Saturday, January 14, 2023

Necromunda rulebook pdf download

Necromunda rulebook pdf download

[PDF] Necromunda: Rulebook by Games Workshop,The Latest Rumors and Leaks

WebView Details. Request a review. Learn more WebNecromunda Rulebook | PDF | Fighter Aircraft | Dice 0% (1) 2K views 80 pages Necromunda Rulebook Uploaded by jwoodbeck_73 Copyright: Attribution Non Web[PDF] Necromunda Rulebook - Free Download PDF Home Necromunda Rulebook Necromunda Rulebook Click the start the download DOWNLOAD PDF Report this file WebJul 16,  · THE RULEBOOKThis book, the Necromunda rulebook, contains the rules of the game. You don't need to learn all the rules to play, but we suggest you read through Web[PDF] Necromunda blogger.com - Free Download PDF Home Necromunda blogger.com Necromunda blogger.com Click the start the download DOWNLOAD ... read more




N18 Necromunda Rules PDF. Thread starter Darian Shurville Start date Nov 14, JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser. Darian Shurville Juve. Apr 1, 14 37 28 Nottingham, UK. Hello, I recently got my hands on a part finished copy of the 'Comprehensive Necromunda Rulebook' N18 as a PDF version 5. Does anyone know where one would look to check if the latest version is different to what they have? or if it is still being developed. Zamerion2 Ganger. Sep 27, 74 84 Current version is 6. Reactions: Darian Shurville. TopsyKretts Hive Lord Honored Tribesman. Dec 29, 6, 6, Norway. Also check out an alternative version here will be updated with Uprising and Ruin shortly :. N18 - Bookromunda complete house rules TOPIC: Improved house ruled Necromunda.


This version is now named "Necrodamus" and is planned to become dead. I was sacrificing game time by maintaining it. At the same time, the official rules was not playable for me Blood Donor Hive Dweller In Memorium. Tribe Council. Aug 23, 3, 4, 36 Lethbridge, Alberta, Canada yaktribe. That Comprehensive N18 Rulebook had been uploaded to here as well but it was decided not to post free to download versions of rule books GW currently sells to avoid all the "hey you kind gents could you please not do that" or however a cease and desist plays out. Zamerion2 said:. Click to expand bigoc New Member.


Dec 22, 1 0 1 Argentina. Please, could someone send me the latest version? I can't find it online. Thanks a lot!! With these you can expand your collection, equip fighters with different weapons, and add more powerful characters. If you're new to Games Workshop games then you'll be reassuredto know that finding other players isn't normally a problem - you'll be surprised how many there are! There may be a Games Workshop store nearby, where you can obtain models, paints and game supplements. Games Workshop stores are notjust shops, they are hobby centres where the staff will happily help you learn the rules, show you how to paint, and suggestways to use and develop your collection. Games Workshop staff are also players who collect and paint their own forces and fight battles themselves.


You'll still find it worthwhile to read through the whole rulebook, as there are many points of difference between the two games despite the many similarities. After all, Warhammer 40, is designed to reflect squad action games between two armies, whilst Necromunda representsindividual action between a dozen or so fighters. As a result some of the rules developed for mass combat in Warhammer 40, don't apply to Necromunda, such as unit coherency and unit Break tests. On the other hand, there are new rules for wounded fighters, ammunition, falling, and other aspects of individual combat. BUILDING THE GANGEvery time you play Necromunda you eam the opportunity to expand or improve your gang. By winning games you gain territory discover ancient artifacts, uncover mineral wealth, and so on. With this wealth you can buy more weaponry and hire more gang fighters. Your gang will also improve with time. Every time a gang fights, its members gain in skill and experience. THE MODELSThe Necromunda box contains two rival gangs, each representing one of the great Necromundan Houses: the Goliaths and the Orlocks.


Select a model and carefully remove all the components from the frame using a craft knife or clippers. Don't twist or pull the pieces from the frames as they may break' Any i"-. ot marks left on the models can be removed with a craft knife or file. Models can be painted using Citadel Colour paints. It is not necessaryto paint models before you use them, but most people enjoy painting and you will probably want to paint youi models eventually. A brief painting guide is included in the Necromunda box and further, more complete guides are available from Games Workshop. THE BOOKSThis book, the RULEBOOK, contains the game rules for gang fights and descriptions of the various weaponsusedby Underhive fighters.


Goliath gangers. These models consist of card and plastic components which can be fastened together and placed on your tabletop to provide a reasonably stable threedimensional playing surface. We recommend that you glue the components together with a suitable contact adhesivein order to make the structure as stable as possible. The buildings supplied in this box should last you for quite a while. You can add more buildings from Games Workshop, or you can make buildings of your own to expand the sceneof battle if you so wish. The assembly instructions for the buildings are included on a separateinstruction sheet. For example, grenade and shell bursts, and the gout of burning fire projected by a flamer. Two plastic range rulers are also included. These are useful for measuring short distances,and for poking between the sceneryto determine whether a model has a clear shot to its tarset. COUNTERSA selection of counters has been included.


These are used to indicate models that are running, on overwatch, whose nerve has broken, and so on. The counters are provided to save you making separatenotes or remembering what every model is doins. Some people prefer not to clutter the table with counters and simply note down the pertinent details on their roster sheet, or a scrap of paper as they go along. Whether you use the counters, make notes, or merely remember, is entirely up to you. The Scatter dice is marked with four arrows and two HIT symbols. This dice is used to determine where grenadesand shells land if they miss their target, hence.


The dice can 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. The Artillery dice is marked 2, 4, 6,8, 10 and MISFIRE. This dice is used in conjunction with the Scatter dice to determine how far shells land from their mark. A MISFIRE result can result in a shell proving dud or even exploding in the breach. A kitchen table will do fine. Some gamers make their own gaming tables from a sheetofchipboard or something similar. Such a table can be slightly larger than the table or trestles that support it, and can be divided into two or more pieces for ease of storage. Many players find that a heavy blanket draped over a table or spread upon the floor makes a fine surface on which to play a battle.


You will need at least one retractable tape measuremarked in feet and inches. All distancesin Necromunda are siven in Imperial units. DICEFour different dice are used in the game as explained in this rulebook. Don't worry about how the dice work for now. this is covered in detail later on. The different dice are: Ordinary Dice D6 SustainedFire Dice Scatter Dice Artillery Dice. Ordinary dice are marked I to 6 in the usual way. These dice are used a lot during play and to save space on charts they are always referred to as D6 where 'D' stands for dice.


So, when the rules call upon you to roll a D6 we are simply asking you to roll a dice. The Sustained Fire dice is marked l, 1,2,2,3 and with a special JAM symbol as shown in rhe photo. This dice is used to shoot a protracted burst of shells where l, 2 or 3 hits can be caused as discussedin the rules. Pens and pencils, and plenty ofpaper will also be required. When you play a game you will need to keep track of wounds suffered by your fighters, the weapons they are carrying, and other details. This is most easily done using a roster sheet, examples of which are included in the Sourcebook. We recommend that you copy or photocopy additional roster sheets and use them to record details during the game. We'Il explain more about roster sheetsand how to use them in the Sourcebook. A selection of other dice will also prove useful: for example a four-sided dice D4 , ten-sided dice Dl0 and twelvesided dice Dl2. These are used to establish the amount of wounds inflicted by some large or deadly weapons.


None of these dice are strictly necessary, as you can generate random numbers using the D6 provided. In the caseof a D4 roll a D6 and re-roll numbers of 5 or 6. A DlO can be representedthe same way but re-roll 6's. Some are faster than others, some are stronger,some more determined, some are better shots, and so forth. This tremendous variety is fully represented in the Necromunda game in the form of characteristics and special skills. Right now we won't worry about the special skills - these come later with practice and battle experience. For the moment we'll just consider a fighter's characteristics.


Each model fighter is defined by a set of characteristics namely: Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks and Leadership. Each characteristicis assigneda value of usually between I and The higher value your model has for any characteristic the better - for example, a model with a Strength of 6 is stronger than a model with a Strength of 2. Descriptions of the different characteristics are given below. BALLISTIC SKILL BS. Ballistic Skill shows how good a shot the individual is. When you shoot a gun the chance of hitting a target depends upon your Ballistic Skill. An average score is 3 and a dead-eye shot might have a Ballistic Skill of4, 5 or even higher. STRENGTH S.


Strength simply shows how strong a person is! Strength is especially important when you fight hand-to-hand combat because the stronger you are the harder you can hit or thrust. A Strength value of 3 is about average. TOUGHNESS T. Toughnessis a measure of how easily an individual can withstand a hit from a weapon or a blow from a club or fist. The tougher you are the harder you are to wound or kil1. An averagevalue is 3. WOIINDS W. A model's Wounds value shows how many times a fighter can be wounded before he collapses and goes down dead or incapacitated. Most individuals have a Wound value of only I but tough old gang leaders and veteran gangers might have a value of 2 or more.


It determines a fighter's chance of dodging a sudden blow or gathering his wits while shells and bombs explode around him. An averageInitiative value is 3. ATTACKS A. The Attacks value indicates the number of 'Attack dice'rolled when the model fights in hand-to-hand combat. Most individuals roll only one dice and so have an Attacks value of 1, but experienced fighters might have a higher value and roll correspondingly more dice. The more dice you roll the more chance you have of beating your opponent! Leadership represents raw courage and self-control. The higher a person's Leadership the more likely he is to remain steadfastin combat while others run off or are slain around him. An average Leadership value is 7. A model's move shows the number of inches it can move in a turn under normal circumstances. The usual number is 4 as almost all fighters move 4" per turn, although they can move faster when they are running or charging, as you'll see later.


WEAPON SKILL WS. Weapon Skill is a measure of close combat ability - how good the person is at hand-tohand fighting. A good swordsman or a skilled knife fighter would have a high value compared to a green juve, for example. This is the averageprofile for a gang fighter or 'ganger', as they are called. When you raise your first gang it will include gangers with exactly this profile. As you fight gamesagainst other players your fighters will get befter and their characteristicswill rise. All these details are recorded using the gang roster sheets provided. This is explained properly later on. For now it's enough to know what the characteristics are and how the values vary.


THE TURTDuring the game you take command of a gang of Necromundan Underhive fighters. Your opponent commands a rival gang, yo. rr deadly opponents in the forthcoming conflict. During the movement phase you may move your gang fighters according to the rules given later for movement. In the shooting phase you may shoot with any appropriate weapons as described in the rules for shooting. During the hand-tohand phase all models in hand-to-hand combat may fight. Note that both sides fight in hand-to-hand combat regardlessof whose turn it is. During the recovery phase you can attempt to recover individuals whose nerve has broken. The rules for keeping your nerve, running away and recovery are described Iater.


The model fighters and sceneryare set up on the tabletop as appropriate for the encounter you are fighting see the Scenarios section in the Sourcebook. There are many different types of encounter, varying from the straightforward shoot-out to rescuemissions, ambushesand daring raids. Depending on the encounter played, you can set the gang fighters up in different ways, but all the games are basically played in the same fashion' To begin with one side takes a turn, then the other side, then the original side and so on, much like a game of draughts or chess. When it is your turn you can move all your models, shoot with any fighters that are able to do'so, and fight hand-to-handcombats.


Once your turn is complete it is your opponent's turn to move, shoot and fight with his gang. Once your turn is complete it is your opponent's turn. Your opponent works through each phase, moving, shooting, fighting hand-to-hand and recovery after which his tum is over. Games last until one side either gives in or is forced into defeat as described later. You can also be obliged to withdraw from the fight if your side takes too many casualties. During some encounters, there is a specific objective which you must achieve, perhaps to destroy a machine or rescue a captive. Each of the special encounters describes what you must do to win, and therefore end, the game. PHASESTo keep track of who's doing what and when, your turn is divided into four distinct phases as follows' Each phase is completed before beginning the next.


So, begin by moving all your models, then shoot with all models that can do so, then fight hand-to-hand,and finally recover any models that have run from the fieht. MOl'E UlETTDuring the movement phase you can move your models as you wish in accordancewith the rules given below. Move your model fighters one at a time and finish moving each before moving the next one. You can move your fighters in any order except where noted below. Chargers If you want a model to charge at an enemy and attack him hand-to-hand then you must do this before moving any other models. When you charge you must declare to your opponent that you are charging and indicate which enemy model you are attacking.


to move in a certain way and this is called a 'compulsory move'. For example, a fighter whose nerve breaks must run away from his enemies and take cover. Make all your compulsory moves before finishing any remaining movement. move, as this will help to remind both players that the model is unable to shoot that tum. You can place a Run counter beside the model to jog your memory if you wish. If a running model approacheswithin 8" of an enemy that he can see he must stop immediately. The runner is surprised to find an opponent so close and immediately stops to draw a weapon or ready himself to fight.


If you wish a model to engage an enemy in hand-to-hand combat then you must declare and make a special move called a charge. The reason we do this is that the enemy may get a chance to shoot as you leap towards him waving your weapons and yelling a bloodcurdling cry. Without measuring the distance, declare that you are charging and indicate which enemy model you wish to attack. A charge is like a run, at double move rate, but ends with the attacker touching his enemy base-to-base. Once opposing models are touching bases in this way they are engagedin hand-to-hand combat. Models are also engaged in hand{o-hand combat if separated by a low wall or obstacle, where it is literally impossible for the bases to touch becausethe wall is in the way. It can happen that you charge towards an enemy but fail to reach him becauseyou have miscalculated the distance.


ff this happensthe model is moved as far as possible towards his enemy and can do nothing for the rest of the tum. Note that you cannot move models into hand-to-hand combat except by charging - any move intended to bring a fighter into hand-to-hand combat is a charge by definition. Once you have moved chargers and compulsory movers you can move the rest of vour models as vou wish. MOVINGDuring their movement phase models can move up to their move rate in inches in any direction. Most fighters have a move characteristic M of 4 and so can move 4" in any direction including up or down ladders. In normal circumstancesyou do not have to move the full permitted distance or at all if you do not wish. Any exceptions are described later and invariably involve either chargesor compulsory moves. HIDINGThe Hiding rule allows us to represent the fact that real people can duck down and conceal themselvesin a way our unmoving and dramatically posed models cannot.


A hiding fighter keeps as still as possible, just peeking out over his cover or around a corner. Hiding is sometimesuseful if you want to keep out of a fight until the enemy gets within close range, or if you want a breatherto recover and regroup your forces. A model can hide if it ends its movement behind a low wall or column, at the corner 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 model. While hidden a fighter cannot be seen or shot at, even if a portion of the model is actually sticking up or out from its cover. While hidden a model cannot shoot without giving away its position or coming out of hiding. If a hiding model shoots or moves so that it can be seen then it is no longer hidden and can be shot at as normal.


RUNNINGThe normal 4" move representsa person moving at a fairly rapid rate but allowing time to aim and shoot a weapon and generally observe what is going on around him. If you wish a model can move much quicker than this - he can run! A running fighter can move at double speed:8" rather than 4", for example. A running model loses his chanceto shoot in the turn. He is concentrating on running and is not prepared to fight, having shouldered his weapons or replaced them in holsters. You should declare that models are running as they. A model that runs or charges is not able to hide that turn. His suddenburst of speeddoes not give him time to conceal himself from view. A model may stay hidden over several turns so long as it remains behind a concealing wall or similar feature.


It may even move around behind cover so long as it remains concealed while it does so. If an enemy moves into a position where he would clearly be able to see the hidden. fighter, then the model cannot claim to be hidden any longer and the counter is removed. A model may not hide if it is too close to an enemy - he will be seen or heard no matter how well concealed he may be. This distance varies according to the enemy fighter, who will always see, hear, or otherwise spot hidden foes within his Initiative value in inches. So, a fighter whose Initiative value is 3 will automatically spot all hidden enemy within 3". TER]IAINhivesis a dark and ruinous placewhere the The underworld of the Necromundan of tumbfed constructions a distant age form a broken and hazardouslandscape.


tunnels and gushing riversof effluviamakethe going arduousand sometimes Collapsed which crawlholes Many parts of the Underhiveare connectedby man-sized impossible. Eventhe open areasof the through to reachtheir destination. must squeeze travellers the ancientand abandonedhabitation domes, area tangle of half buried Underhive, servicetunnefs. buildings,industrialzonesand collaPsed Obviouslyhigh walls Batflesmostlytake part in open areaswhere movementis easiest. but the ground leveland raised will block your progress, and other constructions sotid. Howevet shouldyou find yourselfstruggling over shifting are surfaces reasonably will be of ash wastesor up to your elbows in marshes bubbling pollutant,your progress impededas indicatedbelow.


OPEN GROUNDThe tabletop surface, building floors, connecting walkways and ladders are all considered to be open ground which does not affect your movement. You can also move through doors or hatches without slowing your speed. It includes tar pits, deep or noxious pools of liquid wastes, and narrow crawlholes through the rubble. Models move over very difficult ground at a quarter rate, so each 1" of movement counts as 4". Models move over difficult ground at half speed or half rate, so l" of movement counts as 2". For example, to cross a I ll2" wide pool of bubtrling algal slime you must expend 3" of your move.


Similarly, if moving over a steepmound of ash waste you'll move at 2" per tum rather than 4". A fighter who is running is slowed down by difficult ground. He will run at 4" rather than 8" over steep slopes for example, because all models move at half soeedover difficult terrain. WALLS AND BARRIERS Walls, pipelines, small heaps of debris, and other low obstaclesform barriers that you can either go around or leap over. A model can leap over a barrier less than 1" high and no more than l" wide without impeding its movement at all. A barrier between l" and2" high, and no more than 1" wide, can still be crossedby climbing over but you must give up half of your total move that turn to do so.


For example, if you would otherwise move 4" then you must give up 2". A barrier higher than 2" is too tall to climb over and is effectively impassable. sHooTrrGNecromundan Underhive fighters calry a variety of weaponry. Individual fighters often have several different weapons such as grenades,pistols, knives and guns. During the shooting phaseof your turn each of your fighters may shoot once with one of his weapons. So you can either shoot a laspistol, fire a boltgun, or throw a grenade, for example. Work through your models one at a time. Pick which fighter is going to shoot, nominate his target, work out if he hits his enemy and, if he does so, any wounds or injuries caused, and then continue to the next shooter. You can take shots in any order you wish. The fighter is always assumedto face in the direction faced by the model itself, and is able to see within a 90 degree arc to his front.


You can only shoot at a target within this arc as shown on the diasram below. However, you can fire at a more distant target if it is easier to hit. For example, a closer target may be hard to hit becauseit is partly obscuredby cover whilst a more distant target might be in the open and therefore an easier shot. The Orlockcan shoot at GoliathA becausethat modelis within his 90'arc of sight. He cannotshoot at GoliathB becausethis model is outsidehis 90" arc of sioht. To shoot at a target a fighter must be able to see it, and the only way to check this is to stoop over the tabletop for a model's eye view. Sometimes it will be obvious whether a target can be seen,at other times it will be more difficult as buildings and girders will be in the way. So long as the shooter can see at least a part of the target's body he can shoot, even if all that can be seenis an arm or leg. If he can see nothing but the tip of a gun or the end of a sword then he cannot shoot as he is unable to seethe target's body.


Ifin doubt, and if you've checked the shot from both the firer's and the target's view and still can't decide, then roll a dice - on a 1, 2 or 3 you can't seeand on a 4,5 or 6 you can. In this to situation firer may shoot at targetB even thoughhe is the furlher awav. RANGEOnce you have decided to shoot and have chosen your target you must measure to see whether the shot is within range. Each type of weapon has a maximum range as indicated later in the Armoury section of the book. The following examples show the short, long and maximum ranges of a selection of typical weapons. HITTING THE TARGETTo determine whether a shot hits its target roll a D6. The dice score needed will depend upon how good a shot the firer is as indicated by his Ballistic Skill or BS. The chart below shows the minimum D6 roll neededto score a hit. BS of shooterla9lO. For example: If the shooter is a ganger with a BS of 3, a dice roll of a 4 or more is required to hit the target.


An easy way to remember this is simply to subtract the firer's BS from 7 to find the number neededto hit. You will notice that the chart covers scores of 1 and even less. However, a dice roll of a I is always a miss regardless of circumstances. There is no such thing as a certain hit - if the dice turns up a I you have missed! Assuming your ta. rgetis within range you can proceed with the shot. If the target is out of range then you have automatically missed, but you still have to test to see whether your weapon develops a fault see Ammo Rolls, later in this section.


HIT MODIFIERS Some shots are easier than others. It is easier to hit a target that is in the open compared to a target behind cover. Usually it is easier to hit a target if it is close compared to one further away. These situations are representedby the following modifiers. Up to half the target is obscured as defined in the section on cover. More than half the target is obscured as defined in the section on cover. See the Overwatch rules later in this section. The target moved 10" or more in his previous move phase. Such targets might include unexploded bombs, mechanical devices, or a specific point on the ground or wall.


Enemy fighters are always larger than this! The whole target is 2" tall or wide. Such targets include large processor tanks, bulkhead doors and other sizeablebits of industrial equipment. Modifiers for range depend upon the weapon used. A11 weapons have their own range bands and different modifiers at short or long range, as indicated in the Armoury section of this book. The following examples show how this works. WeaponLd pr LUr. COVER The many walls, girders, buttressesand ruined buildings in the Underhive provide plenty of cover. If a target is partly obscured by intervening cover then it will be harder to hit. How much harder dependsupon how much of the target is obscured by the cover. If the shooter can see at least half of the target's body but not the entire body, then the target is said to be 'in partial cover'.


The shooter suffers a -1 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 to be 'in cover'. The shooter suffers a -2 to hit penalty. If a target model is in cover or partially in cover and hiding, then it cannot be seenor fired at even if the shooter can see a portion of the model's body. The fighter is assumedto be keeping still, concealing himself in the shadows and hugging his cover as closely as he can see Hiding in the Movement section. A certain amount of judgement is called for by the players when deciding whether a model can be seen,ifit is in cover, or whether it can reasonably continue to hide behind cover.


In practice, players quickly reach an agreeablemethod 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 instance. Heayy BolterShotgun Solid slug -l As you can see, pistol weapons are very sensitive to range: they are likely to hit at short range but can be inaccurate at long range. Remember,long range isn't necessarilyvery far in the case of a pistol! Heavy weapons, on the other hand, tend not to be sensitive to range. With theseweaponsit is as easy to hit at a distanceas it is at short range becausea close moving target is hard to track with a weighty or clumsy weapon.


Most other weapons are marginally easier to hit with at short range, as you would expect. Example 1: A ganger with a BS of 3 shoots a laspistol at a target 12" away. The ganger needs to roll a dice score of 4 to hit. The target is not in cover so no modffiers apply there. On the other hand the target is at long rangefor a laspistol " and so suffers the -l to hit penalty. Example 2: The same ganger BS3 shoots his laspistol at a target 12" away which is partially obscuredby cover. He basically needsa 4 to hit, but there is a -1 penalty for shooting at long range, and afurther -1 for shooting at a partially obscuredtarget. He will thereforeneed a 6 to hit. SMALL AND LARGE TARGETS These modifiers are not normally used unless the encounter involves a specific target which is especially large or small. For example, perhaps you must destroy a water still collecting vane or a chemical storage tank to achieve your objective.


Enemy fighters are never small or large targets and you cannot specifically aim at items they are carrying. Roll a D6 as before. If you roll a 6 then you might have hit. Roll a further D6 - the additional score reouired is shown on the chart below. A shot may fail to cause a wound becauseit hits part of the target's equipment or weapoffy' or perhaps it just scratches the skin or causes some very minor injury which the fighter bravely ignores. If you fail to causea wound then the target is unharmedbut is still pinned by enemy fire as described later.


To determine whether your shot has caused a wound you must compare the Strength value of the weapon with the Toughness T characteristic of the target. You will find a complete description of the various weapons together with their Strength values and special rules in the Armoury section, but a few examples are given here. Example: A juve is shooting a laspistol at a target 12" away and behindpartial cover. Theiuve's BS is 2 so he requiresa 5 to hit. The modifiersare -l for long range and a further -1 for partial cover. A score of 7 is thereibre needed. To achieve this the juve must roll a 6 followed by a further roll of a 4 or more. Weapon Laspistol BolrPistol StubGun Autogun Lasgun Boltgun MeltaGun Lascannon Auto-cannon StubGun Heavy. PINNEDAs soon as a fighter is hit the model is knocked over and placed face up. We say the model has been pinned by enemy fire.


The force of the shot l. rasknocked the fighter off his feet' The shot may have hurt or even killed him, or he may be lucky and escape without significant harm' Even if he survives he is momentarily confused, or, at best, his instincts force him to hit the dirt and keep his head down' Later we'll deal with what happensto the pinned fighter if he survives unharmed. First, we'Il find out whether the shot has woundedhim. The chartbelow showsthe D6 scorerequiredto turn a hit into a wound. Remember, an average Toughness valueis 3. as this using a weapon of that strength' on the chart means that it is impossible to cause a wountl on a target as tough. INJURIESMost fighters have a Wound characteristic of 1 but some have a value of 2 or more. If the target has more than I wound then deduct I wound from his total for each wound he suffers.


Make a note on the roster sheet. So long as the model has a least 1 wound left he can continue to fight. As soon as a fighter suffers his last remaining wound roll to determine the extent of his injuries. The player who inflicted the wound rolls a D6. Deduct -1 from both his Weapon Skill and Ballistic Skill for the rest of the game. The target falls down ro the ground where he lies wounded and barely conscious. Turn the model over or face down, to show that the fiehter has gone 'down'. The target has been badly wounded and falls to the ground unconscious. He takes no further part in the game and the model is immediately removed from play. If the model takes further wounds then roll for injury once more, just as if it had lost its final wound. A fighter can sustain severalflesh wounds and still continue to fight, albeit at reduced effectiveness.


Make a note on your roster sheet and apply the penalties indicated for the rest of the game. Leave the model lying face uppermost to show it is still pinned see later. Each time a model suffers a flesh wound, it loses a further I point of BS and WS, so a model with several flesh wounds may have a WS or BS of 0. If his WS and BS both reach 0 the fighter automatically drifts into unconsciousnessdue to loss of blood and is taken out of action. model face up to show this. Models which stay down remain face down and unchanged. Models which go out of action are removed. During his movement phase a man who is down can crawl or stagger 2" as if he had a M characteristic of 2. He may do nothing else and he may not run or charge.


This enables a badly wounded character to get behind cover or escape from his enemies if he's luckyl. OUT OF ACTIONof action' indicates a man is out of combat and also out of the game. Remove the model from the tabletop. It is impossible to tell whether the fighter is alive or dead, but for game purposes it makes no difference at this stage. After the fight is over you can test to see whether he survives and if he sustainsany serious lasting injuries as a result ofhis wounds see the Sourcebook for details. Turn the model face down to show the fighter has gone ,down'.


A model which goes down may do nothing except crawl as noted below. A player must roll to seewhat happensto any of his fighters who are down at the end of his recovery phase. Fighters may recover, stay down, or go out of action. Turn the. A model cannot be reduced to fewer than 'zero'wounds, but each extra wound inflicted means you roll another injury dice. So, if a fighter has I wound remaining and suffers 4 wounds he rolls four Injury dice. Multiple 'down'results are ignored but a fighter can suffer multiple flesh wounds. A fighter who suffers flesh wounds and goes down at the same time is treated as going down but suffers the penalties indicated for his flesh wounds as well. Remember, any fighter reduced to 0 WS and BS by flesh wounds automatically goes out of action. ARMOURArmour is less important and less readily available in the confines of the Necromundan Underhive than on a conventional battlefield. Gangers rely more upon the natural cover of the hive and their own wits to avoid injury.


However, some fighters wear protective clothing or armour which may save them from a wound if they are lucky. To representthis there is a special test called a saving throw. If a fighter is wearing armour and suffers a wound then roll a D6. If the dice roll is sufficiently high then the wounding shot has struck the armour and not hurt the wearer at all. The dice score required varies according to the type of armour. The most conrmon a"rmourtypes and the D6 roll required to effect a save are given below. Minimum D6 score required to save. but a shot from a huge lascannon is a different matter! To represent this, each weapon has an armour save modifier as indicated in its description in the Armoury section. For example, a boltgun has a -1 save modifier so all armour savesmust deduct 1 from the dice roll. It is not possible to effect a save if the score required is more than 6. PINNED FIGHTERSOften a fighter is hit and pinned by enemy fire but doesn't go down or out of action.


He might be hit and not wounded, or he might suffer a flesh wound, and so on. A model that is pinned remains knocked over lying face up. Whilst pinned, the fighter can do nothing. He cannot move, shoot, or so on. A model which is pinned at the start of his turn will automatically recover from pinning at the end of that turn. In effect, the model misses his turn and is then ready to fight once more. At the end of the turn stand the model up to show that the fighter is no longer pinned. ESCAPE FROM PINNING A model which is engaged in hand-to-hand combat will automatically escapepinning. The pressing need to defend himself galvanises the fighter into action. Stand the model up to show he is no longer Pinned. If a model has at least one other model from the gang within 2" then he can try to escape pinning at the start of his turn. If successfulthe fighter will not have to miss his tum at all. Roll a D6. If the score is equal to or less than his Initiative value he has recovered his wits immediately.


Stand the The fighter can move and fight normallv that "n. il;]:t Note that when testing to escape pinning at the start of the turn juves, fighters who are down, and fighters whose nerve is broken do not count. Rather than reassuring the fighter and offering covering fire, the proximity of these unreliable comrades will only encouragehim to keep his head down! For example: A fighter is hit by a shot from a Iaspistol and suffers a wound. Fortunately, he is wearing carapace armour, a hardenedplasteel iacket or plate which covers his upper body. He rolls a D6 and scores 5 - easily enough to deflect the shot and save him. Some weapons are better at penetrating afinour than others. A shot from a laspistol might be deflected relatively easily,. SHOOTING INTO COMBAT HAND'TO'HANDNormally it would be considered very rash indeed to shoot at fighters who are grappling with each other at close quarters - it would be very easy to hit the wrong man!


Although the models themselves are immobile the fighters are actually ducking, diving and rolling about in a whirlwind of action. Should you wish to shoot at a model engaged in hand-tohand combat roll to hit as normal. If you hit then you must decide whether you have hit the intended model or a model fighting the target. There is as much chance of hitting the target as there is of hitting each model he is fighting. So' if there are two models fighting a D6 roll of indicates one model, a indicates the other. If the target is fighting two opponentsthen you'll need a 5 or 6 to hit the right man, and so on. MOVING AND SHOOTINGIn most cases a model may move at its normal movement rate and shoot. There is no penalty for this, as the normal move rate assumes a certain amount of time soent stationary or nearly so. Some 'heavy' weapons are so cumbersome that it is impossible to move and shoot with them in the same turn. These weapons are indicated in the Armoury section.


Models which run or charge may not shoot. Models which have gone down as a result of an injury, or which are pinned as a result of a hit, cannotshoot. Models fighting hand-to-hand combat cannot shoot, any weapons fire at close quarters being worked out in the hand-to-hand phase. Models which are broken are also unable to shoot see the Leadership Tests section. However, you can shoot at a fighter who is down if you want to and he is the closest or easiest shot. You can If you're really that mean. You are Read on! If a fighter who is already down takes a further wound or wounds, roll again on the Injury table and apply the result. If the fighter goes down again then ignore the result. If he goes out of action remove the model from combat. Generally speaking, it is rare for players to shoot at enemy fighters who are down unless they are strandedin 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 already down.


When you shoot a weapon that uses a blast marker nominate your target and roll to hit exactly as you would with any other weapon. If the target lies beyond the weapon's range then the shot dissipatesharmlessly causing no damage. Otherwise take the blast marker and proceed as follows. If you hit the target place the blast marker with its cenue directly over the target model. The target is hit, and any other model that lies wholly inside the blast marker is hit too. If a model lies partially within the blast marker then it is hit on a further D6 roll of a 4, 5 or 6.



Embed Size px x x x x cawdo[ Delaque, of Eschercoliath, Necromunda, orlock, Ratskin and van Saar all trademarks GameswbrkshopLtd. All artworkin all Gamesworkshopproductsand the images are of contained therejnhavebeen produced eitherin-house as work for hire. The exclusive or copyright the artworkand the jmagesit depicts the propertyof ca;es WorKhop Ltd. in is O Copyright GamesWorKhop Ltd, Ail Scater'dice UKregistered are design no. Gamedesignconsultant BryanAnsell. FLAMERS GRENADES ouToFRANGE OVERWATCH '. STUB UN G WEBPISTOL. II BASfCWEAPONS AUTOGUN BOLTGITN LASGUN sHorGUN A hive is an ancient and incomprehensibly vast city, built up layer upon layeq stretching ten miles into the planet's atmosphere. To those who live in the depths the dark and ruinous Underhive offers every opportunity for wealth and power.


Its collapsed caverns conceal the riches of the distant past: rare and precious metals, unfathomable archeotech devices, wondrous mutated fungi and much more. It is also a 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 toxic ash wastes and the atmosphereis so polluted that it corrodes the hive's armoured walls. Above is a harsh sky and the sun's deadly light.


Beyond the planet itself is the wider galaxy and the great realm of the Imperium of Man, an empire of a million worlds held in thrall by the Adeptus of Earth. But such things are nothing but legends in the Underhive where sky and space,planets and even the ground itself are concepts so wild and abstract that many refuse to believe they exist. juves quickly progress to become full gang fighters, and fighters learn new abilities which make them superior combatants. As the gang's leader becomesricher and his followers ever more deadly, his fame will spread throughout the Underhive. Famous gunfighters and other renegadeswill come and seek him out, perhaps to join him, maybe to collect the inevitable bounty that piles upon his head! By recording the details of your gang you can watch it grow from a bunch of young hopefuls to hardenedfighters feared and respectedthroughout the Underhive.


THE RULEBOOKThis book, the Necromunda rulebook, contains the rules of the game. You don't need to learn all the rules to play, but we suggest you read through the rulebook before attempting your first game. The most important rules are summarised on the separateplaysheets,and you'll quickty find these are all you need in most situations. For more detailed rules and to resolve more complex situations, you can always refer to the rulebook itself. The opposing gangs are representedby models, assembledand painted by yourself, each representing an individual gang fighter. You'll find more information about the different cultures and peoples of Necromunda in the Necromunda Sourcebook. Your tabletop becomes a part of the Underhive, the scene of the action, with ruined buildings, gantries and multilevel walkways.


The aim of the game is to outfight your opponent, which requires a mixture of skill and luck. You'll soon learn how to arm and equip your gang efftciently, and how to exploit the ruins and other terrain to your best advantage. You'll also want to expand your gangs beyond the models provided in the game. Many models are available for the different gangs and new models are coming out all the time. With these you can expand your collection, equip fighters with different weapons, and add more powerful characters. If you're new to Games Workshop games then you'll be reassuredto know that finding other players isn't normally a problem - you'll be surprised how many there are! There may be a Games Workshop store nearby, where you can obtain models, paints and game supplements. Games Workshop stores are notjust shops, they are hobby centres where the staff will happily help you learn the rules, show you how to paint, and suggestways to use and develop your collection.


Games Workshop staff are also players who collect and paint their own forces and fight battles themselves. You'll still find it worthwhile to read through the whole rulebook, as there are many points of difference between the two games despite the many similarities. After all, Warhammer 40, is designed to reflect squad action games between two armies, whilst Necromunda representsindividual action between a dozen or so fighters. As a result some of the rules developed for mass combat in Warhammer 40, don't apply to Necromunda, such as unit coherency and unit Break tests.


On the other hand, there are new rules for wounded fighters, ammunition, falling, and other aspects of individual combat. BUILDING THE GANGEvery time you play Necromunda you eam the opportunity to expand or improve your gang. By winning games you gain territory discover ancient artifacts, uncover mineral wealth, and so on. With this wealth you can buy more weaponry and hire more gang fighters. Your gang will also improve with time. Every time a gang fights, its members gain in skill and experience. THE MODELSThe Necromunda box contains two rival gangs, each representing one of the great Necromundan Houses: the Goliaths and the Orlocks. Select a model and carefully remove all the components from the frame using a craft knife or clippers.


Don't twist or pull the pieces from the frames as they may break' Any i"-. ot marks left on the models can be removed with a craft knife or file. Models can be painted using Citadel Colour paints. It is not necessaryto paint models before you use them, but most people enjoy painting and you will probably want to paint youi models eventually. A brief painting guide is included in the Necromunda box and further, more complete guides are available from Games Workshop. THE BOOKSThis book, the RULEBOOK, contains the game rules for gang fights and descriptions of the various weaponsusedby Underhive fighters. Goliath gangers. These models consist of card and plastic components which can be fastened together and placed on your tabletop to provide a reasonably stable threedimensional playing surface. We recommend that you glue the components together with a suitable contact adhesivein order to make the structure as stable as possible. The buildings supplied in this box should last you for quite a while.


You can add more buildings from Games Workshop, or you can make buildings of your own to expand the sceneof battle if you so wish. The assembly instructions for the buildings are included on a separateinstruction sheet. For example, grenade and shell bursts, and the gout of burning fire projected by a flamer. Two plastic range rulers are also included. These are useful for measuring short distances,and for poking between the sceneryto determine whether a model has a clear shot to its tarset. COUNTERSA selection of counters has been included. These are used to indicate models that are running, on overwatch, whose nerve has broken, and so on. The counters are provided to save you making separatenotes or remembering what every model is doins. Some people prefer not to clutter the table with counters and simply note down the pertinent details on their roster sheet, or a scrap of paper as they go along.


Whether you use the counters, make notes, or merely remember, is entirely up to you. The Scatter dice is marked with four arrows and two HIT symbols. This dice is used to determine where grenadesand shells land if they miss their target, hence. The dice can 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. The Artillery dice is marked 2, 4, 6,8, 10 and MISFIRE. This dice is used in conjunction with the Scatter dice to determine how far shells land from their mark.


A MISFIRE result can result in a shell proving dud or even exploding in the breach. A kitchen table will do fine. Some gamers make their own gaming tables from a sheetofchipboard or something similar. Such a table can be slightly larger than the table or trestles that support it, and can be divided into two or more pieces for ease of storage. Many players find that a heavy blanket draped over a table or spread upon the floor makes a fine surface on which to play a battle. You will need at least one retractable tape measuremarked in feet and inches. All distancesin Necromunda are siven in Imperial units. DICEFour different dice are used in the game as explained in this rulebook. Don't worry about how the dice work for now. this is covered in detail later on. The different dice are: Ordinary Dice D6 SustainedFire Dice Scatter Dice Artillery Dice. Ordinary dice are marked I to 6 in the usual way. These dice are used a lot during play and to save space on charts they are always referred to as D6 where 'D' stands for dice.


So, when the rules call upon you to roll a D6 we are simply asking you to roll a dice. The Sustained Fire dice is marked l, 1,2,2,3 and with a special JAM symbol as shown in rhe photo. This dice is used to shoot a protracted burst of shells where l, 2 or 3 hits can be caused as discussedin the rules. Pens and pencils, and plenty ofpaper will also be required. When you play a game you will need to keep track of wounds suffered by your fighters, the weapons they are carrying, and other details. This is most easily done using a roster sheet, examples of which are included in the Sourcebook. We recommend that you copy or photocopy additional roster sheets and use them to record details during the game. We'Il explain more about roster sheetsand how to use them in the Sourcebook. A selection of other dice will also prove useful: for example a four-sided dice D4 , ten-sided dice Dl0 and twelvesided dice Dl2. These are used to establish the amount of wounds inflicted by some large or deadly weapons.



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WebDec 12,  · Expand your games of Necromunda with a wealth of new rules to add even more variety, scope, and excitement to your battles in the underhive. With this book you Web[PDF] Necromunda Rulebook - Free Download PDF Home Necromunda Rulebook Necromunda Rulebook Click the start the download DOWNLOAD PDF Report this file WebView Details. Request a review. Learn more WebNecromunda Rulebook | PDF | Fighter Aircraft | Dice 0% (1) 2K views 80 pages Necromunda Rulebook Uploaded by jwoodbeck_73 Copyright: Attribution Non WebJul 16,  · THE RULEBOOKThis book, the Necromunda rulebook, contains the rules of the game. You don't need to learn all the rules to play, but we suggest you read through Web[PDF] Necromunda blogger.com - Free Download PDF Home Necromunda blogger.com Necromunda blogger.com Click the start the download DOWNLOAD ... read more



The model is no longer on overwatch and is free to move. For example: A fighter is hit by a shot from a Iaspistol and suffers a wound. If the target has more than I wound then deduct I wound from his total for each wound he suffers. Don't worry about how the dice work for now. To representthis there is a special test called a saving throw. A model can leap over a barrier less than 1" high and no more than l" wide without impeding its movement at all.



He basically needsa 4 to hit, but there is a -1 penalty necromunda rulebook pdf download shooting at long range, and afurther -1 for shooting at a partially obscuredtarget. This is the averageprofile for a gang fighter or 'ganger', as they are called. A running fighter can move at double speed:8" rather than 4", necromunda rulebook pdf download, for example. It is not possible to effect a save if the score required is more than 6. To take the test roll two dice 2D6 and add the scores together. THE PARRYFighters armed with swords are allowed to parry or attempt to turn aside an opponent's blows.

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