NECROMUNDA COMPREHENSIVE RULEBOOK - Fireden

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NECROMUNDACOMPREHENSIVE RULEBOOKNecromunda Copyright Games Workshop – 2017-2019Rev. 6.02.5 – 2019-10-27Disclaimer:All texts and illustrations are the property of Games Workshop.The main purpose of this document is to facilitate access to all rules distributed in multiples books and onlinedocuments.It contains:Gangs of the Underhive (2018)Underhive Rulebook (2018)Dark Uprising Rulebook (2019)Book of Peril (2019)Book of Judgement (2019)Book of Ruin (2019)Official errata (2018-03-05) and FAQ (2018-12)Chaos Cult GangsGenestealer Cult GangsBad Zone Delta-7 (with scenario: The Gauntlet)Scenario: Monster HuntThe Headsman - House Cawdor ExecutionerWhite Dwarf: Venator Gang, Perpetual campaigns and scenario: Escape the Hive.All Tactics cards text from every pack (including Web Exclusive).(You can check this useful resource link from Xiądz for ready-to-print tactics cards).YakTribe Answered Questions (Community FAQ – v2018-06-11)Note that chapters may have been re-organized to be more logical and flowing.This is a permanent work in progress and the document will be completed with any new official materials.Feel free to comment, ask questions, and report any errors or typos in the community Discord.If an obvious typo or error appears in official sources, it should be corrected here. However if the typo is notobvious, still not officially corrected, but commonly accepted by the community, you should find a note to warnfrom its uncertainty.YAQ entries are written in a different colour to reflect their unofficial state.Please consider buying Games Workshop products to support more release of this awesome game.Foremost, special thanks to u/Aarhun for beginning this work, and leading it until November 2019. Aarhun hadworked with many readers, and he offered special thanks to u/Shinzuer, u/True Mindslide, u/dumire1,u/truePooEyes, u/carcharodon99, u/TopsyKretts87, u/Corran dk, u/Syranthel, u/Bobthefighter,u/MaleficentCrew, u/kernbanks, u/Kanthes, u/Autoxidation, u/thanejaw, u/DokFraz, u/Seraph TC for theirhelp, and all people correcting, giving ideas to improve this document and supporting me.NECROMUNDANECROMUNDACOMPREHENSIVE RULEBOOK7.03 RULEBOOKCOMPREHENSIVEHave fun in the underworld !Deep Fried Edition1

NECROMUNDACOMPREHENSIVE RULEBOOKWar of the Gods Campaign variant uses the following rules:Necromunda Copyright Games Workshop – 2017-2019Rev. 7.03 - 26/11/2019Disclaimer:All texts and illustrations are the property of Games Workshop.The main purpose of this document is to facilitate access to all rules distributed in multiples books and online documents.It contains: Gangs of the Underhive (2018) Underhive Rulebook (2018) Dark Uprising Rulebook (2019) Book of Peril (2019) Book of Judgement (2019) Book of Ruin (2019) Official errata (2018-03-05) and FAQ (2018-12) Bad Zone Delta-7 (with scenario: The Gauntlet) Scenario: Monster Hunt The Headsman - House Cawdor Executioner White Dwarf: Perpetual campaigns and scenario: Escape the Hive. All Tactics cards text from every pack (including Web Exclusive).(You can check this useful resource link from Xiądz for ready-to-print tactics cards). YakTribe Answered Questions (Community FAQ – v2018-06-11)Note that chapters may have been re-organized to be more logical and flowing.This is a permanent work in progress and the document will be completed with any new official materials.Feel free to comment, ask questions, and report any errors or typos in the community Discord.If an obvious typo or error appears in official sources, it should be corrected here. However if the typo is not obvious, still not officially corrected, butcommonly accepted by the community, you should find a note to warn from its uncertainty.YAQ entries are written in a different colour to reflect their unofficial state.Please consider buying Games Workshop products to support more release of this awesome game.Foremost, special thanks to u/Aarhun for beginning this work, and leading it until November 2019. His work was and remains essential for thecommunity, taking disparate rulebooks, supplements and sources and combining them in an easy to use format. His work has inspired other rulebookeditions, including my own, and I am glad to continue in his stead. My thanks also to u/Merton for helping me in starting this.Aarhun had worked with many readers, and he offered special thanks to u/Shinzuer, u/True Mindslide, u/dumire1, u/truePooEyes,u/carcharodon99, u/TopsyKretts87, u/Corran dk, u/Syranthel, u/Bobthefighter, u/MaleficentCrew, u/kernbanks, u/Kanthes, u/Autoxidation,u/thanejaw, u/DokFraz, u/Seraph TC for their help, and all people correcting, giving ideas to improve this document and supporting us.Have fun in the underworld !Deep Fried Bar2

War of the Gods Campaign variant uses the following rules:CONTENTSPART ONE: THE RULES.5GANG FIGHTERS AND THEIR WEAPONRY.5CHARACTERISTICS PROFILES.5MODELS AND FIGHTER CARDS.7WEAPON PROFILES.8GENERAL ER STATUSES.14TERRAIN.16THE RULES.18GAME STRUCTURE.18THE PRIORITY PHASE.18THE ACTION PHASE.19MOVEMENT.26TERRAIN.27BADZONE TERRAIN AND DELTA-7 TILES.29SHOOTING.42CLOSE COMBAT.44RESOLVE HITS.46END PHASE.48PSYKERS.49PSYCHIC POWERS.49USING WYRD POWERS.49PSYCHIC DUELS.49PERILS OF THE WARP.50SANCTIONED AND UNSANCTIONED PSYKERS.50WYRD POWERS.51UNDERHIVE ARMOURY.54RANGED WEAPONS.54WEAPON ACCESSORIES.61GRENADES.62BOOBY TRAPS.62CLOSE COMBAT WEAPONS.63ARMOUR.65FIELD ARMOUR.67CORPSE GRINDER MASKS.68EQUIPMENT.69CHEMS.78BIONICS.81STATUS ITEMS.82WEAPON NG.91FEROCITY.91LEADERSHIP.92PALANITE DRILL.92SAVAGERY.93SAVANT.93SHOOTING.94PART TWO: GANG LISTS.95HOUSE GANGS.95HOUSE CAWDOR GANGS.96HOUSE DELAQUE GANGS.98HOUSE ESCHER GANGS.100HOUSE GOLIATH GANGS.102HOUSE ORLOCK GANGS.104HOUSE VAN SAAR GANGS.106LAW GANGS.108VENATOR GANGS.108PALANITE ENFORCERS.112CULT AND OUTLAW GANGS.116OUTLAW GANGS.116HOUSE GANGS EMBRACING THE DARK GODS. 118CORPSE GRINDER CULTS.121HELOT CHAOS GANGS.124HOUSE GANGS JOINING A GENESTEALER CULT130GENESTEALER CULT GANGS.131PART THREE: NECROMUNDA CAMPAIGNS.136THE DOMINION CAMPAIGN.136HOW THE CAMPAIGN WORKS.136SETTING UP THE CAMPAIGN.137FOUNDING GANGS.139CAMPAIGN VARIANTS.140RUNNING THE CAMPAIGN.140WHAT THE ARBITRATOR KEEPS TRACK OF.141THE PRE-BATTLE & POST-BATTLE SEQUENCES. .146ENDING THE CAMPAIGN.151TERRITORIES.1523

War of the Gods Campaign variant uses the following rules:THE LAW AND MISRULE CAMPAIGN.161 PART FOUR: ARBITRATOR TOOLS.262HOW THE CAMPAIGN WORKS.161THE RULE OF LAW AND THE PATH OF THEOUTLAW.162SETTING UP THE CAMPAIGN.164FOUNDING GANGS.165RUNNING THE CAMPAIGN.166THE PRE-BATTLE & POST-BATTLE SEQUENCES. .172THE REWARDS OF INFAMY AND DUTY.178ENDING THE CAMPAIGN.179INTRIGUES.180RACKETS.186THE UPRISING CAMPAIGN.194INTRODUCTION.194SETTING UP THE CAMPAIGN.195RUNNING THE CAMPAIGN.197DARK UPRISING SCENARIO SPECIAL RULES.207THE PRE-BATTLE & POST-BATTLE SEQUENCES. .208WINNING.211UPRISING TERRITORIES.212UPRISING CAMPAIGN EVENTS.217ALTERNATE UPRISING CAMPAIGNS.221THE TRADING POST.224BASIC WEAPONS.224PISTOLS.224HEAVY WEAPONS.225SPECIAL WEAPONS.225GRENADES.225WEAPON ACCESSORIES.225SPECIAL AMMUNITION.226ARMOUR.226FIELD ARMOUR.226CLOSE COMBAT WEAPONS.226BIONICS.227GANG EQUIPMENT.227PERSONAL EQUIPMENT.227STATUS ITEM.227THE ARBITRATOR.262FAVOURS.262SCENARIO COMPLICATIONS.266HOUSE SUB-PLOTS.272GUILD ALLIANCES.281CRIMINAL ALLIANCES.294BADZONES BATTLEFIELDS.304PERPETUAL CAMPAIGNS.315PART FIVE: SKIRMISH GAMES.318SKIRMISH RULES.318GANG CREATION.318PLAYING SKIRMISH GAMES.320TOURNAMENT PLAY.321CAMPAIGN EVENTS.322EXAMPLE RULES PACKS.323PART SIX: PLAYING A GAME.324BATTLEFIELD SET-UP & SCENARIOS.324DESIGNER’S NOTE: CAMPAIGN REWARDS.324BATTLEFIELD SET-UP.324CHOOSE CREW.325TACTICS CARDS.325UNDERDOG TACTICS CARDS.325SCENARIO REFERENCE.326ZONE MORTALIS SCENARIOS.329SECTOR MECHANICUS SCENARIOS.336NARRATIVES SCENARIOS.343BADZONES SCENARIOS.364UPRISING SCENARIOS.371MULTI-PLAYER SCENARIOS.391UPRISING MULTI-PLAYER SCENARIOS.393BLAZE OF GLORY SCENARIOS.403THE BLACK MARKET TRADING POST.228 PART SEVEN: BESTIARY.405IMPERIAL WEAPONS.228XENOS WEAPONS.228CORRUPTED WEAPONS.229SPECIAL AMMUNITION.229ARMOUR.229CHEMS.229PERSONAL EQUIPMENT.230HUMAN CHARACTERS.405UNDERHIVE CREATURES.406UNDERHIVE VERMIN.407UNDERHIVE HORRORS.412CYBERNETICA AND AUTOMATA.416HIRED GUNS.231BOUNTY HUNTERS AND HIVE SCUM.231DRAMATIS PERSONAE.233HANGERS-ON AND BRUTES.242EXOTIC BEASTS.2544

War of the Gods Campaign variant uses the following rules:PART EIGHT: TABLE OF TACTICS CARDS.418 PART NINE: OUTDATED CONTENT.433GANG TACTICS.418UNDERDOG TACTICS.424CAWDOR TACTICS.425CORPSE GRINDER CULT TACTICS.426DELAQUE TACTICS.427ENFORCER TACTICS.428ESCHER TACTICS.429GENESTEALER CULT TACTICS.430GOLIATH TACTICS.430HELOT CHAOS CULT TACTICS.430ORLOCK TACTICS.431VAN SAAR TACTICS.432VENATOR TACTICS.432TURF WAR CAMPAIGNS.433ARBITRATED CAMPAIGNS.454SCENARIOS.461UNDERHIVE BATTLES.468PART TEN: CHANGELOG.4895

War of the Gods Campaign variant uses the following rules:PART ONE: THE RULESGANG FIGHTERS AND THEIR WEAPONRYIn Necromunda, each player controls a ‘gang’, which is made up of a number of models. Each of these models isreferred to as a ‘fighter’ within the rules. Each fighter may have their own rank within the gang or without – Leader,Ganger, Underhive Scum, Brute and so forth – but the term ‘fighter’ covers them all within the rules.CHARACTERISTICS PROFILESEach fighter has a characteristics profile, which describes their capabilities in battle. For example, here is the profile fora House Orlock Ganger.MWSBSSTWIALdClWillInt5’’4 4 3314 16 7 7 7 A fighter’s characteristics are defined as follows:MOVE (M)This is the distance, in inches, the fighter can move whenmaking a standard Move action.WEAPON SKILL (WS)This shows the fighter’s proficiency with Melee weaponsand weapons with the Sidearm trait when used in closecombat.LEADERSHIP (LD)This is a measure of fighter’s ability to issue or followcommands in the heat of battle.COOL (CL)A fighter’s Cool represents their capacity for keeping calmunder fire.WILLPOWER (WILL)BALLISTIC SKILL (BS)Willpower is a measure of fighter’s mental fortitude andresilience.This shows the fighter’s proficiency with ranged weapons.INTELLIGENCE (INT)STRENGTH (S)How strong the fighter is. The higher a fighter’s Strength,the more likely they are to inflict damage on an opponentin close combat, for example.This represents a fighter’s mental acuity and ability toapply knowledge.MODIFYING CHARACTERISTICSINITIATIVE (I)Sometimes, the rules will modify a characteristic. If thecharacteristic is given a simple number, the modifier isapplied as written – for example, if a fighter with Strength3 is given a 1 Strength modifier, their Strength counts as4.If the characteristic is given as a target number (forexample, a characteristic of 4 means a dice roll of 4 orhigher would be a success) the modifier is effectivelyapplied to the dice roll. For example, if a fighter withInitiative 4 is given a 1 Initiative modifier, thecharacteristic would be 3 because a roll of 3 with a 1modifier applied becomes a roll of 4.Initiative is a measure of a fighter’s dexterity and reflexes.CHARACTERISTICS CHECKSATTACKS (A)Players will often be called on to make a characteristiccheck for a fighter – for example, a Ballistic Skill check ismade when a fighter attacks with a ranged weapon.Characteristics checks are made as follows:TOUGHNESS (T)How tough the fighter is. The higher a fighter’sToughness, the less likely they are to be wounded by anattack.WOUNDS (W)A fighter’s Wounds characteristic is a measure of howmuch punishment they can take before succumbing totheir injuries.This is a measure of a fighter’s speed and ability in melee.When a fighter is Engaged in close combat, their Attackscharacteristic determines how many dice are rolled whenthey attack their enemies.6

WarofWeaponthe GodsSkill,Campaignusesthe followingrules: ForBallisticvariantSkill andInitiative,roll a D6.If the result is equal to or higher than thecharacteristic, the check is passed. For Leadership, Cool, Willpower and Intelligence, roll2D6. If the result is equal to or higher than thecharacteristic, the check is passed. For Strength or Toughness, roll a D6. If the result isequal to or lower than the characteristic, the check ispassed.7

MODELS AND FIGHTER CARDSWar of the Gods Campaign variant uses the following rules:Each player’s gang is made up of a number of fighters, each of which is represented by a model on the tabletop and aFighter card filled in with their characteristics, equipment and other useful reference information. Blank fightercards can be found in the Necromunda: Underhive boxed set and are available separately. Blank Fighter cards with thelogo of each House can be found in the various Tactics cards packs, perfect for Leaders and Champions.Each Fighter card is split into several areas:1. The fighter’s name. If they are a Leader or Champion, it will also be shown here.2. The fighter’s value, in credits. This is only used in the advanced rules.3. The fighter’s characteristics. The last four (Ld, Cl, Wil, Int) are shaded as a reminder that checks against them aremade on 2D6 (see page 6).4. The weapons the fighter is carrying.5. Any skills the fighter may have.6. Any equipment (including armour) carried by the fighter.DESIGNER’S NOTE: THE GOLDEN RULENecromunda is a game with lots of moving parts, and it’s inevitable that rules might sometimes come into conflict.When it’s not clear how to proceed, both players should discuss what they think is the most sensible solution – andif an agreement cannot be reached, roll off to decide. The most important thing is to not let debates get in the wayof a fun game !8

WEAPON PROFILESWar of the Gods Campaign variant uses the following rules:In the same way as a fighter, each weapon has its own characteristics profile, detailing the range of its attacks, thedamage it deals and so forth. For example, here is the profile of an autogun:RangeWeaponSLAutogun8’’ 24’’AccuracySL 1-Str AP D Ammo Traits3-14 Rapid Fire (1)RANGE (RNG)ARMOUR PIERCING (AP)Each weapon has two ranges: Short (S) and Long (L),usually presented as a number of inches. If the target ofan attack(s) made with the weapon is within Long range,the attack(s) can be made and the weapon used, butthere may be other benefits associated to the target of anattack being within the Short range of the weapon – themost common of which is that many weapons grant apositive Accuracy modifier, as explained below.This shows how good the weapon is at punching througha target’s armour. This is almost always a negativemodifier to the dice rolled to make an armour save. Forexample, if the target of an attack is wearing armour thatgrants a 4 save roll and the attack is made with aweapon with an AP of -1, the target’s save roll is reducedto a 5 .Some weapon ranges are shown as a letter rather than anumber of inches. If a weapon’s range is listed as an E, itcan only be used against targets that are Engaged withthe wielder. If a weapon’s range is T, it uses the Flametemplate – see page 9. Weapons with range E or Tnormally only have a Long range, not a Short range,indicating that this is the furthest range at which theweapon can be used. Note, however, that in the case ofweapons with the Versatile trait, a weapon may have aShort range of E and a Long range presented as a numberof inches – see page 89.ACCURACY (ACC)This shows the modifiers that are applied to the hit rollwhen attacking with the weapon within Short or Longrange. The S modifier applies if the weapon is being usedto attack a target within its Short range, and the Lmodifier applies if the weapon is being used to attack atarget beyond Short range but within Long range. Mostsuch modifiers are positive, but some may be negative.STRENGTH (STR)This is the weapon’s Strength, which is used when makingwound rolls against the target. For most weapons,particularly ranged weapons, this is a simple numericalvalue. For close combat weapons – those with a range ofE – this may be shown as S, meaning the strength of thewielder should be used, or as S with a modifier, meaningthe Strength of the wielder is used but with a modifierapplied.DAMAGE (D)This represents how much damage the weapon inflicts.This in turn indicates how many Wounds the target losesor how many Injury dice are rolled against it as a result ofthe attack. This is explained in more detail on page 47.AMMO (AMMO)If this characteristic is presented as a numerical value, aFirepower dice must be rolled as well as the hit dice whenattacking with it, as there is a chance of it running Out ofAmmo or jamming.Weapons with a low target number Ammo value enjoy aready supply of ammunition, or are quick and easy toreload. Weapons with a high target number Ammo value,however, are more specialist and ammunition may bescarce, reloading may be difficult or clearing a jam may betime consuming.TRAITSMost weapons have one of more Traits, each of whichgives the weapon a unique bonus or changes the way inwhich it works.BLAST MARKERS AND FLAME TEMPLATESExplosions, jets of flame and area effects are representedin the game by Blast markers and Flame templates, whichare used to determine how many fighters are hit by suchan attack or effect. Blast markers are round, either 3" or5" in diameter, with a small hole marking the centre. TheFlame template is teardrop-shaped and is approximately8" in length. Weapons that use Blast markers or Flametemplates will always have the Blast (X) or Template traitsrespectively.9

GENERAL PRINCIPLESWar of the Gods Campaign variant uses the following rules:Before starting on the rules and complexities of the game, it is worth establishing some initial principles andconventions to keep in mind in all games. This section deals with the types of dice used, measurement, line of sightand offers an overview of terrain in the underhive.Additionally, this section explains fighter Status, Secondary Status and Conditions. All important factors that dictate theactions a fighter can or cannot perform.DICEA number of dice are used in Necromunda to resolve theoutcome of various actions. The game makes use of fourdifferent types of dice, which are detailed as follows:SCATTER DICEThis is a six-sided dice, marked with a Hit symbol on twofaces and an arrow on each of the other four. The Hitsymbol also incorporates a small arrow. This dice is usedto determine random directions, and is most often usedwhen firing weapons that have the Blast (X) trait.D6 – This is a regular six-sided dice, marked 1 to 6(Games Workshop Necromunda dice feature theNecromunda logo on the 6 face of the dice). The gamemay require a single dice be rolled, in which case therules will say ‘roll a D6’, whilst ‘roll two D6’ means roll twosingle dice at the same time. Alternatively the game mayrequire several dice be rolled and added together – forexample ‘roll 2D6’ means roll two dice and add the resultstogether.RE-ROLLING AND ROLLING OFFD3 – The rules might also call for a D3 to be rolled, but anSometimes, a rule will allow a player to re-roll a dice.To do this, simply pick up the dice and roll it again. Thesecond result must always be accepted, even if it isworse than the original result, and a dice can never bere-rolled more than once, regardless of the source ofthe re-roll. If multiple dice were rolled and addedtogether, all of the dice must be re-rolled. However, ifmultiple single dice are rolled, the player can choose tore-roll some or all of them.D66 – In some cases, players will be instructed to roll aPlayers may also be instructed to roll off. Each playerrolls a single D6, with the highest score winning. In thecase of a tie, roll again unless otherwise instructed.actual three-sided dice is not necessary. To roll a D3, roll aD6 and halve the result, rounding up.D66. To do this, roll two D6 one after the other, countingthe first dice as tens and the second dice as units, to givea result between 11 and 66. For example, a roll of 2 then4 would give a result of 24.MODIFYING ROLLSSometimes players will be instructed to modify a dice roll– for example, the rules might tell them to roll D6 1. Inthis case, they would roll a D6 and add 1 to the result. Ifthe rules ever instruct the player to halve a result (ordivide it in any other way), any fractions are rounded upunless otherwise instructed.NATURAL ROLLSA ‘natural’ roll is the actual number rolled on a dice,regardless of any modifiers applied. Sometimes, the rulesmay state that a ‘natural roll of 1‘ is always a failure, inwhich case, regardless of any modifiers to be applied, theroll is a failure.FIREPOWER DICEThe Firepower dice are used whenever a fighter makes aranged attack using a weapon with an Ammocharacteristic other than ‘-’. For the majority of weapons,the Firepower dice is rolled to see if there is a chance ofthe weapon’s ammunition being depleted, as shown bythe Ammo symbol coming up on the roll. The other faces,each showing a number of bullet holes, will only have aneffect if the weapon has a Trait that specifically mentionsthem, such as the Rapid Fire trait.10

VISIBILITYVisibility in Necromunda is vitally important; fighters needto be able to see where their enemies are in order toshoot at them. But in the dense and dark terrain of theunderhive, a clear and unobstructed line of sight is oftenhard to find.VISION ARCEach fighter has a vision arc, representing the area that isvisible to them. This is 90 degrees to their front, startingfrom the centre of their base, as shown in the diagrambelow. Vision Arc templates to help with determining afighter’s vision arc are included in the Necromunda:Underhive boxed set and the Gang Leader’s AccessoryPack.WALLS AND SOLID TERRAIN FEATURESSolid terrain features are those that hide portions of abattlefield, walls between corridors, or even the floorsand ceilings between levels. Unless stated, line of sight isnever possible through the walls of a Zone Mortalisbattlefield or through solid terrain features on a SectorMechanicus battlefield.YAQ: Vertically, fighters are considered to have a 180degrees Vision arc in front of them, up and down.LINE OF SIGHTWhile a fighter’s vision arc is determined by their facing,their line of sight (i.e., what they can see) is determinedby the presence of terrain and other fighters. Unlikemeasuring distances, which can only be done when therules call for it, a fighter’s line of sight can be checked atany time.To check a fighter’s line of sight to another fighter, stoopdown to look from the first fighter’s point ofview. If the other fighter is not entirely obscured byterrain or other fighters, the first fighter has line of sightto them. If the fighter is entirely obscured except for theirbase and any insignificant elements (a protrudinghairstyle, the barrel of a gun or a spike from their armour,for example), the first fighter does not have line of sightto them. If players cannot agree whether one f

Book of Peril (2019) Book of Judgement (2019) Book of Ruin (2019) Official errata (2018-03-05) and FAQ (2018-12) Chaos Cult Gangs Genestealer Cult Gangs Bad Zone Delta-7 (with scenario: The Gauntlet) Scenario: Monster Hunt The Headsman - House Cawdor Executioner White Dwarf: Venator