Necromunda 2nd [p001-120] Rulebook.pdf

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NECROLRB
Living Rulebook edition compiled by Andy Hall
A big thanks to Robert J. Reiner, Nick Jakos and john french
Living Rulebook edition compiled by Andy Hall
A big thanks to Robert J. Reiner, Nick Jakos and john french
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NECROMUNDA
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . 4
TABLETOP CONFLICT . . . . . . . . . . . . . . . . . . . . . 4
BUILDING THE GANG . . . . . . . . . . . . . . . . . . . . . 4
THE RULEBOOK . . . . . . . . . . . . . . . . . . . . . . . . . 4
NEW PLAYERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
WHAT YOU WILL NEED TO PLAY . . . . . . . . . . . . . 5
THE RULES
CHARACTERISTICS . . . . . . . . . . . . . . . . . . . . . . . 8
THE TURN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
PHASES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . 10
MOVING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
RUNNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
CHARGE! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
HIDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
SHOOTING . . . . . . . . . . . . . . . . . . . . . . . . . 13
WHO CAN SHOOT . . . . . . . . . . . . . . . . . . . . . . 13
CLOSEST TARGET . . . . . . . . . . . . . . . . . . . . . . . 13
RANGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
HITTING THE TARGET . . . . . . . . . . . . . . . . . . . 14
PINNED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
WOUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
INJURIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
MULTIPLE WOUNDS . . . . . . . . . . . . . . . . . . . . . 17
ARMOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
PINNED FIGHTERS . . . . . . . . . . . . . . . . . . . . . . 18
SHOOTING INTO HAND-TO-HAND COMBAT . . 18
MOVING AND SHOOTING . . . . . . . . . . . . . . . . 18
SHOOTING AT A FIGHTER WHO IS DOWN . . . 19
BLAST WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . 19
GRENADES . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
FLAMER TEMPLATES . . . . . . . . . . . . . . . . . . . . . 20
SUSTAINED SHOOTING . . . . . . . . . . . . . . . . . . 20
AMMO ROLLS . . . . . . . . . . . . . . . . . . . . . . . . . . 21
OVERWATCH . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
HAND-TO-HAND COMBAT . . . . . . . . . . . . . . 22
WHO CAN FIGHT . . . . . . . . . . . . . . . . . . . . . . . 22
PROCEDURE . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
ATTACK DICE . . . . . . . . . . . . . . . . . . . . . . . . . . 22
THE OUTCOME OF COMBAT . . . . . . . . . . . . . . .23
MULTIPLE COMBATS . . . . . . . . . . . . . . . . . . . . . 24
FOLLOW-UP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
PINNED FIGHTERS . . . . . . . . . . . . . . . . . . . . . . .25
MOVING FROM COMBAT . . . . . . . . . . . . . . . . . 25
BREAKING FROM COMBAT . . . . . . . . . . . . . . . . 25
LEADERSHIP . . . . . . . . . . . . . . . . . . . . . . . . 25
BROKEN FIGHTERS . . . . . . . . . . . . . . . . . . . . . . 25
RECOVERING YOUR NERVE . . . . . . . . . . . . . . . 26
LEADERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
THE BOTTLE TEST . . . . . . . . . . . . . . . . . . . . . . 26
ADVANCED RULES
FALLING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
STRAY SHOTS . . . . . . . . . . . . . . . . . . . . . . . . . . 28
EXPLODING WEAPONS . . . . . . . . . . . . . . . . . . . 28
WILD GRENADES AND SHELLS . . . . . . . . . . . . . 29
ATTACKING STRUCTURAL FEATURES . . . . . . . . 29
FEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
TERROR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
STUPIDITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
HATRED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
FRENZY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
THE ARMOURY
WEAPONRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
PROFILES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
HAND-TO-HAND COMBAT WEAPONS . . . . . . 34
PISTOLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
BASIC WEAPONS . . . . . . . . . . . . . . . . . . . . . 39
SPECIAL WEAPONS . . . . . . . . . . . . . . . . . . . 41
HEAVY WEAPONS . . . . . . . . . . . . . . . . . . . . . 43
GRENADES . . . . . . . . . . . . . . . . . . . . . . . . . . 45
ARMOUR . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
AMMUNITION AND GUNSIGHTS . . . . . . . . . 49
BIONICS AND BIO-IMPLANTS . . . . . . . . . . . 50
MISCELLANEOUS EQUIPMENT . . . . . . . . . . . 51
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NECROMUNDA
CONTENTS
HIVE PRIMUS
The World of Necromunda
THE HIVES OF NECROMUNDA . . . . . . . . . . . .59
HIVE PRIMUS . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
THE HOUSES OF HIVE PRIMUS . . . . . . . . . . . . . 62
THE MERCHANT GUILD . . . . . . . . . . . . . . . . . . . 66
THE UNDERHIVE . . . . . . . . . . . . . . . . . . . . . . . . 67
CREATING A GANG . . . . . . . . . . . . . . . . . . . . 74
GANG RECRUITMENT . . . . . . . . . . . . . . . . . . . . 76
WEAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
SAMPLE GANG . . . . . . . . . . . . . . . . . . . . . . . . . . 80
CAMPAIGNS
Battles in the Underhive
NECROMUNDA CAMPAIGNS . . . . . . . . . . . . . 82
SERIOUS INJURIES . . . . . . . . . . . . . . . . . . . . . . . 84
EXPERIENCE . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
TERRITORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
INCOME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
TERRITORY TABLE . . . . . . . . . . . . . . . . . . . . . . . 94
TRADING POSTS . . . . . . . . . . . . . . . . . . . . . . 96
RARE TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
PRICE CHART . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
HIRED GUNS . . . . . . . . . . . . . . . . . . . . . . . . 100
UNDERHIVE . . . . . . . . . . . . . . . . . . . . . . . . . . 101
BOUNTY HUNTERS . . . . . . . . . . . . . . . . . . . . . 102
RATSKIN SCOUTS . . . . . . . . . . . . . . . . . . . . . . . 104
BATTLES IN THE UNDERHIVE
Playing Campaign Games
PLAYING A CAMPAIGN GAME . . . . . . . . . . . . . . 109
SCENARIO . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
SCENARIO 1: GANG FIGHT . . . . . . . . . . . . . . . 110
SCENARIO 2: SCAVENGERS . . . . . . . . . . . . . . . 111
SCENARIO 3: HIT & RUN . . . . . . . . . . . . . . . . . 113
SCENARIO 4: AMBUSH . . . . . . . . . . . . . . . . . . . 115
SCENARIO 5: THE RAID . . . . . . . . . . . . . . . . . . 116
SCENARIO 6: RESCUE MISSION . . . . . . . . . . . . 118
SCENARIO 7: SHOOT OUT . . . . . . . . . . . . . . . . 119
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NECROMUNDA
Introduction
Necromunda is a game of fierce combat between rival
gang fighters in the dangerous underworld of the
Necromundan hives.
A hive is an ancient and incomprehensibly vast city, built
up layer upon layer, 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 atmosphere is
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.
TABLETOP CONFLICT
The Necromunda game allows you to fight conflicts
between rival Underhive gangs on the tabletop. The
opposing gangs are represented by models, assembled
and painted by yourself, each representing an individual
gang fighter. You’ll find more information about the
different cultures and peoples of Necromunda in the
later sections of this book. Your tabletop becomes a part
of the Underhive, the scene of the action, with ruined
buildings, gantries and multi-level 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 efficiently, 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.
BUILDING THE GANG
Every time you play Necromunda you earn 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.
Young juves quickly progress to become full gang
fighters, and fighters learn new abilities which make
them superior combatants.
As the gang’s leader becomes richer and his followers
ever more deadly, his fame will spread throughout
the Underhive. Famous gunfighters and other
renegades will 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 hardened
fighters feared and respected throughout the
Underhive.
THE RULEBOOK
This 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 separate
playsheets, and you’ll quickly 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.
NEW PLAYERS
If you’re new to Games Workshop games then you’ll
be reassured to 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 not
just shops, they are hobby centres where the staff will
happily help you learn the rules, show you how to
paint, and suggest ways to use and develop your
collection. Games Workshop staff are also players
who collect and paint their own forces and fight
battles themselves.
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WHAT YOU WILL NEED
NECROMUNDA
MODELS
Games of Necromunda are fought out using
model fighters, each approximately 28mm tall.
Before playing you need enough models to
assemble a complete ‘gang’ as detailed later in
the rules. A large variety of different models are
available from Games Workshop, illustrations of
which can be found throughout this book, and
particular in the colour section at its centre.
TEMPLATES
Special templates are used to determine the effects of
many weapons. For example, grenade and shell
bursts, and the gout of burning fire projected by a
flamer. You can find these near the back of the book,
on page 142. You can photocopy this page and cut
out the templates for use in your games, or
alternatively purchase more sturdy plastic versions
available from Games Workshop.
DICE
A variety of different dice are used in the
Necromunda game, as follows.
WHAT ELSE YOU WILL NEED
In addition to the game components mentioned
above you will need two or more players and a firm,
level tabletop or area of floor. A kitchen table will do
fine. Some gamers make their own gaming tables
from a sheet of chipboard 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 measure
marked in feet and inches. All distances in
Necromunda are given in Imperial units.
Pens and pencils, and plenty of paper 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, an example of
which is included in this book. We recommend that
you copy or photocopy additional roster sheets and
use them to record details during the game. We’ll
explain more about roster sheets and how to use
them later in this book.
From left to right: Two D6’s, a scatter dice, and an
artillery dice
Ordinary dice (known as D6’s) are marked 1 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. D6+1 means roll a dice and add 1
to the score. 2D6 means roll two dice and add the
scores together to obtain a score of 2-12.
The Scatter dice is marked with four arrows and
two HIT symbols. This dice is used to determine
where grenades and shells land if they miss their
target, hence ‘scatter’. 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.
In some cases, you will also find references to a dice
called a D3. There isn’t actually any such thing as a 3-
sided dice, instead a D3 means roll a D6 and halve
the result rounding up.
So, for a D3, a roll of a 1 or 2 = 1, a roll of 3 or 4 =
2 and a roll of 5 or 6 = 3.
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