee | tiiner | “nour | Set Save Modifier. of the weapon, for example 0-12 The modifier applied tothe target's armour saving throw if Long Range tekee me The long range ofthe weapon, for example 12-24 Ammo Roll. ‘To Hit Short/Long, e hit modifiers applied when shooting at short and long Strength The srength 1 of ait inflicted by the weapon Damage. The number of wounds inflicted by ait — usually 1 but in the case of larger weapons possibly mo The Dé dice score needed to pass an Ammo test. The lower the number the more reliable the weapon, so 2+ is 0d and 6+ not so good. Some weapons fil automatically and ae indicated as “Auto” (automatic fi), Special This column summarises the special rules that apply to the weapon — these are explained fully in the weapon's Sescriptionitsel HAND-TO-HAND COMBAT WEAPONS Hand-to-hand weapons include primitive weapons such as knives, swords, clubs, and advanced weaponry such as power axes. These weapons cannot be used to shoot, they are used exclusively for hand-to-hand fighting. As this is true of all the weapons in this, category It is not noted in the special rules descriptions, but It is indicated on the profile summary by the tag ‘close combat’. All Necromundan fighters carry a knife in addition to whatever other weapons they carry. If not apparent on the model it is assumed to be tucked into a boot or concealed by the fighter’s clothes, MASSIVE AXE, SWORD OR CLUB A few unhinged individuals prefer to fight with a massive SPECIAL RULE ssvord, club, metal bar. axe. hammer or some other large and Draws. Due unlikely implement. A massive weapon is hard to swin >the ponderous lurching swing required 10 ‘weld this weapon, any combat which ends ina daw will I always he won by’ our opponent regardless of Weapon Skil ut him in two or rush him toa pulp. requires two hands gr Initiative levels. Your opponent catches YOU 00 the to swing a-massive weapon so it can never be used in upswing conjunction ith another apo because ofits weight, but when it strikes an enemy it w es = oo ee | Lee eS Coxe combac ony | 1 z Orporert wal wn aa CLUBS, MAULS & BLUDGEONS Simple primitive weapons are often used by juves, bludgeons. They can be used with one hand, leaving the impoverished fighters and the hordes of mutant creatures other fre to cay a pistol or another close combat weapon. that plague the Underhive. This type of weapon comprises Because these weapons are crude and heavy they. are bs or metal ars, murderous hammers or axes, and marginally more dangerous than bladed weapon, although y blunt instruments such as spiked mauls and it is impossible to use them to pay CHAINSWORD ‘The chainsword is a deadly if noisy weapon with « powered: chainsaw edge. Is rending saw-teeth are made from sub fees se | oe [= [= | |e atomically honed adamantium and can slice through plasteel. isan expensive and prestigious weapon favoured by gang leaders. SPECIAL RULE Parry. You can pary with « chainsword Se aa ise x0 ca CHAINS AND FLAILS length of chin ora chin fastened toa metal bar is a SPECIAL RULES angeroos and unpredictable weapon. Only the mest Parry. tis imposible to pay against a fighter armed wth maniacal Ivound ther head with Tong powerfal stoke im handorhand combat because of the concentration 1 chain the sword is simply dashed aside Fumble. Because the weapon is so clumsy any fumbles rolled in hand-to-hand combat count double ~ so every 1 required to keep the chain swinging. Is alo a dangerous Tled adds +2to your opponent's Combat Soe ‘weapon to use because the wilder must iugae to kep his balance whist avoiding th chin ise wer ee | Bae Se | Name Anat | range | Seow | Tong | Seerse | Pamace | acer | "ton | ‘Peet SWORDS AND KNIVES a knife of some kind. of @ great va Knives are the most cleave of other bladed weapons including sand machete All ofthese bladed weapons are essentially similar and they have the same weapon profile. The principle difference is zhters with swords are able to parry edged dagger are favoured by some Longer blades are caried by some fighters instead of, or as tha well as, their knives, Short, broad-bladed weapons are easy to cary and are well suited to fast and bloody combat. SPECIAL RULE words are cartied by fighters who prefer this Swords, Fighters with swords are able to parry as described Longer dangerous type ‘combat overshooting ers make use in the game rules. ase [em [os [ee oe itange | ange | Store | Tong POWER SWORD “The power sword may look much like an ordinary swordbut SPECIAL RULE echnically sophisticated and very deadly Parry. You weapon, The sword’s hilt and blade incorporate an energy the game rules. ‘anda disruptor generator which sheathes the blade in a shimmering blue energy feld. As the blade strikes a Crackling discharge envelops the target and tear it spar. in parry with « power sword as described in itis actually @ POWER AXE power axe is a large bladed weapon often as tall ay a man. It technology a the power sword and mote devastating on account of is powerful dsr terse and mor Because ofits size the weapon is often wielded with both hands, though it can be vsed one-handed witha slight reduetion in effect, im | ie [ba [Ba [ae [ome [ee [ee [oe POWER FIST The power fist isthe most potent weapon ofits kind, being tears a his target the energy discharges rend the object ‘even more deadly than a power axe. Itis avery rare Weapon apart. Whilst fighting hand-to-hand combat it is impossible and fequites @ powerful energy source for its large tohold another weapon in the power fst, but at other times generator. The fists a mas runded it ean be deactivated and used to hold another weapon. by a shimmer rE ee POWER MAUL This weapon is used only by Arbitrators, the uniformed SPECIAL RULES guardians of Imperial justice, Azbiators are almost never Qut of Action. A fi seen inthe Uinderhive. Thee duties go beyond the laws of power maul will individual planets, and their concerns rarely interfere with fultiple- combats planetary nt except on the very highest level. ase ter who goes down toa blow from a ly, even in out of action atoms this would aot normally be the Nonetheless, power mauts can sometimes reach the Unerhive where they make an acceptable and prestigious REEOVery. fighter who goes ow of action to «power mail atermatve othe power sword wil never sfer serious injuries. Aer the gume such . voxels recover automatically and are unharmed, so no roll The maul conins an adjustable energy generator which fe agured onthe Sera Iyuies chat allows the wero bash a le through a wal Stun ietim, ti wielded in one band, leas Son ange PISTOLS Pistols are small hand-held weapons that are especially useful for close ranged fighting and hand-to-hand combat. At short ranges their lightness means they are easy to aim and fire, though at longer ranges their lack of stability and power means they are inaccurate. Pistols can be used to shoot during the shooting phase and fight in hand-to- hand combat. As all pistols can be used in hand-to-hand fighting this is not mentioned in the accompanying special rules, but it is indicated in the special rules summary on the weapon profile by the tag ‘close combat’. AUTOPISTOL The au a smal tol isa rapid firing automatic pistol effectively Because of ts high rate of fire, the autopistol is he short anges favoured by some and handier version ofthe lager sutogun. Auto astonishingly accurate weapons are easy to manufacture and simple to use, and are amongst the most commonly employed weapons in the Undeshive Most weapons are made in the factories of the hive city and raded dovn through the hive. Crude but effective versions are made in the Underhive workshops Ammunition, spares and repair facilities ae relatively easy wo find theoughout the Underhive, and waders always have {guns and ammunition forsale Shoe ea | ene ange | monde | Sore | Tong | Sere | Oamage | aoaner | “Rat BOLT PISTOL Bolt weapons are sophisticated weapons that fire self More deadly and far more obvious than an autopistol or propelled explosive ammunition in the form of small laspistol it makes the ideal side-arm fora gang leader keen missiles called bolls, Bolt pistols and boltguns are wo impress his rivals. manufactured in the factories of the hive city, but the fine engineering tolerances and quality materials required means — few if any are made in the Underhive. For the same bolt weapons are hard to maintain, spares are rare, and ammunition is expensive. Furthermore, ammunition in the Underhive is often unreliable. On the whole this is a weapon best suited tothe technically sophisticated armies of Space Mars ‘ged. Despite its drawbacks the bolt pistol is still a highly favoured weapon, It may not always work, but when it do the results are usually impressive, For one thing it makes a lot of noise and creates a great deal of obvious damage = ee Ee ae eS [= won | ooo = HAND FLAMER "Amongst the Underhive gangs this weapon is also known as the flame pistol or bumer. It ies a chemical, an unstable sticky material that ignites upon 1 with air. This volatile fuel is held within a small pressurised container that fits into the weapon. A single rontainer contains very ite fuel, so flamers often run out of poser alter afew shots. The unstable and temperamental nature of the fuel also means that some containers prove useless whilst others explode unexpectedly as they are Toad burst of flaming The flamer isa very dangerous weapon that spreads sheet of flame over a shor distance. At this range itis almost Impossible to miss and several vietims can be claimed with single shot ‘SPECIAL RULES Ammo Test. An Ammo tet required everytime the hand famer is fired regardless of your to hit roll. Hand flamers fare unreliable weapons and can only be counted onto fire Template. The 1nd Mamer's shot is represented by the smaller tearérop-shaped flamer template. This is used as Jescrbed in the Shooting section, by placing the template so that it covers one or more target models. Any models the template are hit automatically, whilst hiton the Dé roll of a4. Sor 6 those partially beneath a forrateaty, The ahetOrlocis ely parialy rou by tne toile and wl be fon 8 DB ro of Catching Fire. If model is hit by @ lamer and goes down then the target has absorbed the full runt ofthe Blast and ut with no further effect. I the mode! goes node! as normal. ‘out of action then remove the 1a target is hit but does not go down or out of ation, then make an immediate test 19 determine whether the model thes fire, Rolla D6, On the score ofa 1-3 she target does hot ignite and there is no further effect. On the score ofa 4 6 the target ignites withthe following result A burning target will continue to burn until the flames are hed, Test for this atthe start ofthe Fighter's own turn, Roll «D6: 1-5 On the roll ofa 1-5 the model continues to burn and automatically sustain afurtner Strength 4 hit. Ifa model goes down or out of action whilst om fire the ‘out ith no further effect. automatically ames automatically While burning the fighters ner broken as described inthe Leadership tests section thatthe model moves 2D6° ina random direction rather than towards cover (a random direction can be established using the Seater dice, ‘\ burg model will not engage in hand-to-hand Fighting and other models automatically move out 6 On the roll of «6 the Mames go out with no further fect f there are any models within 1 of the burning fighter during their movement phase then they may attempt wo beat fut the flames. If they do this they cannot shoot in the shooting phase. Roll a D6 and add a +1 for each extra model attempting to beat out the flames (eg, 2 models +1). Ifthe total is 6 or more the lames are beaten out with no further effect Frenzied target. A frenzied fighter who catches fre will Jgnore the flames and continue to move, shoot and fig despite burning up. He will, however, continue to take damage as described above Tore | ene ange | Store| tong | vena LASPISTOL Laser weapons are manufactured in vast quantities in the fighters prefer the laspistol over more powerful weapons for factories of the hive city and are exported to the armed these very reasons forces of the Imperium throughout the galaxy. Laspstols find their way into the Underhive via the Guilder traders, Poster packs come from the same sure made in local settlements. Supplies of parts are plentiful and I repairs easily effected. h Laser technology is reliable and easy to replicate, and although the weapons are not the most postrful they are Certainly the most trustworthy. A laser power pack will lst for many shots and can be tech 7 . source or by exposing its therm wna emergency a pack can be recharg and increase the probability oft failing, Maay experienced Se | ee |B | Bee | orem | omme | aan | ee | NEEDLE PISTOL The needle pistol or needler is a complex laser-powered Injuries. A target suffering his final wound from a toxic weapon, Ii tight laser beam carries a tiny toxie needle or dart does not roll on the standard Injury char. Instead roll dart which pierces the targets flesh to send its deadly on the chart below both when the injury is inflicted and in poisons into their body: The lscr carrer eam will dissolve subsequent recovery phases, for blow away armour or clothing and burrow into exposed flesh enabling the darts to pe The a a rae and ne | D6 Reval tn congue the favoured weapon fr stain ani | P2 NOt. The toxin as no fet ow ; of ainatcarie ciation fff. The target may continue to Fightin th pnber wweleome characte same way as if he'd suffered a flesh wound except that he suffers no penalties on his SPECIAL RULES WS/BS. Toxie Dart. No wound roll is required when shooting « a Nansen noedler ifthe target is hit then the toxin will automatically inflict 1 wound, Armour may sl sa the toxin oF recovers suffice ly to craw up to Comatose. The target is knocked coma and falls wo the ground, The target cannot move stall. 6 Out of Action. The target stumps lifeessly to he ground. He may be dead or barely liv but is overcome by the toxin forthe rest ofthe same. Remove the madel as you would any other that was out of action a i ay i i ie wast aah ele Pi pons fire energy shells of bright glowing plasma = matter in e superheated energised state, When a plasma that it takes a relatively long time to recharge once it has st disadvantage of a plasma pistol is Shell strikes its " idous release of been fired. The user can mitigate against ining as fergy and the target blows apart in an almighty explosion, rt blast as possible with slightly se Plasma weapons are cffective and. very . SPECIAL RULE Energy Levels. You can choose t shoot the weapon on & low energy setting or maximum power. The profiles fre setting are different. If you shoot the weapon on maxim n you cannot shoot again uni it has recharged. It turn for the weapon t0 ot apply on the power takes the fi ee | Be ie, ro ae Spec | p= fa 1 conta Mar poet to RES) Bele) Ty “The stubber or slugger isa primitive type of hand gun which and add +1 to the Strength of any hits (Strength 4 rather solid bullets - usualy one ata time. Itis recognisable than 3). However, if an Ammo roll is failed while using as 2 revolver or small automatic of the kind used since the durum bullets the weapon automatically explodes (see Tweatieth century. Stub guns are made locally in the Exploding Weapons). Underhive and are readily arly reliable. The quality and appearance of weapons varies a great deal. Their effectiveness can be sed by using more powerful if Somewhat expensive, dum-dum bullets ailable, simple to maintain, and dividual SPECIAL RULE Bullets. A sub g les, A supply of ‘extra, but they are more powerful than standard ammunitio un can be loaded with dum hand-made bullets costs He | ene Tame Bar | BHR | sesrm | oomaae | Stine | “tem” | Sorc as it is cheerfully calle, i not mondan Hous ol, oF glu ‘common weapon, Is used by the as a means of suppressing crowds or them, hreads which envelop regdering. them pon fires a tangle of glucy and ensnare their target, tapping immobile. The sticky mass quickly shrinks and hardens holding the target fast and preventing him from making the Je. A victim who ay be too hard WEB PISTOL The pistol is bulky and has a cone-shaped nozzle and a distinctive canister containing the web chemical itself. Both ‘weapon and is chemical ammunition are hard to get hold of tnd the weapon ix not paricularly popular amongst the Underhive SPECIAL RULES Webbed Targets. Once a web pistol has hit its tar 1 roll for stim is automatically enmeshed ~ there is ‘wounds or injuries and no saving roll is allowed for A webbed target may do nothing other that auempt to ‘Siruggle fee atthe start ofits turn, Ifthe fighter wishes t ake an attempt to struggle free soll # D6 and add 1 model's Strength Hf the total is 9 or more the vitim himself from the web and may continue normally. Ifthe total is les than 9 then the victim suffers 1 wound img h an armour save may be attempted ifthe Freeing Webs. All web pistols incorporate a solven Temoving the web material. Any model that has a stcally free a webbed fighter at the start of However, a model ean 4 seb pistol as the strands are far pistol may au itself from a web usin too tight 0 allow the f iter to reach his solvent spray Damage Ce ec i eet srlement, across the wastes, through robble-strona domes and into tonnes and crvelbolex No muchiae could tad often flo ect egotite the ast many parts of the dome: oaly 2 the rune and climb dato the holes and “The stlers of Urder ck save can sccesully badion diggers and hivers of the big stements sli inins to tnsport goods and eset supplies Shines are sully muzeled which makes it imposible Q for them fo bite ther masters or exch other. They veer hey baenesse to wbich ae packs o twin passers A fit alive ci Ireight ad the strongest cas lug lade of twice that Shiney i often the fate of captured outlaws, mutants. renegade Ratskia, aad others who reach the Guilder cours Er cof eck collie which or link the slnes together iato pais or small groups rains are chained ot roped together by meas + conaect the whole tain here are many seconded instances where a pack se into hidden salt, dragging the whole smn dows ater him, Each sive is marked op his forebed with 2 Guilder implant, which looks like shining Black button the alive tas fale This device consng crysul cect whi aster ws to record dele of ownership These butions can only be read or removed wsing 2 Guilder badge, #02 sive cap be ceil seatified BASIC WEAPONS This section covers weapons designed to be carried and used with two hands like an automatic rifle or sub-machine gun. These comprise some of the most common and effective weapons available to the Underhive fighters. AUTOGUI ‘The autogun is a rapid firing automatic weapon. Auto Autoguns are made in the factories of the hive city and weapons are easy {o manufacture and simple to use, and are traded down through the hive. Crude but effective versions amongst the most commonly employed weapons in the are made in the Underhive workshops themselves. Ammunition, spares and repair facilities are relatively easy always have The boligun o bolter is the standard armament of the wealthy and don't mind advertising Imperius finest fighting forces the Space Marines. Itis a a bolter means business. ‘weapon. made in limited quantities and to the highest standards using the most costly materials, Boltguns requie constant attention and regular expert maintenan« re to wark properly Bolt weapons fire a self-propelled armour-pen mass-reactive explosive missile called a bolt Even bolts ae expensive to make and cannot be easily fabricated in the tundercity, Overall, boltguns a sve and prone to going wrong. However, they ae very effective indeed Despite their drawbacks boltguns are stil highly favoured weapons. They make a great deal of noise and cause immense damage 10 any target they hit. They are prestige ‘weapons carried hy gang leaders and other Fighters Who are Laser weapons are manfactured in vast quantities in the hive city and are exported to the armed forces of the Imperium throaghout the galaxy, Lasguns are traded in Undethive settlements and the Guilders bring shipments from the factories above, Power packs eome from the same Jouree and some are made locally. Supplies of pars are plentiful and repairs easily effected. Laser technology is reliable and easy although the weapons are not the most powerful the certainly the most trustworthy. laser power pack will as, from standard power for many shots and can be recharg source or By exposing its thermal ell to heat o ight In an emergency a pack can be recharged by placing it ina fre, although such treatment tends o short the life ofthe pack and increase the probability of i failing. Many experienced iehters prefer the lasgun aver more powerful weapons for sisatier | “ore | Ser or Ee | ear ‘ge | ainge | Stor | Tone Serer A shotgun is a simple low velocity weapon which any Undethive workshop can make to order They vary in appearance, often. incorporating special features or decoration to the taste of the owner or the gunsmith. Some fare pump-sction guns, fed from a tubular magazine slung under the barel, others have box magazines ammo belts. The ammunition itself is easy to make, and many ‘owners make their own shells, There aze several recognised types, each tailored toa particular typeof shot or range, The {ingenuity of the Underhive gunsmiths is quite remarkable in this respect, ‘SPECIAL RULES Knock-back. The high impact ofa shotgun is quite capable of knocking man off balance or even off his feet. To represent this a target making a rol for falling over an ed as. result of a shotgun hit counts his Initiative with a +1 penalty. For example, if his 1s 3 he wil fall on a score of 6 rather than 46, Ammo. A variety of shell types is available and you can decide which to use before each shot. Theie diferent effects are summarised on the profile. Each type has its advantages Some are effective but expensive and often unreliable. 1 you fail an Ammo roll the weapon and all ammunition Carried cannot be used for the remainder ofthe game. Solid Slugs This is the standard type of solid ammunition Intakes the form of « heavy shell whih is fairy inaccurate but quite powerful Scatter Shot: This is a cartridge filled with lots of small pellets, Although it's not as powerful as other types of Ammunition itis very useful for blasting The hundeeds of pellets ricochet around and often scare hits on partially Concealed targets. When firing a scatter shot ‘work out the hit as desribed for blast weapons The seatier shot uses a1" radius blast mark disregard any cover modifiers for hiting the target ~ the hundreds of pellets saturate the ares with shot and ean catch as if they were in parially conce solid cari povverful than Man Stopper: This is 9 paricularly hea With a massive propellant charge. It ism ‘normal solid shot end more accurate at range, However itis jpensve than an ordinary solid shot Hot Shot: This is a hollowed out shot whieh small charge of flamer chemical. Ifa target is hit and does, not go down or out of action then it may catch fie inthe hit by a flamer. See the rules for description catching fie in the fam Bolt: Ths isa small self-propelled missile. Infact it is a charge adapted from a boltgun round, and has similar properties including being somewhat temperamental. The iended to 24° when firing a ba | ene Son tong 1 SPECIAL WEAPONS Special weapons are similar in size and design to basic weapons and like them require both hands to fire. These are technically sophisticated weapons which require above average care and skill to use, For this reason not everyone can use such a weapon and they are mostly carried by heavies or gang leaders. tT an unstabl sticky’ material that ignites upon contact with ai. This volatile fuel is held within a pressurised container that fits snderneath the weapon or is attached by a separate fuel pipe. A container contains litle fuel, so lamers often run fof power after a few shots. The unstable and femperamental nature of the fuel also means that some containers prove whilst explode unexpectedly flamer fires a burst of flaming ches they are loaded. The flamer isa ry dangerous weapon that spreads a shoot f flame over a short distance. At this ra impossible to miss and several victims can be claimed with shot SPECIAL RULES Ammo Test. An Ammo testis required every flamer is fired regardless of your to it rol. Fl tinreliable weapons, and ean fonce or twice per engagement Template. The Mamer’s shot is repress flamer template. This is g section, by placing the template so that it overs ane of more target models. Any models wholly under the template are hit automatically, whilst those parially beneath ae hit onthe Be roll of a 4. 5 or 6. teardrop-shap i the Shoot ‘Golam aad wit a fame shots a wo Ovocks. The Goiatn payer places the template as shown Ona Orcek is aesatey covered by be tomcat ad ie hit aucmaticaly ‘Tm ther Grock sony parily covered, er willbe Ron & Deralt 4 ormor, Catching Fire. Ifa model is hit by a flamer and goes down then the target has absorbed the full brunt of the blast and. the flames go out with no further effect. If the model goes fut of action then remove the model as normal. If # model js hit but does not go down or out of action, then make an ‘immediate test to determine whether the target catches fire. Roll @ D6. On the score of 1-3 the target does not ignite and there is no further effect. On the score ofa 4-6 the target ienites A burning target will continue to burn until the flames are ‘extinguished, Test for this atthe start of the Fighter's own tum, Roll» DS, 1-5 The model continues to bum and automaticaly sustains a further Strength Bit. I flown or out of ection whilst on fire the Flames tomaticlly go out with no further elect ‘Whilst burning the fighter's nerve is \tomatically broken as described i the Leadership Tests section, except thatthe model D6" in random direction eather than towards cover (random ditection can be ‘established using the Scatter dice) A burning todel will not engage i hand-o-band fighting and other models automatically move out of bis 6 The flames go outwith no Further effect. If there are any models within 1" of the burning fighter during ‘hase then they may attempt to beat fut the flames. If they do this they cannot shoot in the shooting phase. Roll @ D6 and add a +1 for each ‘model attempting to beat out the flames (eg, 2 models +1). Ifthe total is 6 the flames are beaten out with no further lle Frenzied target. A frenzied fighter who catches fire will ignore the flames and continue to move, shoot and fight despite burning up. He will, however, continue to take ‘damage as described above Same nade launcher is a light tubular launcher capable of firing most grenade types by means of a compressed as fe The: most common grenades are explosive +s and implosive Krak grenades which are de open tough and well am fades are often home-made affairs, simple devises n the Underhive isl red targets, These manufacture “The launcher is a very robust and straightforward weapon Its supply of compressed gas is 500 ded, but recharping is a simple matter using high pressure source to fil its internal tank Frag and Krak steaides. When Yo renades are described in the section on wip « model with Krak or Frag Sufficient Last for th ‘nti you fal an Ammo rol, Other kinds of grenade that can be used a Choke, Flash, Plasma, Seare, Smoke and Hallucinogen. buying supply SPECIAL RULE c oF Fire. Because of its bulk and massive recoi “Shoot a grenade launcher if he moves inthe He can move, offre, but not both, The melta-gun is also known as the melts, cooker or vape gun. It works by means of sub-molecular thermal agita Titerally cooking, melting. oF eventually vaporising the target. A melta-gun can melt plasteel and its effect upos living tissue is horrile indeed. isthe air to superchot temperatures, € hiss which becomes roan tnd body moisture vaporises © rE ‘The needle rifle is sniper’s weapon and for this reason it is fen refered toa a ese sper nile somes 2 Noeffect, The toxin has no effect of wears laser powered device and relatively rare inthe Underhive, off, The target may continue to fightin the Ie tight laser beam caries a tiny toxic needle or dart which Same way as if he'd sofered a flesh wound ca easily penetrate flesh 10 send its deadly poisons into the ‘except that he suffers no penalties on his angel The laser carrer beam will dissolve or blow away wsiss: irmoue or clothing and burow into exposed flesh enabling Sedated. The target shrugs of the full effec the dar to penetrate more deeply. The needler’s chief ofthe sor acves aise 0 ra advantage is that itis virally silent, and consequently pte 2 but ean do nothing els. This isthe :voured weapon for assassins and other unwelcome seine as a normal ‘down’ result characters. Comatose. The target is knocked comatose fan falls to the ground, The target cannot move at al SPECIAL RULES Toxic Dart. No wound roll is required when shooting @ eodter, ifthe target is it thea the toxins will automatically init | wound, Armour may stil save a target as normal 6 Out of Action. The target slumps liflessy fo the ground. He may be dead or barely Tiving, bt is overcome by the toxin fr the Injuries. A tre ng his final wound from a toxic restof the game. Remove the model as you tl i Plasma weapons fre energy sels of Plasma wespons are exemely The user can mitigate aginst tis by ae eta utter in a effective and ery dangerous weapons. firing as shot last as posible with are aed ocegaed sat, When a ‘Thee biggest disadvantage that they sighly reduced effectiveness sieemll kes target eneay is take altel Fong ime to recharge Aimed and the target blows apart in once they have ben Bred SPECIAL RULE im almighty expos Energy Levels. You can choose Shoot he weapon on a 108 enerE) ting or maximum power.” The Deas foreach setting ae diferent Be you can see. If you shoot the sveapon on maximum power then you recharged. takes the frer's etre following turn for the weapon t0 recharge iuelf. This rection does not apply onthe low energy sting Note that sustained fire can only be used when shooting on the maximum HEAVY WEAPONS This category covers particularly large and powerful weapons. They are too heavy and clumsy to be used by all fighters, and are also difficult to maintain and repair. Only fighters with appropriate technical skills can hope to own heavy weaponry of this kind, though most gangs have one or two fighters who carry heavy weapons. These individuals are known as ‘heavies’ on account of the weapons they carry and also because they tend to be big, muscular fighters able to bear the weight of their weapon, ammunition and spares. All of the heavy weapons described below are w Because of this, any fighter earying a heavy weapon may Cumbersome affairs Which take quite a bit of physical not move and shoot during the same tur. If you wish to Strength. and energy. 10 carry and use, Spare parts, shoot, you must remain stationary. As this rule applies to all Ginmunition and a basic tool kit all add to the weight a heavy weapons it is not included in the special rules for heavy must bear. individual Weapons. AUTO-CANNON ‘The auto-cannon isa heavy automatic weapon larger and mechanism and brutal recoil mean that itis a ore powerful version of the autogun, Its a rapid firing, energy sepping weapon to use. Itis also extremely velocity weapon capable of spiting out a hall of and one of the most popular heavy weapons iy shells The blaze of shells, scream of the loading Show om ene ome | ing | Sor | Tog_| Steen | ame Lele ai ais [All bolt weapons ate highly advanced and technically Only very experienced and relatively wealthy fighters ean Sophisticated, and the heavy version is the most afford 10 own and use a heasy bolle, The constant and and most complex weapon ofits type. They a de Tnaintenance routine also makes it an unwise pulky and are often known as the ‘back breaker’ by those choice fora novice. For thse who know what they're ding ‘who carry them. Like all bolters itis noisy and the shells stigious weapon carried by the most dangerous of explode when they hit hei tag sation SPECIAL RULE asma matter in 2 super Energy Levels. You can choose to shoot the weapon on a iow energy setting or maximum power. The profiles for each setting are different. If you shoot the weapon on maximum you cannot shoot again until thas recharged. It entire following tum for the weapon to fetion does not apply on the gun as itis known, fires plasma sof br and When a plasma shell strikes a target energy is rele the target blows apart in an almighty explosion. Plasma ‘weapons are extremely effective and very dangerous and the avy version is the most deadly of all. The biggest disadvantage of plasma weapons is that th takes the fi recharge once mote, This rs heavy plasma gun the user can mitigat iy long time wo recharge once fre tinge | Shon | Tone \d-fashioned weapon is affectionately terms oftheir effect. Its a simple weapon to maintain and y telatively cheap to buy. Many gangs start out with a big em up, and its deadly rain of ballets has spiratons of many an Underbive fighter. This heavy and ig stubber’, It rattles off a hail of be Stop a man in his tacks. The workshops stuhber to back pons lke this quite easily, put an end tothe all slightly different in design but basically the same in LASCANNON “The lascannon or laser cannon isthe most powerful of the schnology weapons available in the Underhive. [tis a military weapon, made in the facoris of the hive city fo the armed forces of the Imperium. Examples find their way imto the hands of gang fighters, though nt to trade such powerful weaponry into the anarchie tangerous Underhive he Guilders are The lascannon fires a powerful energy burst, single mighty blast of energy that can burn up a target of vp This desig isch erhive 'AS a result i is not other fighting machines, and its massive ener reckoned unnecessarily potent in the cramped Un Where targets are generally living me a highly favoured weapon, most somethi sihich spreads is shots idly MISSILE LAUNCHER The missile launcher is a complex and weighty piece of wchinery, Although expensive the weapon is highly rsaulity, and those who can regarded on account of its afford the exorbitant costs of often choose to cary an Not all launchers are dential but most are simile, deriving om the armaments factories of the hive city rather than dividual workshops in the Underhive, A few Underhive gunsmiths will adaptor modity missile launchers, but this requires considerable ski ‘Two types of ammunition are commonly available. These are powered missiles fed into the weapon by means of a magazine or hopper, though some versions must be loaded one shot ata time. Supe implosive charge designed to crack open the armou Frag missiles contain an wide area. Of in the Underhive, ak missiles contain a powertu SPECIAL RULES Super Krak Missile. Tis missile is designed to crack open a heavily armoured target with & concentrated implosive harge, As such it is really destroy armou sting. machines and. othe ile shown below missile has the py Sirength Wounds 8 Dio 6 Save Modifter Frag Missile. This missile explodes upon impact, sate shrapnel aver a wide area, The missile is i own groups of exposed ‘profile as follows, Wounds Grenades are thrown by hand or can be fired from a grenade launcher, a tubular device powered by compressed gas or an electromagnetic charge. There are many different kinds of grenade available in the Underhive, including strange and unreliable devices concocted by the Underhive fighters themselves, but the most common by far are Frag and Krak grenades. Whatever type of grenade you cary, a grenade throw counts 2s.a“sho inthe shooting pha oF throw a grenade, but not see the Shoot When you equip afi fighter can shoot a th. For the rules on grenades ofthe main rules. er with grenades he is assumed camy enough actual grenades to last the entire encounter His supply of grenades will automaticaly run out if an Ammo roll is required, ie the Ammo roll is ‘auto’ for If you run out of ammo with a run out of the type of renade used and the launcher h remade launcher you hav ades are designed to pierce armoured targets by {concentrated implosive charge. Although a Krak grenade can easily kill 8 man, ils contained blast makes it Jess useful than Frag grenades for Underhive fighting However, it is very effective a building structures, and fr blastn destroy targets into defended holes. ‘SPECIAL RULES 1 to Hit. A Krak grenade is a b hit a target with a Krak gre and #1 to hit penalty is imposed when throwing one Scatter. Ai grenade has no blast area it wil til grenade must Demolition, The Krak grenade can be affixed t0 any onary target within 1” during the shooting phase — for mple a door, a water stl, 0 consiuction. The nade hits automatically without the need to roll for hits or scatter, It is not possible for a model 10 shoot oth Weapons in the same sbooting phase as placing a Krak grenade Teng] Banage Se we FRAG workshops or by th ‘Seren | Omar | See 7 MELTA BOMB Melia b thermal charge capuble of melting through a shect of plascel or vaporsing flesh, The intense hea caused is very localised in effect, so the weapon is litle use in conventional fighting, is primary purpose is as a demolition ‘charge to melt doors or machines, For these purposes it has 1 contact plate used 1 ax itt stationary targets oF thermal bombs contain a subatomic SPECIAL RULE Demolition. The Mehta bom cannot be thrown like nary grenade and is size prevents its use in a grenad auncher. Instead it may be affixed to any stationary tag ‘within |" during the shooting phase, for example a door, a Water still, or other construction, The Melia bomb hits ‘automatically without the need to roll for hits or seater. It snot possible for a model to shoot with other weapons in he same shooting phase as placing a bomb. a GAS ‘There are many different kinds of gas grenades oF bombs: Some ofthese weapons are made in the facto the hive city thers are fabricated by cunning arma the Underive itself. All of these weapons are rare and somewhat specialised in nature, so they are nat commonly used by gang fighters, The different effects of the various zis grenades ate discussed below. your target and work ‘When you throw a gas grenade choo ‘ut where the grenade hits, Place patch of cotton wool, to represent the g3s. Models Wi cloud are hit automatically; models partially within the cloud are hit on a D6 roll of 4 or more, exactly as for ‘ordinary weapons. Fighters hit by gas are not pinned as 2 result, In other words, although “hit the targets are: {tually struck or hurt 20 the hit doesn't count in quite the 2 radius marke or same way as a regular weapon hit Any model hit by gas must roll a D6, I the score i less than ted by the gas. Ifthe score is equal to or more tl 1's Toughness it i affected as described below: A roll of a 6 always affects the target regardless of his Toughness. A model that is not already affected by the gas must make this rol fit finds itself within the gas cloud atthe start ofits Gas dre away altogeth tums. At the start 1s can lst for several tums, o¢ slowly disperse or “Test atthe beginning of both players ‘each tatn roll a DS. |The gas dissipates causing no futher har 5 The gas remains where its 6 The gas drifts D6” ina random di models enveloped hy the gas are hit on. Any Scare Gas: A fighter affected by Scare gas must take an mediate Leadership test to keep his nerve. If filed the f2as has sent the fighter into a panic and he is broken as described in the rules for Leadership tests. Choke: helpless whilst they 2° and attempt to hers affected by Choke fll the floor and main in the cloud, Models can crawl fe the cloud, but they cannot shoot Fight or do anything else if within the cloud atthe stat of their tum. Once they have crawled fee of the choking gs lor it has dispersed they recover by the ror, Hallucinogen: Fighters affected by this dangerous ha je gas become subject to all kinds of strange delusions and can behave in an extrondinary manner. I the model is within the gas cloud at the stare of his tum roll a Dé and consult the chart below Note: If a Halluc ul dissipates it still affects models within i atthe start of the tur, and if «cloud dnits itaffects all models “hit by the gas as it dit, Resist! Wid and dizzying visions spin before the vietim’s eyes as he battles to overcome his inne rmadines. Rolla further D6. On a score of 1-3 the ‘victim resists the visions and is unaffected. On a 46 roll again on this char. | Over Mel The victim is Lh spiders, plague Tas, of other unpleasant creatures. The victim is pinned in place by sheer horor just as if he had been hit by a shot. He cannot test to avoid this and can do nothing for his next tur. They're Craving convinced that he is covered wi 3 Over There! The victim is convinced the enemy is all around him, hiding behind every piece of cover, lurking just out of sight, ready to drop from above The vietim does not move this turn but must blast ‘off with any weapon he has in a totally random direstion If any model, friend or foe, les inthe direction indicated then it becomes a target just as snort 4 Rum For It! The vietim is overcome with terror, his feyes widen and he starts to dribble and gibber. The model is automatically and immediately broken as if he had failed Leadership test and broke his nerve Move the mod! 2D6" away from the enemy ~ this constitutes the model's movement for that tum, 5 Traitors! The vietim becomes convinced his fellow fighters are ou to get him, thatthe whole thing is @ -up, and the only way to escape is kill them all. The fighter does not move that turn but shoots atthe nearest friend, 6 Erern.. The victim lapses into a mindless slack inwed state forthe remainder of the encounter. Do rot roll again on this chart even ifthe model remains ‘within the hallucinogenic gas. The fighter is unharmed and recovers after the game is over, but takes no further part inthis encounter and can be moved from play. He does count as out of ation for purposes of Bottle rolls. Plasma is a dangerous and unstable matter in grenade explodes ‘plasma ball Throw the grenade as normal and when you hi established where i lands place a1 1/2" radius blast marker fon the spot. Work out damage on the targets within the plasma ball in the usual way. have been etermined do not remove the marker as you normal would bat leave iin place. licated is undergoing 4 matter/energy transformation and is glowing like a small A plasma ball can persist for several tums, of slowly disp her. Test atthe beginning o ‘each player's tur, A the a D6. ‘The plasma ball collapses in upon itself and

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