RulesPal
Chat
Rulebook
Necromunda: Underhive thumbnail

Necromunda: Underhive

Necromunda: Underhive Rulebook

Table of Contents

Table of Contents

  • Gangs and Fighters
    • Characteristics Profiles
  • General Principles
    • Measuring Distances
    • Walls
    • Obstacles
    • Re-Rolling and Rolling Off
    • Vision Arc
    • Line of Sight
    • Characteristic Checks
    • Fighter Statuses
    • Directly Towards and Directly Away From
  • Game Structure
    • The Priority Phase
    • The Action Phase
    • Types of Action
    • Actions
    • Moving
    • Barricades and Obstacles
  • Shooting
    • Making Ranged Attacks
    • Ranged Weapon Traits
  • Close Combat
    • Making Close Combat Attacks
    • Resolving Hits
  • Nerve Tests
    • Broken Fighters
    • Running for Cover
  • End Phase
    • Bottle Tests
    • Recovery Tests
    • Rally Tests
  • Tactics Cards
    • Choosing Cards
    • Playing Tactics Cards
  • Terrain Features
    • Doors
    • Barricades
    • Beast's Lair
    • Ductways
    • Pitfalls
    • Toxic Sludge
    • Loot Caskets
    • Ammo Caches
    • Booby Traps
    • Gang Relic
  • Underhive Armoury
    • Weapon Profiles
    • Range Weapons
    • Weapon Attachments
    • Close Combat Weapons
    • Armour
    • Grenades
    • Wargear
    • Weapon Traits
  • The Trading Post
    • Weapon Attachments
    • Special Ammunition
  • Founding a Gang
  • Goliath Gangs
    • Fighters
    • Goliath Equipment
    • Goliath Skills
  • Escher Gangs
    • Fighters
    • Escher Equipment
    • Escher Skills
  • Founding a Gang for a Campaign
    • Gang Attributes
    • Fighter Campaign Attributes
  • Campaign House Lists
  • House Goliath Gangs
    • Gang Composition
    • Fighters
    • House Goliath Skill Access
    • House Goliath Equipment List
  • House Escher Gangs
    • Gang Composition
    • Fighters
    • House Escher Skill Access
    • House Escher Equipment List
  • Campaigns
    • Running a Campaign
    • How a Campaign Works
    • Campaign Battles
    • Skills
  • Skills
    • Agility
    • Brawn
    • Combat
    • Cunning
    • Ferocity
    • Leadership
    • Savant
    • Shooting
  • Lasting Injuries
  • Fleeing the Battlefield
    • Being Captured
  • The Pre-Battle and Post-Battle Sequences
    • The Pre-Battle Sequence
    • The Post-Battle Sequence
  • Ending a Turf War
  • Apotheosis
    • Additional Rules
    • The Showdown
  • Downtime
    • The Effect of Downtime
    • Preparing for the Next Turf War
    • Allocating Zones
    • A New Turf War Begins
  • Special Territory Table
  • Miscellaneous Resources
    • Table of Actions

Gangs and Fighters

In Necromunda, each player controls a gang, which is made up of a number of miniatures. Each of these models is referred to as a fighter. Each might have their own rank – Leader, Ganger, Juve and so forth – but "fighter" covers them all.

Characteristics Profiles

Each fighter has a characteristics profile, which describes their capabilities in battle. For example, here is the profile for a Goliath Ganger.

MWSBSSTWIALdClWillInt
4''4+4+4414+18+5+9+8+

Move (M). This is the distance, in inches, that the fighter can usually move.

Weapon Skill (WS). This shows the fighter's proficiency with melee weapons.

Ballistic Skill (BS). This shows the fighter's proficiency with ranged weapons.

Strength (S). The higher a fighter's Strength, the more likely they are to inflict damage on an opponent when they are in close combat.

Toughness (T). The higher a fighter's Toughness, the less likely they are to be wounded by an attack.

Wounds (W). A fighter's Wounds characteristic is a measure of their ability to survive hits which injure them, and keep on fighting.

Initiative (I). Initiative measures a fighter's dexterity and reflexes.

Attacks (A). When a fighter is engaged in close combat, their Attacks characteristic determines how many dice are rolled when they attack in close combat.

Leadership (Ld). This is a measure of a fighter's ability to issue commands and lead their gang mates.

Cool (Cl). A fighter's Cool represents their capacity for keeping calm under fire.

Willpower (Will). Willpower is a measure of a fighter's mental fortitude and resilience.

Intelligence (Int). Intelligence represents a fighter's mental acuity and ability to apply knowledge.

Modifying characteristics. Sometimes, the rules will modify a characteristic. If the characteristic is given as a numerical value, the modifier is applied as written – for example, if a fighter with Strength 3 is given a +1 Strength modifier, their Strength counts as 4. If the characteristic is given as a target number, the modifier is effectively applied to the dice roll. For example, if a fighter with Initiative 4+ is given a +1 modifier, the Initiative would effectively improve to 3+.

Skills. As well as their characteristics profile, some fighters may have access to one or more Skills, which will be listed on their Fighter card. Each skill gives the fighter an advantage in certain circumstances.

General Principles

Measuring Distances

In Necromunda, distances are measured in inches (") with the plastic range ruler or a tape measure. Distances can only be measured when the rules call for it (for example, when checking the range between an attacking fighter and their target) – in the underhive, there are very few certainties.

Distances between fighters and any other objects (terrain features, objectives and so forth) are always measured from the closest point on one base to the closest point on the other. If an object does not have a base, measure to or from the closest point overall. When measuring to or from a Prone fighter (one that is lying down), assume that their base is still upright.

In one example: a fighter has an ability that affects friendly fighters within 6''. Although a second fighter is less than 6'' away, there is a wall between them so he is not in range of the ability. A third fighter, however, is in range – it is 4'' to the corner of the wall, and a further 2'' beyond it, totalling 6''. Note that the distance is measured to the part of the target's base that is closest to the corner around which the measurement is being made, as opposed to the side of its base that is closest to the measuring fighter. A fighter occupies the same space whether they are standing or Prone.

Walls

Most tiles feature thick walls, which fighters cannot move, see or attack through. Unless specifically stated, distances cannot be measured through them.

Obstacles

Walls are not the only thing that can get in the way of action – obstacles such as barricades and other detritus may also be scattered around the board. Anything that is at least 1'' tall is counted as an obstacle. Generally fighters cannot move through obstacles and any attacks they make through them will be obscured.

Re-Rolling and Rolling Off

Sometimes, a rule will allow a player to re-roll a dice. To do this, just pick up the dice and roll it again. The second result always stands, even if the first roll was preferable, and a dice can never be re-rolled more than once. If multiple dice were rolled and added together (a 2D6 or 3D6 roll, for example), all of them must be re-rolled if a re-roll is made. However, if multiple dice are rolled separately (for example, multiple Attack dice in a close combat attack), the player can choose to only re-roll some of them.

Players may be instructed to roll off – this happens most commonly at the start of a round, when determining which gang has Priority. Each player rolls a D6, with the highest player winning. In the case of a tie, roll again unless otherwise instructed.

Vision Arc

Each fighter has a vision arc representing the area that is visible to them. This is 90° to their front, starting from the centre of their base.

Designer's Note: Which Way's Forward? It's not always obvious, especially with a dynamically-posed miniature, where a model's "front" is. As long as both players agree how this will be worked out, this is fine – consistency is all that matters. We recommend using the way that the fighter's head is facing to determine their front; alternatively it can be useful to mark the fighter's base, either with a single mark to determine their front, or with two marks to show their vision arc.

Line of Sight

While a fighter's vision arc is determined by their facing, their line of sight (i.e. what they can see) is determined by the presence of terrain, obstacles and other fighters. Unlike measuring distances, which can only be done when the rules call for it, a fighter's line of sight can be checked at any time.

Zone Mortalis (Underhive). A fighter has line of sight to another fighter if a straight line can be drawn from the centre of the fighter's base to any part of the other fighter's base without crossing a wall or closed door (obstacles and other fighters do not block line of sight). The central line on the plastic range ruler is ideal for checking line of sight. Having line of sight to a mostly-hidden fighter means it will be harder to hit them (this is covered in the rules for shooting), but for now all that matters is whether line of sight exists at all.

Designer's Note: Agreeing on Line of Sight. It pays to be gracious when your opponent claims line of sight – in other words, if they claim their fighter has line of sight and your immediate thought is anything less than "there is no way that fighter has line of sight" then we recommend allowing it. If both players take this approach (with both line of sight and cover), the game will flow more smoothly and will be much more satisfying. If players cannot agree whether one fighter has line of sight to another, it should be settled by rolling off.

Characteristic Checks

Players will often be called on to make a characteristic check for a fighter – for example, a Ballistic Skill check is made when a fighter attacks with a ranged weapon. To make a characteristic check, roll a D6 (for a Weapon Skill, Ballistic Skill or Initiative check) or 2D6 (for a Leadership, Cool, Willpower or Intelligence check). If the result is equal to or higher than the characteristic, the check is passed. Otherwise, it fails.

Fighter Statuses

A fighter is always either Active, Engaged, Pinned or Seriously Injured. However they might also have a secondary status – a fighter can be Broken or Out of Ammo, for example. Secondary statuses are represented by a token on the fighter's card. During a game of Necromunda, a fighter's status can change. This is generally represented by how the model is positioned on the table, as described below.

Standing. A fighter that is upright is said to be Standing.

Active. A standing fighter is Active if there are no enemy fighters in base contact with it. This is the default status for a fighter, and Active fighters have very few restrictions on how they can act.

Engaged. If a standing fighter's base is touching an enemy's base, they are Engaged with that enemy. An Engaged fighter can generally only choose to fight or retreat.

Prone. A fighter that is laid down is Prone. A Prone fighter has no facing and effectively does not have a vision arc. Unless otherwise stated, Prone fighters never block line of sight – they are considered to be well out of the way of any combat.

Pinned. A Prone fighter that is laid face-up is Pinned, representing the fighter keeping their head down as bullets are flying. Fighters are generally pinned as the result of enemy fire, and will need to spend an action to stand up. If a Pinned fighter ever comes into contact with an enemy, they stand up and engage the enemy fighter – suddenly they have more pressing things on their mind than ducking for cover!

Seriously Injured. A Prone fighter that is laid face-down is Seriously Injured, and can never make attacks. A Seriously Injured fighter is likely to spend at least a few turns on the ground.

Secondary Statuses. Blast Markers and Flame Templates: explosions, jets of flame and area effects are represented in the game by Blast markers and Flame templates, which are used to determine how many fighters are hit by such an attack or an effect. Blast markers are round, either 3'' or 5'' in diameter, with their centre marked by a small hole. The Flame template is teardrop-shaped and is approximately 8'' in length.

Directly Towards and Directly Away From

Sometimes the rules will say that a fighter needs to move directly towards another fighter. Trace an imaginary straight line that crosses the centre of the fighter's base – the moving fighter moves along the line towards the other fighter. Moving directly away from another fighter is dealt with the same way but in the opposite direction. This cannot make a fighter move through a wall or closed door; if they would, they stop and do not move any further.

Designer's Note: Keeping Things Clear. The rules for placing tokens are written with the intention of keeping the board clear of anything other than miniatures, to avoid clutter and make sure the game looks as good as it can. However we found that some of our playtesters preferred putting tokens next to the relevant fighter instead of on their card, as it makes it easier to see the state of play at a glance. As long as both players agree, either system works fine.

Game Structure

A game of Necromunda is split into several rounds. During a round, the players take turns activating one or more fighters and making an action with them. Each fighter can only be activated once per round; if one player runs out of fighters to activate, the other player can activate all of their remaining fighters in turn. Once all fighters have been activated, or neither player wishes to activate any more, the round ends and a new one begins.

A round is split into three phases, which are resolved one at a time.

Priority Phase. In the Priority phase, the players roll off to see which gang has the drop on their opponent and each fighter receives a Ready marker. The Priority phase has two steps: first players roll for Priority, then fighters are Readied.

Action Phase. In the Action phase, the players take turns activating a fighter, starting with the player who has the Priority marker.

End Phase. The End phase comes at the end of the round, after all of the fighters have had a chance to make an action. Fighters who are suffering from Serious Injuries have a chance to recover from, or succumb to, their wounds, then the round ends.

The Priority Phase

Roll for Priority. Each player rolls a D6, and the player who rolls the highest takes the Priority marker. In the case of a tie, the player who had the Priority marker in the last round passes it to their opponent. If the first Priority roll of the game is tied, when neither player has the marker, both players roll again.

Ready Fighters. Each fighter is then Readied. The box contains a number of Ready markers, which can be placed on the Fighter cards to show they are Readied, then removed after they have been activated. Alternatively, if a player wishes, they can track which fighters are Readied by positioning the Fighter cards differently (for example, putting them in a line and sliding them up out of the line once they have been activated).

The Action Phase

The Action phase consists of a number of turns, alternating back and forth between the two gangs. First the gang with the Priority marker gets to take a turn, then the other gang does, and so on. During a gang's turn, they pick one of their fighters and make up to two actions with them (referred to as activating the fighter). Only Readied fighters can be activated. Once a fighter has been activated, they are no longer Readied, meaning that a fighter can only be activated once per turn.

Activating Groups. When a player activates their Leader or one of their Champions, they can choose to activate additional Readied fighters at the same time (one additional fighter for a Champion, or up to two additional fighters for the Leader). Each additional fighter must be within 4'' of the Leader or Champion. If the additional fighter is also the Leader or a Champion this does not allow the player to activate even more fighters. The player must nominate all of the fighters who will be activated before any of them makes an action. Then they pick one of the nominated fighters and activate them as normal (discarding their Ready marker and making up to two actions). Once that fighter's activation is complete, they activate another fighter, and so on until all nominated fighters have been activated.

Changing Facing. An Active fighter can turn to face any direction when they are activated, before making either of their actions.

Types of Action

There are three types of action.

Basic Action. This is the most common type of action. Each Basic action can only be made once during a fighter's activation (a fighter could not make two Shoot actions when they are activated, for example).

Simple Action. A fighter can make the same Simple action more than once during their activation; each time still uses up one of their actions for the turn.

Double Action. Making a Double action counts as making two actions – meaning it takes up the fighter's entire turn. If a fighter only has one action available for any reason, they cannot make a Double action.

Actions

The following actions are always available to fighters as long as they have the appropriate status.

Active fighters

  • Move (Basic) – The fighter makes a Standard Move.
  • Shoot (Basic) – The fighter makes an attack with a Ranged weapon.
  • Aim (Basic) – If the fighter makes a subsequent Shoot action in the same turn, add 1 to the result of any hit rolls they make.
  • Charge (Double) – The fighter makes a Standard Move, adding D3'' to the distance they can move. They can move within 1'' of a standing or Pinned enemy (or more than one if they wish) but if they do, they must move into base contact, becoming Engaged. If they do this and are Engaged at the end of the action, they can immediately make a free Fight (Basic) action as described below.
  • Take Cover (Basic) – The fighter dives for cover attempting to stay out of the line of fire. They can make a Half Move and are then Pinned.
  • Coup de Grace (Simple) – Pick a Seriously Injured enemy fighter within 1'' and within the vision arc of the fighter making the action. That fighter immediately goes Out of Action. A fighter making a Charge action who ends the move within 1'' of a Seriously Injured enemy, and not Engaged with any other enemies, can make a Coup de Grace action instead of making a Fight action.
  • Reload (Simple) – Pick one of the fighter's weapons that is Out of Ammo and make an Ammo check (as described previously). If the check is passed, the weapon is reloaded and the Out of Ammo marker is removed. If the check is failed, the fighter fails to reload the weapon, either because they do not have a reload to hand or they are too distracted by the fighting to reload. A fighter can attempt to reload the same weapon more than once in a turn.

Engaged fighters. Fighters who are standing and whose base is touching a standing enemy fighter's base are Engaged. They can make the following actions:

  • Fight (Basic) – The fighter makes close combat attacks against one or more enemies they are Engaged with.
  • Retreat (Basic) – Make an Initiative check for the fighter. If passed, they can make a move of up to D6'' regardless of their Movement characteristic – they cannot move within 1'' of any other enemies though. Furthermore, each enemy that is Engaged with them can make an Initiative check. If they pass, they can make Reaction attacks.

Pinned fighters. Fighters who are Prone (laying down) and face-up are Pinned. They are keeping their head down and cannot generally make attacks. They can make the following actions:

  • Stand up (Basic) – The fighter stands up, returning to Active status – the controlling player can choose the fighter's facing.
  • Crawl (Double) – The fighter makes a Half Move.
  • Blind Fire (Double) – The fighter makes a shooting attack, treating their vision arc as 360°. Subtract 2 from the result of any hit rolls.
  • Reload (Simple) – Pick one of the fighter's weapons that is Out of Ammo and make an Ammo check. If the check is passed, the weapon is reloaded and the Out of Ammo marker is removed. A fighter can attempt to reload the same weapon more than once in a turn.

Seriously Injured fighters

  • Crawl (Double) – The fighter makes a Half Move.

Moving

A number of actions allow a fighter to make a move – most usually a Standard Move, a Double Move or a Half Move. A Standard Move lets the fighter move up to their Movement characteristic in inches. A Double Move lets them move up to twice their Movement. A Half Move lets them move up to half of their Movement. There may also be Quarter Moves, Triple Moves and so on. After the fighter moves, they can turn to face any direction.

Unless their action specifically states otherwise, fighters cannot move through walls or closed doors (their base cannot cross them at any point during their move). They can move through friendly fighters, but cannot end their move with their bases overlapping. A fighter cannot move within 1'' of a standing or Pinned enemy unless they are making an action that specifically allows them to.

Fighters can also be moved involuntarily. For example, Knockback causes a fighter to move 1'' directly away from the attacker. When a fighter moves involuntarily, all of the above rules apply, with the following exceptions:

  • They must move the full distance (unless they would move into a wall or closed door).
  • They cannot move within 1'' of an enemy fighter and will stop 1'' away.

Barricades and Obstacles

Fighters can move across barricades and other obstacles while making any Move action except Charge, but doing so costs 2'' of their move.

Shooting

Making Ranged Attacks

When a fighter makes a ranged attack, follow this sequence.

1. Declare the Shot. Pick a ranged weapon carried by the fighter, and pick an enemy within their vision arc and line of sight to be the target.

Multiple Weapon Profiles. Some weapons have more than one weapon profile – a shotgun, for example, which can fire two different types of ammo. When declaring an attack with one of these weapons, the player must declare which of its profiles they will use.

Fighters in hiding. The attacking fighter cannot target an enemy if the enemy is both Prone and in cover – they are assumed to be out of sight.

2. Check the Range. Measure the range from the attacker to the target. If the target is outside the weapon's Long range, the attack has no effect. If the target is at range, proceed to the next step.

3. Make the Hit Roll. Make a Ballistic Skill check for the attacker; if it is passed a hit is scored – proceed to the next step. Otherwise, it misses and the attack ends. Some situations will modify the result of the hit roll – apply these modifiers before comparing the score of the dice to the attacker's Ballistic Skill. If a natural 1 is rolled, the attack misses.

Hit modifiers. The following situations apply a modifier to the hit roll:

  • Accuracy Modifier (±?) – Each weapon has an Accuracy characteristic, which varies depending on the range to the target.
  • In Partial Cover (-1) – The target is in partial cover.
  • In Full Cover (-2) – The target is in full cover.
  • Engaged (-1) – The target is Engaged.
  • Prone (-1, at Long range only) – The target is Prone and the attacker is firing at Long range.

Running out of Ammo – the Firepower Dice. When making an attack with a ranged weapon (including firing a pistol in close combat), roll a Firepower dice at the same time as the hit roll (even if the hit roll is not made – for example, if the target is out of range then the shot automatically misses, but the Firepower dice must still be rolled). If the Ammo symbol is rolled, there is a chance the weapon has run Out of Ammo. Make an Ammo check for the weapon (this is a characteristic check on a D6 using the weapon's Ammo characteristic). If the check is failed, the weapon runs Out of Ammo – mark it with an Out of Ammo marker. The current attack is still resolved, but the weapon cannot be used again until it is reloaded. If the weapon has more than one profile (for example, shotguns have two types of ammunition), none of them can be used until the weapon is reloaded.

The other faces of the Firepower dice show a number of hits, represented by bullet holes – these have no effect unless the rule specifically states otherwise (they are most commonly used with Rapid Fire weapons). The Firepower dice has 2 faces with 1 bullet hole, 2 faces with 2 bullet holes, 1 face with 3 bullet holes, and 1 face with 1 bullet hole and the ammo symbol.

4. Target is Pinned. When an Active fighter is hit by a ranged attack, they are automatically Pinned and laid face-up. This represents the fighter ducking for cover and keeping their head down. Pinned fighters can only make a limited number of actions, and standing up might mean they lose their next action. Then proceed to the next step.

5. Resolve Hits. Each attack that scores a hit is resolved (see Resolving Hits, below).

Ranged Weapon Traits

Most weapons have one or more traits, giving them additional rules in certain circumstances.

Cover

Zone Mortalis (Underhive). To see if a target is in cover from the attacker's point of view, trace a straight line from the centre of the attacker's base to the target. Ignore friendly fighters in base contact with the attacker and obstacles fully within 1'' of the attacker. If the line can be traced to all parts of the target's base without crossing a wall, obstacle or fighter, the target is not in cover (they are "in the open"). Otherwise, if the line can be traced to at least half of the target's base without crossing a wall, obstacle or intervening fighter, they are in partial cover. If the line can be traced to less than half of the target's base without crossing a wall, obstacle or intervening fighter, they are in full cover.

Sector Mechanicus (Gang War). To see if a target is in cover, stoop down to look from the attacker's point of view. Disregard friendly fighters in base contact with the attacker – move them aside temporarily if necessary, as long as they return to the right place (and facing) once the shot has been resolved. If the target is fully visible, they are not in cover (they are "in the open"). Otherwise, if less than half of the model is obscured by terrain or fighters, they are in partial cover. If at least half of the model is obscured by terrain or fighters, they are in full cover. As with line of sight, ignore their base and any minor elements such as hair, gun barrels, and spikes – and again, if a decision cannot be reached, the players should roll off.

Twin Guns Blazing. If a fighter is armed with two pistols, they can choose to fire both of them when making a ranged attack. Resolve a full attack with each pistol, one after the other; both must be made against the same target and the hit roll for each has a -1 modifier.

Target Priority. If a fighter making a ranged attack can see more than one enemy, they must target the closest one by default – after all, they represent the most obvious threat. If the fighter wishes to target a more distant enemy, they must make a Target Priority test. Make a Cool check for the fighter. If the check is passed, proceed as normal. If it is not passed, the attacker's nerve fails and they target the nearest enemy fighter instead. There is an exception to this rule: if the target that is declared is easier to hit than all of the closer visible enemy fighters (i.e. the required hit roll is lower because of hit modifiers), the Target Priority test does not need to be made.

Improbable Shots. If the hit modifiers applied to a ranged attack mean that it is impossible to score a hit, the attack is an improbable shot. For example, if a fighter with a Ballistic Skill of 5+ makes a shot with a total -2 modifier, they would need a 7 or higher on a D6 in order to score a hit – which is not normally possible. To make a hit roll for an improbable shot, roll a D6. On a 1-5, the attack misses. On a 6, there is a chance it will hit; make a hit roll as normal, using only the fighter's Ballistic Skill and ignoring any modifiers.

Stray Shots. When making a ranged attack, if another fighter is within 1'' of an imaginary line drawn between the centre of the attacker's base and the target's base, they are at risk of being hit by a stray shot. Also, if the target is Engaged, each fighter they are Engaged with is at risk of being hit as well. Fighters who are not in the attacker's line of sight can still be at risk of being shot – this represents ricochets, shots punching through walls and fighters choosing very bad moments to peek around corners, etc. If the ranged attack misses, roll a D6 for each fighter that is at risk of being hit by a stray shot, starting from the one that is closest to the attacker. On a roll of 1, 2 or 3, they are hit by the attack instead of the target (do not roll for the rest of the at-risk fighters). On a 4, 5 or 6, the shot misses them – move on to the next fighter who is at risk of being hit. If the ranged attack could have scored more than one hit (for example, it has the Rapid Fire trait), make a Stray Shot roll for each potential hit.

Blast Markers and Flame Templates. Some weapons cause explosions or inflict damage over a wide area. These weapons will have the Blast trait, and make use of the 3'' or 5'' Blast marker. Some weapons fire a gout of flame, a cloud of noxious chemicals, or something similar, hitting every target within a short range. These weapons will have the Template trait, and make use of the Flame template.

When declaring a shot with a Blast weapon, instead of picking an enemy, place the appropriate Blast marker (determined by the number in brackets after the trait) so that the central hole is anywhere within line of sight. If the central hole is out of range, the attack still goes ahead; the Blast marker is moved directly back towards the attacker until the central hole is in range. Then roll to hit as normal. If the attack hits, the marker stays where it is. Otherwise, roll a Scatter dice and a D6. The marker moves in the direction shown on the Scatter dice (using the small arrow if the hit symbol is rolled) a number of inches equal to the number on the D6. The marker stops if the central hole comes into contact with a wall or closed door. Once the marker's position has been established, each fighter (friend or foe) whose base is touched is hit by the attack unless there is a wall or closed door between them and the centre of the blast. Note that the marker can scatter out of range or line of sight, representing a ricochet or the shot blasting clean through a wall.

When declaring the shot with a Template weapon, instead of targeting an enemy, place the Flame template so that the narrow end is touching the front of the attacker's base and the entire template is within their vision arc. Each fighter (friend or foe) whose base is touched by the template is hit automatically by the attack unless there is a wall or closed door between them and the attacker.

Follow the remaining steps of the Shooting sequence – starting with Target is Pinned – for each fighter who has been hit, in an order of the attacking player's choice.

Grenades. Grenades are dangerous in the close confines of a hive tunnel network, but this does not deter many fighters from using them. Grenades are treated as a special type of ranged weapon. A fighter with grenades can throw one as a Shoot action. Grenades do not have a Short range, and their Long range is determined by multiplying the attacking fighter's Strength by 3.

Grenades are always a lot more limited than other ranged weapons. As such, the Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. Grenades cannot be reloaded – once they are gone, they are gone for the entire battle.

If the Scatter dice rolls a Hit, and the D6 rolls a 1, something has gone wrong – roll the D6 again. On a 1, centre the Blast marker over the attacking model. On a 2-6, the shot is a dud and the attack ends.

Some sample grenade profiles:

WeaponRng SRng LAcc SAcc LStrAPDAmmoTraits
Frag Grenade-Sx3--3-14+Blast (3''), Grenade, Knockback
Krak Grenade-Sx3--16-224+Demolition, Grenade

Close Combat

Making Close Combat Attacks

Fighters can only make close combat attacks against enemy fighters who are Engaged with them. When a fighter makes a close combat attack, follow the sequence below.

  1. Turn to Face
  2. Pick Weapons
  3. Determine Attack Dice
  4. Declare Targets
  5. Make the Hit Roll(s)
  6. Resolve Hits
  7. Enemies make Reaction attacks
  8. Consolidate

1. Turn to Face. The attacking fighter can optionally turn to face a direction of their choice – however doing so will reduce the result of each hit roll by 1.

2. Pick Weapons. The attacking fighter's player declares which weapon(s) the fighter will use for the combat. A fighter can use up to two weapons, each of which must have either the Melee or Pistol trait. If the fighter does not have any weapons that can be used, they make an unarmed attack instead.

Unarmed Attacks. A fighter making an unarmed attack might be fighting with their fists, clubbing an enemy with the stock of their gun, using improvised weapons recovered from the battlefield, and so on. An unarmed attack uses the fighter's own Strength, has no AP and has a Damage of 1.

3. Determine Attack Dice. The number of Attack dice that the fighter has is determined by their Attacks characteristic, with certain other bonuses:

  • Dual Weapons (+1) – If the fighter is using two weapons, add 1 Attack dice.
  • Charging (+1) – If the fighter is making their attacks as part of a Charge action, add 1 Attack dice.

If a fighter is using more than one weapon, their Attack dice are split as evenly as possible between them (if there is an odd number of Attack dice, the controlling player chooses which weapon makes the odd attack). The only exception to this is pistols; a pistol can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the other weapon instead, or, if the attacker does not have another weapon (or if the other weapon is also a pistol), they are made as unarmed attacks.

4. Declare Targets. Declare a target enemy fighter who is a) Engaged with the attacker and b) in their vision arc. They can split their attacks between multiple targets if they wish. If they are using more than one weapon, it must be made clear which attacks are using each weapon, remembering that overall, the attacks must be split between the two weapons as evenly as possible.

5. Make the Hit Roll(s). Make a Weapon Skill check for the attacker with the Attack dice. If two weapons are being used, and/or multiple enemies are being targeted, roll separately for each. If a dice passes the check, that attack is on target and a hit is scored. Otherwise, it misses and the attack ends. Some situations will modify the result of the hit rolls (for example, if the attacker turned to face in step 1, reduce the score of each dice by 1). Apply these modifiers to each dice before comparing the scores to the attacker's Weapon Skill. If a dice rolls a natural 1, that attack misses.

Pistols at Close Quarters. If a fighter is attacking with a pistol in close combat, the Accuracy modifier does not apply – this is only used when shooting.

Assists. When a fighter makes a close combat attack, they can claim an assist from each other friendly fighter who is a) also Engaged with their target, and b) not Engaged with any other fighters in the target's gang. Each assist adds 1 to the result of the hit roll.

Interference. When a fighter makes close combat attacks, they suffer interference from each other enemy fighter who is a) Engaged with the attacker, and b) not Engaged with any other fighters in the attacker's gang. Each interference subtracts 1 from the result of the attacker's hit roll.

6. Resolve Hits. Each attack that scores a hit is resolved (see Resolving Hits, below).

Close Combat Traits Examples:

  • Backstab – If the attacker is not within the target's vision arc, add 1 to the attack's Strength.
  • Melee – This weapon can be used during close combat attacks.
  • Parry – After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.
  • Power – The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

7. Enemies make Reaction attacks. If there are still enemies Engaged with the attacker, each of them can make close combat attacks against the attacker, following steps 1-6. All of their attacks must target the attacker. Remember that Seriously Injured enemies cannot make attacks – this includes Reaction attacks.

8. Consolidate. If the attacker is no longer Engaged with any enemies, they can move up to 2'' in a direction of their choice. This move can bring them into base contact with another enemy.

Resolving Hits

When a fighter is hit by an attack, regardless of how it was inflicted, follow these steps.

  1. Make the Wound Roll
  2. Opponent makes a Save Roll
  3. Inflict Damage

1. Make the Wound Roll. Cross-reference the weapon's Strength (or the attacker's Strength, if they are making an unarmed attack) with the target's Toughness on the table below, then roll a D6. If the result is equal to or greater than the value shown on the table, the attack inflicts a wound. A natural 6 always inflicts a wound and a natural 1 always fails to inflict a wound.

Strength vs ToughnessD6 Roll Required
Strength is TWICE the Toughness or greater2+
Strength is GREATER than the Toughness3+
Strength is EQUAL to the Toughness4+
Strength is LOWER than the Toughness5+
Strength is HALF the Toughness or lower6+

2. Opponent makes a Save Roll. If the attacker causes a wound, and the target is equipped with any armour, the opponent makes a Save Roll. Each type of armour grants the fighter wearing it a Save. For example, flak armour, common in Escher gangs, grants a 6+ Save. This is detailed in the armour rules and should be noted on the fighter's card.

Weapons have an Armour Penetration (AP) characteristic which is a modifier applied to any save rolls made against attacks by that weapon. For example, if a weapon has an AP of -1, the result of any save roll against that weapon's attacks is reduced by 1.

Positive Save modifiers. If a situation ever gives a positive modifier to a save roll, fighters who are not wearing any armour are treated as having a Save roll of 7+. In other words, if a fighter with no Save gets a +1 to their save roll, it would succeed on a roll of 6.

To make a save roll, roll a D6. If the result is equal to or greater than the Save value, the fighter is saved by their armour and the wound is ignored. If the result is lower than the Save value, or a natural 1 is rolled, or if the fighter does not have armour, proceed to the next step.

Basic Armour Types. Flak Armour grants a 6+ save roll; this is increased to a 5+ save roll against weapons that use the Blast trait. Furnace Plates grant a 6+ save roll; this is increased to a 5+ save roll against attacks from fighters who are within the wearer's vision arc (the 90° arc to their front). If it is not clear whether the attacker is within the target's vision arc, use a vision arc template to check – if the centre of the attacker's base is within the arc, the target benefits from the increased save.

3. Inflict Damage. The target's Wounds characteristic is reduced by the attacking weapon's Damage value (or by 1 if the attack does not have a Damage value). This reduction lasts for the rest of the battle. If this reduces the target's Wounds to 0 (or below), the attacking player makes an Injury roll by rolling a number of Injury dice equal to the attacking weapon's Damage characteristic, and resolving each dice as follows:

  • Out of Action (Skull – 1 face). The fighter immediately goes Out of Action and is removed from play. If the injury was caused in close combat, and the attacker is not Engaged with any other fighters, they can immediately make a free Coup de Grace action against the target. Close combat can be deadly!
  • Serious Injury (Broken Bone – 3 faces). The fighter is laid face-down – they are Seriously Injured until they successfully recover in a subsequent End phase.
  • Flesh Wound (Blood Drop on Cross – 2 faces). The fighter suffers a Flesh Wound; this is marked by putting a Flesh Wound marker on the target's Fighter card. Each Flesh Wound marker on the fighter's card reduces their Toughness by 1. If a fighter's Toughness is reduced to 0, they go Out of Action.

Nerve Tests

When a fighter is Seriously Injured or goes Out of Action, a Nerve test must be made for each other Active friendly fighter within 3'' of them (Engaged fighters have other things to worry about, Pinned fighters are busy keeping their heads down and Seriously Injured fighters are unlikely to notice!).

To make a Nerve test, make a Cool check for a fighter, adding 1 to the result for each other Active friendly fighter within 3''. If the test is passed, there is no effect. If it is failed, the fighter's nerve breaks and they immediately start running for cover (see below). They are now Broken (this can be recorded with a Broken marker on their Fighter card), until they successfully rally in the End phase.

Broken Fighters

Broken fighters cannot make any actions – they cannot move, cannot shoot, and so on. However, if they are visible to any enemies when they are activated, they will Run for Cover again. In addition, they never count as Active fighters, and cannot assist or interfere in close combat. They remain Broken even if they become Pinned, Seriously Injured or Engaged; the only way to recover from being Broken is to rally in the End phase. The only attacks Broken fighters can make are Reaction attacks in close combat, but a -2 modifier is applied to all of their hit rolls.

Running for Cover

When a fighter fails a Nerve test, or when a Broken fighter is activated and they are within line of sight of an enemy, they immediately run for cover. The controlling player moves the fighter up to 2D6'' as though they were making an action, but the following criteria must be met:

  • The fighter cannot move within 3'' of an enemy that they were not within 3'' of at the start of their move.
  • If possible, the fighter must end their move so that they are not visible to any enemy fighters.
  • Otherwise, they must end their move so that they are in partial cover or full cover from the point of view of as many enemy fighters as possible.
  • Otherwise, they must end their move as far away from any enemy fighters as possible.

End Phase

When all fighters have been activated, the Action phase ends and the End phase takes place. Note that all fighters must be activated, even if the controlling player does not want to make any actions with them. Follow these steps:

  1. Make Bottle tests (if necessary).
  2. Make Recovery tests for any Seriously Injured fighters.
  3. Make Rally tests for any Broken fighters.

Bottle Tests

At the start of the End phase, either or both players will need to make a Bottle test if at least one of their fighters is either Seriously Injured or Out of Action. To make a Bottle test, the player rolls a D6 and adds the number of fighters in their gang who are either Seriously Injured or Out of Action. If the result is higher than the total number of fighters in their gang (the number who were present at the start of the scenario, plus any that have been added since), the gang Bottles Out.

Once a gang has Bottled Out, its fighters may begin to flee the battlefield. At the start of the Action phase, immediately before picking their first fighter to activate, the controlling player makes a Cool check for each of their Active or Pinned fighters – if they are Broken, this test is made on a D6 rather than 2D6. If the check is passed, the fighter stays on the battlefield. If it is failed, they flee.

Recovery Tests

For each Seriously Injured fighter on the board, the controlling player makes a Recovery test by rolling an Injury dice. If the result is Out of Action, the fighter succumbs to their injuries and is removed from play. If the result is Seriously Injured, the fighter remains as they are. If the result is Flesh Wound, the fighter suffers a Flesh Wound and is turned face-up – they are now Pinned.

Assistance. When making a Recovery test for a fighter, one Active friendly fighter within 1'' can assist. If they do so, roll an extra injury dice, then pick one of the dice to resolve and discard the other. A fighter can only assist one recovering fighter in each End phase.

Rally Tests

After making Recovery tests in the End phase, make a Rally test for each Broken fighter. To make a Rally test, make a Cool check for the fighter. If there are one or more Active friendly fighters within 3'' of the Broken fighter, add 1 to the result for each. If the check is passed, the fighter is no longer Broken. If it is failed, the fighter remains Broken and immediately Runs for Cover.

Fleeing Fighters. A fighter who flees is removed from the board, and takes no further part in the battle. For the purposes of the scenario, they are treated as having been taken Out of Action.

Leading by Example. A fighter is assumed to automatically pass their Cool check if there is a Leader from their gang within 12'' or a Champion from their gang within 6'' who has already passed their Cool check this round. Champions cannot gain this benefit from other Champions, but can gain it from the Leader. Leaders cannot gain this benefit at all.

Tactics Cards

No two battles are ever the same, and nowhere is this more true than in the gloomy depths of the underhive. Unlike the rigid politics that govern life above, there are very few rules in gang warfare, and those that do exist are often overlooked in favour of victory. Necromunda: Underhive contains a number of Tactics cards, which can be used to represent the myriad tricks and schemes employed by the gangs. There are three types of Tactics cards: Gang Tactics, which can be used by any gang, and Escher Tactics / Goliath Tactics, which can only be used by the relevant gang.

Choosing Cards

At the start of each battle that uses Tactics cards, each player receives a deck of Tactics cards. By default this includes one copy of each Gang Tactics card (there are two copies of each), plus all of their own gang's cards. If a player has access to other Tactics cards (for example, if they have purchased an expansion set), they are added to their deck.

Each scenario will state how many Tactics cards each side has access to and how they are chosen. Players can't usually choose which cards they will take, but sometimes they will be selected at random. In either case, these cards are drawn from the player's own deck and kept secret from their opponent until they are played. Any other cards in the players' decks are not used in the battle and can be put to one side.

Playing Tactics Cards

Each card will detail how and when it is played. Cards can only be used once each – once a card has been played, it is discarded and returned to its deck. Players cannot keep cards from one game to the next; any cards not used at the end of the battle are discarded.

Terrain Features

Doors

Doors come in two sizes, but the rules are the same for both. By default, doors are closed at the start of the battle, in which case they block movement, line of sight and measurements in the same way as a wall. However they can be opened (usually by a fighter making an Operate Door action), in which case the door is moved to one side. The area that the door occupied is now referred to as an open doorway, and is treated as open ground until it is closed again. Closed doors can be targeted by attacks. They are treated as having a Toughness of 5 and 4 Wounds; if a door's Wounds characteristic is reduced to 0, it is removed from the board.

Mind the doors… If a fighter is standing in an open doorway when the door is closed (in other words, they are in the way of the closing door), they must make an Initiative check. If the check is passed, they move up to 2'' in a direction of their choice, but cannot end the move within 1'' of an enemy fighter. If they cannot clear the doorway with this move, or if the Initiative check is failed, make an Injury roll for them using a Damage characteristic of 3. If they survive, move them as short a distance as possible so that they are no longer obstructing the door (randomise which side of the door they end up on if they are directly between the two sides); they cannot move within 1'' of an enemy unless there is no alternative.

Active fighters within 1'' of a door or open doorway can make a new action: Operate Door (Simple) – Either open a closed door within 1'' of the fighter, or close an open doorway within 1'' of the fighter.

Door Terminals and Locked Doors. Door terminals can be placed touching the wall next to a door to indicate it is locked, requiring an access code to open it. A locked door usually has a terminal on each side, but some may only have a terminal on one side – making them very secure indeed! The Operate Door action cannot be made on a locked door. Instead, a fighter adjacent to the door's terminal can make the following action: Access Terminal (Basic) – Make an Intelligence check for the fighter with a -2 modifier. If the check is passed, the fighter makes an Operate Door action on the terminal's door.

Alternatively, a fighter in base contact with a locked door can make the following action: Force Door (Basic) – Roll a D6 and add the fighter's Strength, adding 2 to the result for each other friendly fighter that is in base contact with the door. On a result of 9 or more, the door is opened.

If locked doors are being used in a scenario that has an attacker and a defender, the defender is considered to have the access codes for any locked doors and can make Operate Door actions on them as normal.

Barricades

A fighter who is in base contact with a barricade counts as being Engaged with a fighter that is in base contact with the other side of the barricade, even though their bases are not touching, as long as the two fighters are within 1/2'' of each other. Close combat attacks made across a barricade in this way have a -1 modifier to any hit rolls.

Beast's Lair

If a fighter starts or ends an action within 6'' of the Beast's Lair, they risk rousing the beast. A fighter can only risk rousing the beast once during their activation. To see whether the beast is roused, roll a D6; if the result is a 6, or is higher than the number of inches between the fighter and the marker, they are attacked by the reclusive creature. This is treated as a Strength 6, AP -2, Damage 3 attack with the Knockback trait, originating from the centre of the Beast's Lair marker.

Fighters can attack the Beast's Lair marker, subtracting 2 from the result of any hit rolls; it is treated as having a Toughness of 4 and 3 Wounds. If its Wounds characteristic is reduced to 0, the marker is removed.

Ductways

Ductways are always placed across a narrow wall. Ductways are tight access points, just large enough for a fighter to squeeze through, often found high up on the tunnel walls or secreted beneath rusting floor panels. Ductways are treated as walls in all respects – they still block line of sight, movement and Blast weapons, but an Active fighter within 1'' of a ductway can make one of the following actions:

  • Crawl Through (Double) – Move the fighter to the other side of the wall, setting them up within 1'' of the ductway and not within 1'' of any enemy models. If this is not possible, this action cannot be taken.
  • Fire Through (Basic) – The fighter makes a ranged attack against an enemy fighter within 1'' of the other side of the ductway. Regardless of the attacker's Ballistic Skill or any modifiers, this attack will only hit on a roll of 5+. Weapons that normally use a Flame template do not use the template here; instead, they automatically hit each fighter within 2'' of the other side of the ductway.

Pitfalls

Certain tiles feature holes in the surface that lead to long, potentially deadly drops. Fighters cannot voluntarily move into these holes. If a fighter is moved into a pitfall involuntarily (for example, by a weapon with the Knockback trait), or is forced to go Prone while within 1'' of a hole (not if they voluntarily go Prone), make an Initiative check for them. If it is failed, they fall and go Out of Action. If it is passed, they stop at the edge of the hole and, if they are standing, they become Pinned.

Leaping Across. A standing fighter who is moving as part of an action can attempt to leap across a pitfall, providing that the gap they are crossing is not wider than 2''. They must have enough movement left to reach across the gap, otherwise they cannot attempt the leap. Move the fighter to the edge of the pitfall, then roll a D6. On a 1, their action ends – then make an Initiative check for them; if it fails, they fall and are taken Out of Action. On a 2-4, they cross the gap – move them across so their base is in contact with the opposite edge. On a 5 or 6, they cross the gap and can then continue their move as normal. A fighter can attempt to leap across multiple gaps in a single action if they have enough movement to do so.

Toxic Sludge

Some tiles feature pools of toxic sludge. While a fighter is standing at least partially in a pool of toxic sludge, their Toughness characteristic is treated as being one lower than normal. In addition, at the start of the End phase, roll a dice for each Prone fighter that is at least partially in a pool of toxic sludge. On a roll of 1, they go Out of Action.

Loot Caskets

Each casket can contain anything from food supplies to volatile munitions – their exact contents will not be known until they are opened. Active fighters within 1'' of a loot casket can make the following actions:

  • Smash Open (Basic) – Roll a D6 and add the fighter's Strength. If the result is 6 or more, the casket is opened (as below), however subtract 1 from the result when rolling to determine the casket's contents, to a minimum of 1.
  • Bypass Lock (Basic) – Make an Intelligence check for the fighter. If the check is passed, the casket is opened (as below).
  • Carry (Simple) – The fighter makes a Standard Move, carrying the loot casket or ammo cache with them as they go. Once they have finished their move, set up the loot casket in base contact with the fighter. The casket cannot be placed on top of anything else.

Opening Caskets. If a casket is opened, roll a D6 to see what its contents are:

D6Result
1Dangerous Goods – The casket has been booby-trapped, or its contents have deteriorated to the point where they are volatile. Remove the lid, turn the casket over to its blank side and place a Frag Trap marker inside it. It is now a frag trap.
2-3Nothing Useful – If the casket contains anything, it isn't something that a fighter can immediately put to use. Remove the lid and turn the casket over to its blank side. It plays no further part in the game.
4-6Ammo Cache – The casket contains a number of spare ammo clips, weapon parts and loose munitions. Remove the lid. The casket is an ammo cache.

Ammo Caches

Before an Ammo check is made for a fighter within 1'' of an ammo cache, the controlling player can declare that they will ransack the cache, adding 2 to the result of the Ammo check. Also, a fighter can attempt to reload a weapon with the Scarce trait, even though it cannot normally be reloaded – an Ammo check is made as normal, without adding 2 to the result. In either case, if a natural 6 is rolled for the Ammo check, the cache is exhausted – turn it over to show that it is empty. In addition, ammo caches can be carried like loot caskets using the Carry (Simple) action.

Booby Traps

Ingenious fighters often improvise traps out of grenades and other explosives, leaving them entirely in plain sight to deter rivals or concealed within loot stashes or other valuable targets. There are a number of different booby traps – their effects once triggered are different, but the rules for triggering them are the same.

A booby trap is represented by a marker. If a fighter starts or ends an action within 2'' of the marker, or moves within 2'' of a marker during an action, they risk triggering it (their move is interrupted and the rules which follow are resolved; if the fighter is not Pinned or Injured, they can then continue with their action). Also, if a door opens or closes within 1'' of a marker, it may be triggered. A fighter can only risk triggering a particular booby trap once during their activation.

To see whether a booby trap is triggered, roll a D6. On a 1, the booby trap is a dud and is removed. On a 2 or 3, it does not go off but is left in place. On a 4, 5 or 6, the booby trap is triggered and the marker is removed.

Shooting at Booby Traps. Fighters can target booby traps with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If a booby trap is hit, roll a D6. On a 1-2 it is unaffected. On a 3-4, it is immediately triggered. On a 5-6, it is disarmed and removed.

Frag Traps. The most common booby trap is a bundle of frag grenades attached to a detonator. When a frag trap is triggered, centre the 5'' Blast template on the marker. Each fighter hit by the Blast template is Pinned, and suffers a Strength 3, no AP, Damage 1 hit.

Melta Traps. Melta bombs are a more unusual choice for a booby trap and function rather differently. When triggered they unleash a directed blast that collapses a section of the floor. Centre a Pitfall Crater marker on the Booby Trap marker's location before removing it. This remains in play for the rest of the battle, counting as a pitfall. Any fighter whose base is entirely within the crater falls down and is taken Out of Action. Any fighter whose base is touched by the crater, or is within 1'' of it, is at risk of falling. Make an Initiative check for them. If it is passed, they are Pinned, then moved as short a distance as possible so that they are no longer touching the crater. If it is failed, they fall and go Out of Action.

Gas Traps. A gas trap has the potential to clear an entire room. When a gas trap is triggered, roll 2D6 to see how far the gas cloud spreads. Each fighter within that many inches of the marker is treated as having been hit by a Gas weapon.

Gang Relic

A gang relic always belongs to one gang or the other; if the scenario has an attacker and a defender, the relic belongs to the defender. Otherwise, roll off before the battle begins to determine which gang owns the relic. Add 2 to the result of any Cool checks and Leadership checks for fighters while they are within 6'' of a gang relic owned by their gang.

Underhive Armoury

The source's own key marks each weapon's origin: ⁽¹⁾ Underhive, ⁽²⁾ Gang War, ⁽³⁾ Gangs of Legend PDF. Weapons marked ⁽¹⁾ (or unmarked) below are the ones included in the Necromunda: Underhive boxed set; others marked ⁽²⁾/⁽³⁾ are noted where the source lists them alongside the box's own weapons in the same category.

Weapon Profiles

Each weapon has a profile made up of the following characteristics.

Range (RNG). Each weapon has two ranges, Short (S) and Long (L). As long as the target is within Long range, the weapon can make attacks against them, but there are often benefits to being within Short range (most commonly an Accuracy bonus, as explained below). Some weapon ranges show a letter rather than a number. If a weapon's range is listed as an E, it can only be used against targets that are Engaged with the wielder. If a weapon's range is T, it uses the Flame template. Weapons with range E or T normally only have a Long range, not a Short range.

Accuracy (ACC). This shows the modifiers that are applied to the hit roll when attacking with the weapon. The "S" modifier applies if the weapon is attacking at Short range, and the "L" modifier applies if the weapon is attacking at Long range.

Strength (STR). This is the weapon's Strength, which is used when making wound rolls against the target. If the Strength is listed as a modifier, this is applied to the wielder's Strength.

Armour Penetration (AP). This shows how good the weapon is at punching through a target's armour.

Damage (D). The higher a weapon's Damage, the more chance there is of it injuring the target, or taking them Out of Action.

Ammo. Weapons with a low Ammo value have a plentiful supply of ammunition, or are quick and easy to reload. Weapons with a high value are more specialised and clearing a weapon jam or loading fresh ammo might take considerable skill.

Traits. Most weapons have one or more traits, each of them gives the weapon a unique bonus or changes the way it attacks.

Designer's Note: The Golden Rule. Necromunda 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 – and if an agreement can't be reached, roll off to decide. The most important thing is to not let debates get in the way of a fun game!

Note on exact numeric profiles: the source document presents each weapon's full Range/Accuracy/Strength/AP/Damage/Ammo grid as a dense table that did not survive text extraction in reliably reconstructable column order, so precise numeric stat lines are not reproduced here to avoid mis-transcribing them. The weapon names, categories and Traits below are transcribed from the same source. Players should use the Fighter cards and weapon reference cards included in the Necromunda: Underhive boxed set for the exact numeric profiles.

Range Weapons

Pistols: Autopistol (Pistol, Rapid Fire (1)); Bolt pistol (Pistol, Scarce); Laspistol (Pistol); Plasma Pistol, with Low Power and Maximal Power profiles (Pistol, Scarce / Pistol, Scarce, Unstable); Plasma/Stub Combi-Pistol, with Stub gun and Plasma pistol (Low power) profiles (Combi, Pistol / Combi, Pistol, Scarce); Stub gun, including a "with dumdum rounds" profile (Pistol, Plentiful / Limited).

Basic Weapons: Autogun (Rapid Fire (1)); Combat Shotgun, with Salvo fire, Shredder blast and Firestorm profiles (Knockback, Rapid Fire (1) / Scattershot, Template / Blaze, Limited, Template); Lasgun (Plentiful); Sawn-off shotgun (Plentiful, Scattershot); Shotgun, with Solid slug, Scatter shell, Executioner and Inferno profiles (Knockback / Scattershot / Knockback, Limited / Blaze, Limited); Stub cannon (Knockback).

Heavy Weapons: Krumper "Rivet" Cannon, with a Rapid Fire profile and a Super-heated rivet profile (Rapid Fire (1), Unwieldy / Blaze, Unwieldy).

Special Weapons: Grenade Launcher, firing Frag Grenade, Krak Grenade, Choke Grenade, Scare gas Grenade or Smoke Grenade rounds (Blast (3''), Knockback / Blast (3''), Gas, Limited / Blast (3''), Fear, Gas, Limited / Smoke); Needle/Bolter Combi-Weapon, with Bolter and Needle Rifle profiles (Combi, Rapid Fire (1) / Combi, Scarce, Toxin); "Nightshade" Chem-Thrower (Gas, Template).

Weapon Attachments

Infra-sight (Pistols, Basic, Special and Heavy weapons). A weapon with the Rapid Fire trait cannot be fitted with an Infra-sight. A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover.

Gunshroud (Pistols and Basic weapons). In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with a gunshroud is fired.

Las-Projector (Pistols, Basic and Special weapons). The weapon's Short range accuracy bonus is improved by 1 (for example, if it is +1 it becomes +2; if it is – it becomes +1; if it is -1 it becomes –).

Mono-Sight (Basic, Special and Heavy weapons). If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.

Suspensor (Heavy weapons). A weapon with a Suspensor loses the Unwieldy trait.

Telescopic Sight (Pistols, Basic and Special weapons). If a fighter attacks with this weapon after making an Aim action, the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range.

Close Combat Weapons

Axe (Melee, Disarm); Brute Cleaver (Melee, Disarm); Club, maul or hammer (Melee); Fighting Knife (Backstab, Melee); Flail (Entangle, Melee); Power Hammer (Melee, Power); Power Sword (Melee, Parry, Power); "Renderizer" Serrated Axe (Melee, Pulverise, Unwieldy); Shock Whip (Melee, Shock, Versatile); Spud-jacker (Knockback, Melee); Stiletto Knife (Melee, Toxin); Stiletto Sword (Melee, Parry, Toxin); Sword (Melee, Parry); Two-handed weapon (Melee, Unwieldy).

Armour

A fighter can only be equipped with one kind of armour at a time.

Flak Armour. Flak armour grants a 6+ save roll. Against weapons that use a Blast marker, this is increased to a 5+ save roll.

Furnace Plates. Furnace plates grant a 6+ save roll. This is increased to a 5+ save roll against attacks made by fighters who are within the fighter's vision arc (the 90° arc to their front); check this before the target is Pinned. If it is not clear whether the attacker is within the target's front arc, use a vision arc template to check – if the centre of the attacker's base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone) use the 6+ save roll.

Mesh-Armour. Mesh armour grants a 5+ save roll.

Grenades

WeaponRng SRng LAcc SAcc LStrAPDAmmoTraits
Choke Gas Grenade-Sx3-----5+Blast (3''), Gas, Grenade
Frag Grenade-Sx3--3-14+Blast (3''), Knockback, Grenade
Krak Grenade-Sx3--16-224+Demolition, Grenade
Photon flash flare ⁽²⁾-Sx3-----5+Blast (5''), Flash, Grenade
Scare gas Grenade ⁽²⁾-Sx3-----6+Blast (3''), Fear, Gas, Grenade
Smoke bomb ⁽²⁾-Sx3-----4+Smoke, Grenade

Wargear

Ammo cache. Ammo caches are added to the gang's Stash, instead of being carried by a particular fighter. Immediately after the last of the fighters in the crew is set up at the start of a battle, the controlling player can choose to set up any ammo caches from their Stash. If the scenario has an attacker and a defender, and this gang is defending, roll a D6 for each of their ammo caches. On a 1-4, they were not expecting the attackers and the caches cannot be used; on a 5 or 6, they are lucky enough to have them to hand. Each ammo cache must be set up within 1'' of one of their fighters and within their deployment zone if the scenario has one. It is then deleted from the gang's Stash. During the battle, ammo caches follow the rules given under Ammo Caches, above.

Bio-booster. The first time in each game that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the bio-booster can discard one of them.

Bio-scanner. If a fighter with a bio-scanner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if they are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails).

Chem-Synth. An Active or Engaged fighter with a chem-synth can make the following action: Synthesize Poison (Basic) – If the fighter is Engaged, make a Cool check. If the check is passed, or if the fighter is not Engaged, any Gas or Toxin weapons they use until the end of their activation are poisoned and the target's Toughness is reduced by 1 when resolving those attacks.

Drop Rig. An Active fighter with a drop rig can make the following action while they are within 1'' of the edge of a platform: Descend (Basic) – The fighter makes a move of up to 3'' horizontally and up to 12'' vertically. Any vertical movement must be downwards, i.e. towards the ground.

Filter Plugs. If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is increased by 1 for the purposes of the roll to see whether they are affected. Filter plugs are one-use; if a fighter uses them during a battle, they are deleted from their Fighter card when the battle ends.

Grapnel-Launcher. An Active fighter with a grapnel launcher can make the following action: Grapnel (Double) – The fighter can move up to 12'' in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain.

Grav-chute. If a fighter falls or jumps down to a lower level, they do not suffer any damage – they simply move down without any rolls being made.

Medicae Kit. When a fighter with a Medicae kit assists a friendly fighter's Recovery test, roll an extra injury dice then choose one to discard.

Armoured Undersuit. If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.

Photo-googles. A fighter with photo-goggles can attack through smoke clouds and is unaffected by low-light conditions. In addition, if they are hit by a Flash weapon, add 1 to the result of the Initiative test to see whether they are Pinned.

Respirator. If a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.

Skinblade. If the fighter is captured at the end of a battle, they can attempt to escape. If they do, roll a D6. On a result of 1 or 2, they are unsuccessful. On a result of 3 or 4, they can escape but are injured in the process – make a Lasting Injury roll for them. On a result of 5 or 6, they escape. A fighter who escapes is no longer captured, however their skinblade is lost and deleted from their Fighter card.

Stimm-Slug Stash. A fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1 or 2, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.

Strip Kit. When a fighter with a strip kit makes an Intelligence check to operate a door terminal or bypass the lock on a loot casket, add 2 to the result.

Weapon Traits

Backstab. If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

Blast (3''/5''). The weapon uses a Blast marker, as described under General Principles and Shooting, above.

Blaze. After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 they catch fire – place a Blaze marker on their Fighter card. When a fighter with a Blaze marker is activated, roll a D6, adding 1 to the result for each other Active friendly fighter within 1''. On a 6 or more the flames go out, the Blaze marker is removed and they can act as normal. Otherwise they suffer an immediate Strength 3, AP -1, Damage 1 hit; if they are standing, they move 2D6'' in a random direction (determined using the Scatter dice, and stopping if they would move within 1'' of an enemy), and their action ends. A fighter with a Blaze marker can never make any other actions, and cannot make attacks in any way (including Reaction attacks). Alternatively, when an Active or Pinned fighter is activated, they can make a Double action and become Pinned to add 4 to the result of the roll to see whether the flames go out.

Combi. A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.

Demolition. A weapon with the Demolition trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a weapon in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically.

Disarm. If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.

Gas. When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not made. Instead roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic) – no save roll can be made.

Grenade. The weapon uses the Grenade rules described under Shooting, above.

Knockback. If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1'' directly away from the attacking fighter. If the fighter cannot be moved the full 1'' because of a wall, obstacle or another fighter, they move as far as possible and the attack's Damage is increased by 1.

If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are Knocked Back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved.

If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been Knocked Back, to remain in base contact. If the attack was made across a barricade, the attacker cannot do this.

Limited. This special rule is applied to some special ammo types which can be purchased for weapons. If a weapon fails an Ammo check while using limited ammo, it has run out – that ammo type is deleted from the fighter's card, and cannot be used again until more of that special ammo is purchased from the Trading Post. This is in addition to the normal rules for the weapon running Out of Ammo. The weapon can still be reloaded as normal, using its remaining profile(s).

Melee. This weapon can be used during close combat attacks.

Parry. After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter's owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.

Pistol. Pistols can be used to make ranged attacks, and can also be used in close combat. Note that their Accuracy bonus only applies when shooting.

Plentiful. Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.

Power. The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

Pulverise. After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Rapid Fire (X). When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3'' of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Scarce. Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.

Scattershot. When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.

Shock. If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

Smoke. Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5'' out from the centre of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.

Template. Template weapons use the Flame template to determine how many targets they hit, as described under Shooting, above.

Toxin. Instead of making an Injury roll for a Toxin attack, roll 2D6. The target's controlling player rolls a D6 and adds the target's Toughness. If the target's roll is higher, they shrug off the toxin's effects. If the rolls are equal, the target is Seriously Injured. If the 2D6 roll is higher, the target goes Out of Action.

Versatile. If the wielder of a Versatile weapon is Engaged, it counts as a Melee weapon. Otherwise, it counts as a Ranged weapon.

Unstable. If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target.

Unwieldy. A Shoot action made with this weapon counts as a Double action as opposed to a Basic action. In addition, a fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time – this one uses both hands.

Flash. If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6.

The Trading Post

The Trading Post represents the various markets, traders and caravans where gangs can barter for weapons and equipment. Whereas the House Equipment lists provide commonly-used equipment for each House's gangs, the Trading Post lets them expand their arsenal beyond the norm. Note that some weapons and wargear that are found on House Equipment lists do not appear here; these items are jealously guarded by each House, and are not available on the open market. Also note that some items are cheaper in the House Equipment lists, and that some items listed as Rare here are available in the House Equipment lists; this is intentional, representing the increased availability of those items to specific Houses.

Each item in the Trading Post has a Rarity, denoting how hard it is to source. Common items are a regular sight, and can be purchased from any number of vendors, while Rare items must be sought out by a Leader or Champion – the number in brackets after Rare shows how difficult it will be to find them.

Basic Weapons

ItemPriceRarity
Autogun15Common
Lasgun15Common
Shotgun (with solid and scatter ammo)30Common
Combat shotgun (with salvo and shredder ammo)70Rare (7)

Pistols

ItemPriceRarity
Stub gun5Common
Autopistol10Common
Laspistol10Common
Plasma pistol50Rare (9)
Combi-pistol (stub gun/plasma pistol)65Rare (11)

Special Weapons

ItemPriceRarity
Grenade launcher (with frag and krak grenades)65Rare (8)

Close Combat Weapons

ItemPriceRarity
Club, maul, or hammer5Common
Axe15Common
Fighting knife15Common
Power sword50Rare (9)

Grenades

ItemPriceRarity
Frag grenades30Common
Krak grenades45Rare (8)
Choke gas grenades50Rare (9)

Wargear

ItemPriceRarity
Filter plugs10Common
Drop rig10Common
Skinblade10Common
Respirator15Common
Strip kit15Common
Grapnel launcher25Common
Armoured undersuit25Rare (7)
Bio-scanner30Rare (8)
Medicae kit30Rare (9)
Photo-googles35Rare (9)
Bio-booster35Rare (11)
Grav-chute50Rare (10)
Ammo cache60Rare (8)

Weapon Attachments

When a weapon attachment is given to a fighter, it must be attached to one of their weapons. Each attachment lists the type of weapons that it can be fixed to. The attachment's name is added to the weapon's Traits, and its cost is added to the fighter's card. A weapon can have multiple attachments, but can only have one gunsight.

ItemPriceRarity
Gunshroud (Pistol, Basic)20Rare (8)
Las-projector (Pistol, Basic, Special)35Rare (9)
Suspensor (Heavy)60Rare (10)

Gunsights (maximum of one per weapon):

ItemPriceRarity
Telescopic-sight (Pistol, Basic, Special)25Common
Mono-sight (Basic, Special, Heavy)35Rare (9)
Infra-sight (Pistol, Basic, Special, Heavy)40Rare (8)

Special Ammunition

Special Ammunition can only be taken by a fighter who is already equipped with the correct type of weapon. The ammunition is added as an additional profile to the fighter's weapon.

Stub Guns: Dumdum rounds (Common).

Shotguns: Inferno shells – 15, Rare (8); Executioner shells – 20, Rare (9).

Grenade Launchers: Smoke bombs – 15, Common; Choke gas grenades – 35, Rare (9); Scare gas grenades – 45, Rare (10).

Combi-Weapons. In the Trading Post, and some House Equipment lists, combi-weapons are available for purchase. These weapons combine two other weapons in a single package, making them more versatile at the cost of ammo capacity and reliability. A combi-weapon will have its two weapons listed in parenthesis, and both profiles are written on the fighter's card. However, each profile also gains the Combi trait. Plasma weapons that are part of a combi-weapon do not have their Maximal Fire profile, as the combi adaptation reduces their cooling capacity to the point where such a fire mode would be suicidal!

Founding a Gang

Each gang has a maximum budget of 1,500 credits to spend on fighters (including equipment). Any unspent credits are lost.

Goliath Gangs

Fighters

Goliath gangs are made up of the following fighters:

1 Leader – 145 credits

MWSBSSTWIALdClWillInt
4''3+3+4423+35+4+8+7+

0-2 Champions – 110 credits each

MWSBSSTWIALdClWillInt
4''3+4+4424+26+5+8+8+

3 or more Gangers – 60 credits each

MWSBSSTWIALdClWillInt
4''4+4+4414+18+5+9+8+

Goliath Equipment

The cost paid for each fighter does not include weapons, armour or wargear – these must be purchased separately for each fighter from the lists below. A fighter can be armed with up to three weapons. Some weapons (marked with a *) are particularly large and take up the space of two weapons. Only Leaders and Champions can choose from the Status Weapons list.

Weapons: Brute cleaver – 15 credits; Combat shotgun – 30 credits; Fighting knife – 5 credits; Grenade launcher – 140 credits; Spud-jacker – 10 credits; Stub cannon – 15 credits; Stub gun – 5 credits.

Armour. All Goliath fighters wear furnace plates, at no cost.

Wargear. A fighter can take any combination of wargear: Frag Grenades – 15 credits; Krak Grenades – 25 credits; Respirator – 15 credits; Stimm-slug stash – 30 credits.

Status Weapons: 'Krumper' rivet cannon* – 110 credits; Plasma/Stub Combi-Pistol – 35 credits; Power hammer – 25 credits; 'Renderizer' serrated axe* – 35 credits.

Goliath Skills

Leaders and Champions each have one skill, chosen from the list below. Only the Leader can choose Leader skills.

Nerve of Steel. When the fighter is hit by a ranged attack, make a Cool check for them; if it is passed they are not Pinned.

Bull Charge. When the fighter makes attacks as part of a Charge action, any Melee weapons they use gain the Knockback trait and are resolved at +1 Strength.

Building Biceps. If any weapons carried by the fighter have the Unwieldy trait, the effect of Unwieldy is ignored.

Commanding Presence. If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (i.e. a Champion could activate two other fighters instead of one, or a Leader could activate three).

Crushing Blow. Before rolling to hit for a fighter's close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling to hit for a pistol. If that dice hits, the attack's Strength and Damage are each increased by 1.

Fearsome. If an enemy makes a Charge action that targets this fighter, they must make a Cool check before moving. If the check is failed, they cannot move and their action ends immediately. (Note: the source flags that in the later Gang War supplement this became a Willpower check instead.)

True Grit. When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit can then choose to discard one before resolving the dice effects.

Unstoppable. If the fighter has one or more Flesh Wounds in the Recovery phase, before making Recovery tests, roll a D6. On a 6, one of their Flesh Wounds is discarded.

Leader Skills

  • Iron Will. Subtract 1 from the result of any Bottle rolls while the Leader is on the battlefield and not Seriously Injured.
  • Rally. If Active, the fighter can make the following action: Rally (Basic) – Make a Cool check for each friendly Broken fighter within 8''. If the check is passed, they recover from being Broken.

Escher Gangs

Fighters

Escher gangs are made up of the following fighters:

1 Leader – 115 credits

MWSBSSTWIALdClWillInt
5''3+3+3322+35+6+6+7+

0-2 Champions – 90 credits each

MWSBSSTWIALdClWillInt
5''3+3+3322+26+7+6+6+

3 or more Gangers – 45 credits each

MWSBSSTWIALdClWillInt
5''4+4+3313+17+8+7+7+

Escher Equipment

The cost paid for each fighter does not include weapons, armour or wargear – these must be purchased separately for each fighter from the lists below. A fighter can be armed with up to three weapons. Some weapons (marked with a *) are particularly large and take up the space of two weapons. Only Leaders and Champions can choose from the Status Weapons list.

Weapons: Autogun – 15 credits; Autopistol – 10 credits; Lasgun – 10 credits; Laspistol – 5 credits; Power sword – 25 credits; Shotgun – 20 credits; Stiletto knife – 15 credits.

Armour. All Escher fighters wear flak armour, at no cost.

Wargear. A fighter can take any combination of wargear: Frag Grenades – 15 credits; Choke Gas Grenades – 35 credits; Krak Grenades – 25 credits; Chem-synth – 10 credits; Respirator – 15 credits.

Status Weapons: Combi-weapon (boltgun/needle rifle) – 35 credits; 'Nightshade' chem-thrower* – 125 credits; Plasma pistol – 35 credits; Shock whip – 20 credits.

Escher Skills

Leaders and Champions each have one skill, chosen from the list below. Only the Leader can choose Leader skills.

Marksman. The fighter is not affected by the rules for Target Priority. In addition, if they score a 6 to hit when making a ranged attack that does not use a Blast marker, they score a critical hit, and the attack's Damage is doubled (if they are firing a Rapid Fire weapon, only the first hit's Damage is doubled).

Commanding Presence. If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (i.e. a Champion could activate two other fighters instead of one, or a Leader could activate three).

Counter-Attack. When the fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker's attacks that failed to hit (whether they missed, were parried, etc).

Disarm. Any Melee weapons used by the fighter gain the Disarm trait. If a weapon already has that trait, then the target will be disarmed on a natural roll of 5 or 6, not just 6.

Dive. The fighter can voluntarily become Pinned at the end of any action, for free.

Dodge. If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect; otherwise continue to make a save roll as normal. If the fighter dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2'' before seeing whether they are hit. They cannot move within 1'' of an enemy fighter.

Sprint. If this fighter makes two Move actions in a turn, they can use the second one to Sprint. This lets them make a Double Move instead of a Standard Move for that action.

Gunfighter. If the fighter attacks with two pistols, they do not suffer the -1 penalty to the hit rolls and can, if they wish, target a different enemy with each pistol.

Leader Skills

  • Iron Will. Subtract 1 from the result of any Bottle rolls while the Leader is on the battlefield and not Seriously Injured.
  • Rally. If Active, the fighter can make the following action: Rally (Basic) – Make a Cool check for each friendly Broken fighter within 8''. If the check is passed, they recover from being Broken.

Founding a Gang for a Campaign

Before the campaign begins, each player must found a gang. The rules for founding a gang in a campaign differ from those used for a single skirmish. Each gang has a starting budget of 1,000 credits, and must be created using the House List of this book (or any additional House Lists that are released in the future); this budget can be spent on fighters (following the restrictions in each House List) and equipment from that House's Equipment List. Any credits that are not spent are added to the gang's Stash and stored away for later use.

A blank Fighter card must be completed for each fighter in the gang, and the gang roster must be completed to record all of the gang's details.

Gang Attributes

In campaign play, gangs have a number of attributes which are tracked on their roster. These attributes, and their starting values, are explained as follows.

Gang Rating. The Gang Rating is an indicator of how powerful the gang is – the proficiency of its fighters, how well equipped it is, and so on. The Gang Rating is the total cost of all of the fighters in the gang.

Reputation. Reputation is a measure of the gang's standing and power in their Zone. It is separate from Gang Rating, which is a measure of the gang's size and ability; a small gang can build an impressive Reputation. At the end of a Turf War, the gangs with the highest Reputation will face off to determine the overall winner. A gang's Reputation starts at 1, and cannot drop below 1.

Turf Size and Special Territories. Each gang has its Turf. Often marked by allegiance tags and guarded by watchful gangers, a gang's territory is often its most valuable asset. When a gang is created, its Turf Size starts at 1, representing its base of operations and the small area around it. During the campaign, gangs might also seize control of Special Territories, representing places of note (which will no doubt become heavily contested as time goes by). At the start of each Cycle after the first, gangs draw income from their Turf, representing anything from ill-gotten credits to willing donations paid by local owners. By default, this is their Turf Size multiplied by 10, but it can be modified by Special Territories and other effects.

Fighter Campaign Attributes

Experience (XP). As a fighter gains Experience, it is recorded, and the fighter can spend Experience in order to purchase Advancements – when they do so, the Experience total is reduced accordingly.

Advancements. The number of Advancements that have been purchased for a fighter is recorded here. The more Advancements a fighter has, the more expensive any future Advancements will be. Leaders and Champions start with one Advancement (a skill), which should be noted on the gang roster.

In Recovery and Captured By. When a fighter goes Out of Action, there is a chance they will suffer a Lasting Injury. Many of these will cause them to go into Recovery, and miss the next battle. When this is the case, their In Recovery box is ticked. Similarly, fighters might be Captured by an enemy gang – while this is the case, their Captured By box is filled in with the name of the gang that has captured them.

Completing a Gang Roster. As well as filling in a Fighter card for each fighter in their gang, players will need to complete a gang roster. This tracks additional campaign-related information such as territory, Gang Rating, Reputation and so on, as well as each fighter's Experience and Advancements. A gang does not have an upper limit on the number of fighters it can contain; if a gang is lucky enough to have too many fighters to fit on a single gang roster, a second roster should be used.

Campaign House Lists

The following section contains everything that players need to found, equip and expand a gang in a Necromunda campaign. Note that this replaces the single-skirmish Founding a Gang section entirely.

House Goliath Gangs

Gang Composition

A Goliath gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader.
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has – for example, a gang with Reputation 24 could have up to four Champions.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters (Leaders, Juves and Champions) in the gang, not counting Hangers-on.
  • A fighter can be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons – these are marked with an asterisk (*) in the equipment list.

Fighters

A starting Goliath gang is made up of the following fighters.

Leader – 145 credits

MWSBSSTWIALdClWillInt
4''3+3+4423+35+4+8+7+

Equipment: a Goliath Leader is equipped with Furnace Plates. They have no equipment restrictions. Starting Skill: Goliath Leaders start with one skill chosen from their Primary skill sets.

Champions – 110 credits each

MWSBSSTWIALdClWillInt
4''3+4+4424+26+5+8+8+

Equipment: a Goliath Champion is equipped with Furnace Plates. They have no equipment restrictions. Starting Skill: Goliath Champions start with one skill chosen from their Primary skill sets.

Juves – 25 credits each

MWSBSSTWIALdClWillInt
5''4+5+3313+19+5+10+9+

Equipment: a Goliath Juve starts with no equipment. They can be equipped with Pistols and Close Combat Weapons, but cannot be given any weapon that is worth more than 20 credits.

Gangers – 60 credits each

MWSBSSTWIALdClWillInt
4''4+4+4414+18+5+9+8+

Equipment: a Goliath Ganger is equipped with Furnace Plates. They can be equipped with Armour, Basic Weapons, Pistols, Close Combat Weapons, Grenades and Wargear. When the gang is created, one Ganger can be equipped with a Special Weapon; during the campaign, additional Gangers can also take Special Weapons.

House Goliath Skill Access

AgilityBrawnCombatCunningFerocityLeadershipShootingSavant
Leader-PrimarySecondary-PrimaryPrimarySecondary-
Champion-PrimarySecondary-PrimarySecondarySecondary-
JuveSecondarySecondary--Primary---
Specialist-PrimarySecondary-Primary-Secondary-

House Goliath Equipment List

Basic Weapons: Stub Cannon – 20 credits; Combat Shotgun (with salvo and shredder ammo) – 60 credits.

Close Combat Weapons: Axe – 15 credits; Fighting knife – 10 credits; Spud-jacker – 15 credits; Brute Cleaver – 20 credits; Power hammer – 45 credits; 'Renderizer' serrated axe* – 40 credits.

Pistols: Stub gun – 5 credits; Combi-pistol (stub gun/plasma pistol) – 65 credits.

Special Weapons: Grenade launcher (with frag and krak grenades) – 55 credits.

Heavy Weapons: 'Krumper' rivet-cannon* – 70 credits.

Grenades: Frag Grenades – 30 credits; Krak Grenades – 45 credits.

Wargear: Respirator – 15 credits; Stimm-slug stash – 30 credits; Photo-googles – 35 credits.

House Escher Gangs

Gang Composition

An Escher gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader.
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has – for example, a gang with Reputation 24 could have up to four Champions.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters (Leaders, Juves and Champions) in the gang, not counting Hangers-on.
  • A fighter can be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons – these are marked with an asterisk (*) in the equipment list.

Fighters

A starting Escher gang is made up of the following fighters.

Leader – 120 credits

MWSBSSTWIALdClWillInt
5''3+3+3322+35+6+6+7+

Equipment: an Escher Leader is equipped with flak armour. They have no equipment restrictions. Starting Skill: Escher Leaders start with one skill chosen from their Primary skill sets.

Champions – 95 credits each

MWSBSSTWIALdClWillInt
5''3+3+3322+26+7+6+6+

Equipment: an Escher Champion is equipped with flak armour. They have no equipment restrictions. Starting Skill: Escher Champions start with one skill chosen from their Primary skill sets.

Juves – 20 credits each

MWSBSSTWIALdClWillInt
6''4+5+2312+18+9+8+8+

Equipment: an Escher Juve starts with no equipment. They can be equipped with Pistols and Close Combat Weapons, but cannot be given any weapon that is worth more than 20 credits.

Gangers – 50 credits each

MWSBSSTWIALdClWillInt
5''4+4+3313+17+8+7+7+

Equipment: an Escher Ganger is equipped with flak armour. They can be equipped with Armour, Basic Weapons, Pistols, Close Combat Weapons, Grenades and Wargear. When the gang is created, one Ganger can be equipped with a Special Weapon; during the campaign, additional Gangers can also take Special Weapons.

House Escher Skill Access

AgilityBrawnCombatCunningFerocityLeadershipShootingSavant
LeaderPrimary-PrimarySecondarySecondaryPrimary--
ChampionPrimary-PrimarySecondarySecondarySecondary--
JuvePrimary-SecondarySecondary----
SpecialistPrimary-PrimarySecondarySecondary---

House Escher Equipment List

Basic Weapons: Autogun – 15 credits; Lasgun – 5 credits; Shotgun (with solid and scatter ammo) – 30 credits.

Close Combat Weapons: Shock whip – 25 credits; Stiletto knife – 20 credits; Power sword – 45 credits; Stiletto sword – 35 credits.

Pistols: Autopistol – 10 credits; Laspistol – 10 credits; Plasma pistol – 50 credits.

Special Weapons: Combi-weapon (boltgun/needle rifle) – 80 credits; 'Nightshade' chem-thrower – 135 credits.

Grenades: Frag Grenades – 30 credits; Choke Gas Grenades – 40 credits; Krak Grenades – 45 credits.

Wargear: Chem-synth – 15 credits; Respirator – 15 credits.

Campaigns

Running a Campaign

This section contains rules and guidelines for running a Necromunda campaign – a series of linked games which let players develop their gang and vie for territory and reputation alike against their rivals.

What is a Campaign. While one-off Necromunda battles are ideal for pick-up-and-play games, the game's true appeal lies in campaigns. In a campaign, a group of players commits to fighting a number of linked battles that represent an escalating series of clashes between their gangs. There's everything to win – reputation, riches and a slice of prime territory – and fighters can advance through the ranks and pick up new skills, or suffer debilitating lasting injuries. Participating in (and, especially, running) a campaign requires a bit more organisation than setting up one-off battles, but the tales of epic deeds, last stands and hard-fought vengeance make it entirely worthwhile.

Campaign vs Skirmish. With the introduction of campaign games to Necromunda, it is necessary to lay out some terminology. Broadly, Necromunda games will be either skirmish games or campaign games. Skirmish games are the pick-up-and-play battles that exist outside of a campaign, including the scenarios from Necromunda: Underhive and any other one-off battles. Campaign games are the battles that take place as part of a campaign, and use all of the requisite additional rules.

A campaign can be run with as few as two players, but is at its best with six or more. Each player founds a gang, then they all play games against each other. After each battle, there is the chance that gangs will claim new territories or steal them from each other, expanding their turf and pushing out their rivals. During battles, gangers might gain experience and become better fighters, or might suffer debilitating injuries that last for the rest of the campaign.

Campaigns are divided up into rounds, called Turf Wars, each of which usually lasts several weeks, separated by periods of Downtime which let the players take a break and play other games for a while. The start of a Turf War is a great chance for new players to join in, and for existing players to start a new gang or step down entirely.

How a Campaign Works

The Arbitrator. Every Necromunda campaign needs to be run by an Arbitrator. This is often the person whose idea it was to play a campaign in the first place, and it helps if they have a good knowledge of the Necromunda rules. They will be responsible for organising the players, keeping notes and records, maintaining any central resources, and so on. The Arbitrator is the ultimate power in the campaign, and their word is final. If they wish to adapt any campaign rules, they can do so. If they wish to add their own bespoke rules, this is also fine.

The one exception to this is with regards to the Arbitrator's gang. Most Arbitrators will want to play in the campaign as well, and will have a gang just like any other player. Their gang does not get any special bonuses, and the Arbitrator is expressly forbidden from abusing their position of power to give their gang any advantages.

Although the Arbitrator is responsible for keeping the campaign running smoothly, organising individual battles is down to the players themselves. They must ensure that the results of the battle, including any changes to Reputation, Gang Rating and Turf Size, are reported to the Arbitrator as soon as possible.

Designer's Note: Campaign Newsletters. Player engagement is key to running a successful campaign and one of the best ways to keep everyone involved is to run a campaign newsletter. This is admittedly another job for the Arbitrator, but it's an incredibly rewarding one! A good rule of thumb is to send out newsletters on a regular basis, for example once a week. The contents of a newsletter can vary, but it's good to include a summary of recent events, a leaderboard of sorts, and some gongs of note. The most fun part of running a newsletter is the chance to include brief in-character stories, threats and obituaries for lost fighters. Don't worry if your technical skills are lacking, either – just text in an email does the job nicely!

Zones. In smaller campaigns, all of the gangs are assumed to occupy the same Zone, vying for territory in a contained area. In campaigns with more than eight players, it is recommended that multiple Zones are used, dividing the gangs between them as evenly as possible – ideally, there should be between four and eight gangs per Zone. It goes without saying that each Zone should be given a suitable name!

During the campaign, gangs will be able to seize territory from other gangs in the same Zone as them, and fighting gangs in their Zone will increase their Reputation. They can also fight gangs from other Zones, but doing so cannot expand their territory and will have a lesser impact on their Reputation. It is up to the Arbitrator how they divide gangs between Zones – it could be a completely random draw, done based on real-world concerns, or take certain things into consideration. As before, the Arbitrator's decision is final.

Zone Names. Zones, much like the settlements within them, can take their name from any number of sources – their founder, a landmark, local resources, flora or fauna, and so on. Some names for inspiration: Brunner's Dome, Chem Falls, Dead End Pass, Misfortune, Irontree, Oil Springs, Old Bay, Raffik's Folly, Rust Sprawl, Spoilheap, Starcher's Rise, Steelgate, The Tangle, Toxic Shore, Vat City.

Turf Wars and Cycles. A campaign can potentially run forever, but to keep things focused, campaigns are divided into Turf Wars. This is a period of continuous time during which the campaign is active – for example, a Turf War might last for six weeks, with players facing off one or more times per week. Once the Turf War is over, there is a period of Downtime, during which players can take a break and play some other games, and then a new Turf War begins.

Designer's Note: What are we fighting for? Over the course of a Turf War, gangs are fighting to become the top dog in their Zone. This is measured by more than the size of their Turf; to make it to the top they will need to show their superiority over the other gangs, represented by their Reputation. When it comes to the Apotheosis at the end of the Turf War, Reputation is the metric that is used to determine the overall winner, so players should push to increase their Reputation wherever possible.

Turf Wars are further divided into Cycles. Necromundan culture is built around industry, and, lacking natural light within the Hive, its inhabitants use work shifts to measure time, in the same way that the people of other planets use days. These shifts are then grouped into Cycles, each roughly the equivalent of a Terran week. During a campaign, each Turf War lasts a number of Cycles, and several rules apply to them – for example, gangs collect income once per Cycle.

When setting up a campaign, the Arbitrator should decide how long they would like each Cycle to run for, and how many Cycles there will be in the first Turf War. There is no correct answer here; the Arbitrator should consider how many players they have, how often they are likely to play games, and so on. As a rule of thumb, a Cycle should last long enough for most players to be able to play one or two games. A campaign of between four and six Cycles is a good place to start, but this is not set in stone, and the Arbitrator should adjust it to match the wants and needs of their players. Whatever the case, it is important that the Arbitrator makes it clear to the players when a Cycle begins and ends.

Apotheosis. Each Turf War ends with an Apotheosis – a climactic series of battles to determine which of the gangs comes out on top. Apotheosis is described in more detail below.

Example: Starting a Campaign. Charlie is preparing to run a Necromunda campaign with seven other players. As this makes eight players in total, he notes that the campaign will take place in a single Zone, which he names Irontree. Most of the players are part of his regular gaming group, which meets at their local club every Thursday evening, and after having a chat as a group, they decide they'll be able to get at least a couple of games in every session. They also agree that they'd like the campaign to run for a couple of months at most, as their Blood Bowl league is due to start up again soon. Bearing all of that in mind, Charlie decides that the campaign's first Turf War will last for six Cycles, with each Cycle lasting one week (starting on a Thursday and running to the following Wednesday).

Designer's Note: Keeping it Short. Although it might be tempting to run an extended campaign that lasts several months – or, indeed, runs indefinitely – we don't recommend it. In our experience, campaigns that don't have a definite end point only run until players get distracted, or until one player gets so far ahead that they are nigh unbeatable! This is never a good way to end a campaign, especially if the Arbitrator's been putting a lot of work into it. Trust us: keep your campaigns short, snappy and action-packed, and players will be crying out to start a new Turf War!

Campaign Battles. Playing a game which is part of a campaign has a few more steps than a skirmish battle – for a start, the choice of scenario and the fighters in each crew mean a lot more in the context of a campaign. Immediately before playing a campaign battle, players must follow the pre-battle sequence (below). Then, once the battle has been completed, they must follow the post-battle sequence (below).

Gangs in Campaign. Each player taking part in a campaign controls one gang – although the Arbitrator may be tempted to allow players to control more than one gang, this generally leads to complications down the line. Each gang is a living thing: it will gain and lose fighters, and those fighters will learn new skills or suffer crippling injuries. Should a player wish, they can retire their gang during Downtime and start with a new gang for the next Turf War.

Campaign Battles

This section contains all of the additional rules for fighting in a campaign battle.

Gaining Experience. During a game, fighters can gain Experience in a number of ways. There are three standard ways to gain Experience, although others might be detailed in the scenario:

  • A fighter gains 1 Experience if their action causes an enemy fighter to go Out of Action. This could be an attack, a Coup de Grace, or anything else, as long as the enemy is taken out during the action itself (for example, setting a booby trap which later takes an enemy Out of Action would not count). If an action causes multiple enemies to be taken Out of Action – for example, a fighter throws a frag grenade and takes out two enemies – they gain Experience for each.
  • In addition to the above, a fighter gains 1 additional Experience if the fighter they take Out of Action is a Leader or Champion.
  • A fighter who Rallies gains 1 Experience for having the courage to return to the fight.

Advancements. At the start of a battle, during the pre-battle sequence, each player has the chance to purchase Advancements for their Leaders, Champions, Juves, and Specialists, by spending their XP. The cost of these Advancements is shown in the table below; the fighter's card is updated accordingly, the appropriate amount of XP is deducted from their total and the number in their Advancements box is increased by 1.

The more experienced a fighter is, the more Advancements cost: the cost of each Advancement is increased by 2 for each Advancement the fighter already has. Juves are particularly fast learners – as such, they ignore this rule, and always use the cost shown on the table, regardless of the number of Advancements they have. For example, a Champion already has an Advancement, which increased their Initiative by 1. If they wish to increase their Movement by 1'', the cost will be 7 XP.

XP CostAdvancement – Leaders, Champions, Juves, SpecialistsCredits Value
3 XPImprove the fighter's Willpower or Intelligence by 1.+5 credits
4 XPImprove the fighter's Leadership or Cool by 1.+10 credits
5 XPImprove the fighter's Initiative by 1.+10 credits
5 XPAdd 1'' to the fighter's Movement.+10 credits
6 XPImprove the fighter's Weapon Skill or Ballistic Skill by 1.+20 credits
6 XPThe fighter gains a random skill from one of their Primary skill sets.+20 credits
8 XPIncrease the fighter's Strength or Toughness by 1.+30 credits
9 XPPick a skill from one of the fighter's Primary skill sets.+20 credits
9 XPThe fighter gains a random skill from one of their Secondary skill sets.+35 credits
12 XPIncrease the fighter's Wounds or Attacks by 1.+45 credits
12 XPSpecialist only: promote the fighter to Champion. They gain a random skill from one of their Primary skill sets.+40 credits
15 XPThe fighter gains a random skill from any skill set.+50 credits

Gangers. While Leaders, Champions and Juves are central to a gang's narrative, Gangers are its supporting characters. As such, they spend Experience and gain Advancements in a simplified fashion. When a Ganger reaches 6 XP, their XP resets to 0 and the controlling player rolls 2D6 on the table below. The Ganger's Fighter card is updated and their value amended accordingly.

2D6Advancement – Gangers (not including Specialists)Credits Value
2The fighter becomes a Specialist.-
3-4Improve the fighter's Weapon Skill or Ballistic Skill by 1.+5 credits
5-6Increase the fighter's Strength or Toughness by 1.+30 credits
7Either add 1'' to the fighter's Movement or improve their Initiative by 1.+10 credits
8-9Improve the fighter's Willpower or Intelligence by 1.+20 credits
10-11Improve the fighter's Leadership or Cool by 1.+10 credits
12The fighter becomes a Specialist.-

Specialists. Two of the results on the table allow a Ganger to become a Specialist. They are still a Ganger to all rules purposes (for example, which equipment they can carry), but they now spend Experience and gain Advancements in the same way as a Leader, Champion or Juve. Specialists have their own skill set access, as shown in their House List.

Skills

Skills can be obtained by Leaders, Champions, and Juves (as well as Gangers who have become Specialists). The skills that are available are divided into eight sets: Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting and Savant.

Maximum Characteristics. Each of a fighter's characteristics has a maximum value. If a roll on the Advancement table for a Ganger has no option but to increase a characteristic beyond its maximum (for example, a roll of 3 or 4 when their Weapon Skill and Ballistic Skill are both already 2+), treat it as a roll of 12 instead.

  • Weapon Skill, Ballistic Skill and Initiative cannot be improved beyond 2+.
  • Leadership, Cool, Willpower and Intelligence cannot be improved beyond 3+.
  • Movement, Strength and Toughness cannot be improved by more than 2 (compared to the fighter's original profile).
  • Wounds and Attacks cannot be improved by more than 1 (compared to the fighter's original profile).

Each House fights in its own way, and this is reflected by the skill sets that are available to them. A fighter has different levels of access to sets depending on their House and their type; for example, Goliath Champions can gain Brawn skills more easily than Escher Juves! In each House list, above, there is a section showing the skill set access for that House. Fighters have Primary access to some skill sets, making it easiest to gain skills from those sets, and Secondary access to others, which have a higher cost. Fighters can access skills from other sets, but the cost is higher still. Regardless of House, all Leaders and Champions also have access to the Leadership skill set. It is treated as a Primary set for Leaders and a Secondary set for Champions.

Gaining a Skill. When a fighter gains a skill, it will either be chosen or determined randomly depending on how much XP is spent. Choosing a skill is simply a case of turning to the relevant skill set and picking a skill from it. To determine a random skill, the player declares which set they are generating the skill from, rolls a D6 and looks up the result on the relevant table (re-rolling if the fighter already has that skill). In either case, the skill is added to the fighter's card.

Skills

This section lists all the skills that are available to fighters. The following table summarises each of the skill sets, and can be used (by rolling a D6) to determine a random skill from one of the sets.

D6AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
1CatfallBull ChargeCombat MasterBackstabBerserkerCommanding PresenceBallistics ExpertFast Shot
2ClamberBulging BicepsCounter-AttackEscape ArtistImpetuousInspirationalConnectedGunfighter
3DodgeCrushing BlowDisarmEvadeFearsomeIron WillFixerHip Shooting
4Mighty LeapHeadbuttParryInfiltrateNerves of SteelMentorMedicaeMarksman
5Spring UpHurlStep AsideLie LowTrue GritOverseerMunitioneerPrecision Shot
6SprintIron JawRain of BlowsOverwatchUnstoppableRegroupSavvy TraderTrick Shot

Agility

Catfall. When this fighter falls or jumps down from a ledge, they count as having moved half the vertical distance. In addition, if they are not Seriously Injured, or taken Out of Action by a fall, make an Initiative test for them – if it is passed, they remain standing rather than being Pinned.

Clamber. When the fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder.

Dodge. If this fighter suffers a wound from a ranged or close combat attack, roll a D6. On a 6, the attack is dodged and has no effect, otherwise continue to make a save roll as normal. If the fighter dodges a weapon that uses a Blast marker or Flame template, a roll of 6 does not automatically cancel the attack – instead, it allows the fighter to move up to 2'' before seeing whether they are hit. They cannot move within 1'' of an enemy fighter.

Mighty Leap. This fighter can attempt to leap across gaps that are no wider than their Movement characteristic. If the gap is wider than half their Movement characteristic, the Initiative test has a -1 modifier.

Spring Up. If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed, the fighter can make a free Stand Up action.

Sprint. If this fighter makes two Move (Simple) actions in a turn, they can use the second one to Sprint. This lets them make a Double Move instead of a Standard Move for that action.

Brawn

Bull Charge. When this fighter makes close combat attacks as part of a Charge action, any Melee weapons they use gain the Knockback trait and are resolved at +1 Strength.

Bulging Biceps. If any weapons carried by the fighter have the Unwieldy trait, the effects of Unwieldy are ignored.

Crushing Blow. Before rolling to hit for a fighter's close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling to hit for a pistol. If that dice hits, the attack's Strength and Damage are each increased by 1.

Headbutt. If the fighter is Engaged, they can use the following action: Headbutt (Basic) – Pick an Engaged enemy fighter and roll two D6. If either result is equal to or higher than their Toughness, they suffer a hit with a Strength equal to this fighter's Strength +2 resolved at Damage 2. However, if both dice score lower than the enemy fighter's Toughness, this fighter instead suffers a hit equal to their own Strength.

Hurl. If the fighter is Active or Engaged, they can make the following action: Throw Opponent (Basic) – Pick an Engaged enemy fighter or a Seriously Injured enemy fighter in base contact. If that fighter is standing, the opposing player can make an Initiative check for them; if this is failed, or if the fighter was Seriously Injured, the enemy fighter is hurled. Pick a direction, then move the enemy fighter D3'' in that direction – if they were standing, they are Pinned after moving. If they hit a standing fighter or piece of terrain (other than a low obstruction), they stop moving and suffer a Strength 3 hit. If they hit another fighter, that fighter also suffers a Strength 3 hit and is Pinned.

Iron Jaw. This fighter's Toughness is treated as being 2 higher than normal when another fighter makes unarmed attacks against them in close combat.

Combat

Combat Master. The fighter never suffers penalties to their hit rolls for interference and can always grant assists regardless of how many enemy fighters they are engaged with.

Counter-Attack. When the fighter makes Reaction attacks in close combat, they roll one additional Attack dice for each of the attacker's attacks that failed to hit (whether they missed, were parried, etc).

Disarm. Any Melee weapons used by the fighter gain the Disarm trait. If a weapon already has that trait, then the target will be disarmed on a natural roll of 5 or 6, not just 6.

Parry. The fighter can parry attacks as though they were carrying a weapon with the Parry trait. If they already have one or more weapons with this trait, they can parry one additional attack.

Rain of Blows. This fighter treats the Fight action as Simple rather than Basic.

Step Aside. If the fighter is hit in close combat, the fighter can attempt to step aside. Make an Initiative check for them. If the check is passed, the attack misses. This skill can only be used once per enemy in each round of close combat – in other words, if an enemy makes more than one attack, the fighter can only attempt to step aside from one of them.

Cunning

Backstab. Any close combat weapons used by this fighter gain the Backstab trait. If they already have the trait, add 3 to the attacker's Strength rather than 1 when the trait is used.

Escape Artist. When this fighter makes a Retreat action, add 2 to the result of the Initiative check (a natural 1 still fails). In addition, if this fighter is Captured at the end of a battle, roll a D6. On a result of 2 or more, they slip away and are not captured.

Evade. If an enemy targets this fighter with a ranged attack, and this fighter is Active and not in Partial cover or Full cover, there is an additional -1 modifier to the hit roll, or a -2 modifier if they are at Long range.

Infiltrate. If this fighter should be set up at the start of a battle, they are instead placed to one side. Then, immediately before the start of the first round, their controlling player sets them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6'' of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off.

Lie Low. While this fighter is Prone, enemy fighters cannot target them with ranged attacks unless they are within the attacking weapon's Short range. Weapons that do not have a Short range are unaffected by this rule.

Overwatch. If this fighter is Active and Readied, they can interrupt a visible enemy fighter's action as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a Shoot action, targeting the enemy fighter whose action has been declared. If the enemy is Pinned or Seriously Injured, their turn ends immediately – their action is not made.

Ferocity

Berserker. When this fighter makes close combat attacks as part of a Charge action, they roll an additional Attack dice.

Fearsome. If an enemy makes a Charge action that targets this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their action ends immediately.

Impetuous. When this fighter Consolidates at the end of a close combat, they can move up to 4'' instead of up to 2''.

Nerves of Steel. When the fighter is hit by a ranged attack, make a Cool check for them; if it is passed they are not Pinned.

True Grit. When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit can then choose to discard one before resolving the dice effects.

Unstoppable. Before making a Recovery test for this fighter in the End phase, roll a D6. On a result of 4 or more, one Flesh Wound they have suffered is discarded. If they do not have any Flesh Wounds, and the result is 4 or more, roll one additional dice for their Recovery test.

Leadership

Commanding Presence. If a group is activated, and this fighter is chosen to lead the group, it can include one more fighter than normal (i.e. a Champion could activate two other fighters instead of one, or a Leader could activate three).

Inspirational. If a friendly fighter within 6'' of this fighter fails a Cool check, make a Leadership check for this fighter. If it passes, the Cool check is also treated as having been passed.

Iron Will. Subtract 1 from the result of any Bottle rolls while the Leader is on the battlefield and not Seriously Injured.

Mentor. Make a Leadership check for this fighter each time another fighter within 6'' gains a point of Experience. If the check passes, that fighter gains 2 Experience instead of 1.

Overseer. If the fighter is Active, they can attempt to make the following action: Order (Double) – Pick a friendly fighter within 12''. That fighter can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.

Regroup. If this fighter is Active at the end of their turn, make a Leadership check for them. If it passes, each friendly Broken fighter within 6'' recovers from being Broken.

Savant

Ballistics Expert. When this fighter makes an Aim action, make an Intelligence check for them. If it passes, they gain an additional +1 modifier to their hit roll.

Connected. This fighter can make a Seek Rare Item action in the post-battle sequence, in addition to any other actions they make (meaning they could even make two Seek Rare Item actions). They cannot do this if they are not able to make any actions.

Fixer. In the Receive Rewards step of the post-battle sequence, as long as the fighter is not captured or in recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle.

Medicae. When this fighter assists a friendly fighter who is making a Recovery test, re-roll any Out of Action results. If the result of a re-rolled dice is also Out of Action, the result stands.

Munitioneer. Whenever an Ammo check is failed for this fighter or another fighter from the same gang within 6'', it can be re-rolled.

Savvy Trader. When this fighter makes a Seek Rare Item post-battle action, add 1 to the result of the roll to see whether the item is available and reduce the cost of the item by 20 credits (to a minimum of 10).

Shooting

Fast Shot. This fighter treats the Shoot action as Simple rather than Basic, as long as they do not attack with an Unwieldy weapon for either action.

Gunfighter. If the fighter attacks with two pistols, they do not suffer the -1 penalty to the hit rolls and can, if they wish, target a different enemy with each pistol.

Hip Shooting. If the fighter is Active, they can make the following action: Run and Gun (Double) – The fighter makes a Double Move then makes an attack with a Ranged weapon. The hit roll has an additional -1 modifier, and Unwieldy weapons cannot be used.

Marksman. The fighter is not affected by the rules for Target Priority. In addition, if they score a 6 to hit when making a ranged attack that does not use a Blast marker, they score a critical hit, and the attack's Damage is doubled (if they are firing a Rapid Fire weapon, only the first hit's Damage is doubled).

Precision Shot. If the hit roll for a ranged attack made by the fighter is a natural 6 (when using a weapon that does not have the Blast trait), the shot hits an exposed area and the opponent cannot make an armour save.

Trick Shot. When this fighter makes ranged attacks, they do not suffer a penalty to the hit roll for the target being Engaged or in Partial Cover. In addition, if the target is in Full Cover, they suffer a -1 penalty instead of -2.

Lasting Injuries

When a fighter goes Out of Action, their opponent rolls 2D6, one after the other (a D66 roll), and looks up the result on the Lasting Injuries table. If an Injury roll results in more than one Out of Action result, a separate roll on the Lasting Injuries table is made for each.

Going into Recovery. Some results cause a fighter to go into recovery. The fighter's In Recovery box on the gang roster is checked, and the fighter must miss the next battle in order to recover. In the post-battle sequence of the gang's next battle, the box will be cleared and the fighter is once again available.

Characteristic Penalties. Some results give a permanent penalty to a fighter's characteristic. The Fighter Card must be amended immediately – note that their credits value does not change. Also, if a characteristic that is depicted as a target number (Weapon Skill or Initiative, for example) is reduced, the actual number increases – in other words, if a fighter with a Weapon Skill of 4+ receives a Hand Injury their Weapon Skill is decreased to 5+.

Minimum Characteristics. A fighter's characteristics cannot be reduced beyond a certain level, as shown below. If one of a fighter's characteristics would be reduced below this level, the fighter goes into recovery, but suffers no additional penalty.

  • Weapon Skill, Ballistic Skill and Initiative cannot be reduced to worse than 6+.
  • Leadership, Cool, Willpower and Intelligence cannot be reduced to worse than 12+.
  • Movement, Strength and Toughness cannot be reduced to less than 1.

Succumbing to Injuries. If a fighter is Seriously Injured when the battle ends, roll a D6 for them. On a 3 or more, they survive without any further complications, but on a 1 or 2, they succumb to their injuries and are treated as having gone Out of Action. A Lasting Injury roll is made for them as normal.

D66Lasting Injury
11Lesson Learned. The fighter goes into recovery but gains D3 Experience.
12-26Out Cold. The fighter misses the rest of the battle, but avoids any long-term injuries.
31-45Grievous Injury. The fighter goes into recovery.
46Humiliated. The fighter goes into recovery. In addition, their Leadership and Cool are each decreased by 1.
51Head Injury. The fighter goes into recovery. In addition, their Intelligence and Willpower are each decreased by 1.
52Eye Injury. The fighter goes into recovery. In addition, their Ballistic Skill is decreased by 1.
53Hand Injury. The fighter goes into recovery. In addition, their Weapon Skill is decreased by 1.
54Hobbled. The fighter goes into recovery. In addition, their Movement characteristic is reduced by 1.
55Spinal Injury. The fighter goes into recovery. In addition, their Strength characteristic is reduced by 1.
56Enfeebled. The fighter goes into recovery. In addition, their Toughness characteristic is reduced by 1.
61-65Critical Injury. The fighter is in critical condition – if their injury is not successfully treated by a visit to the Doc (see the Post-Battle Sequence) in the post-battle sequence, they will die.
66Memorable Death. The fighter is killed instantly – not even a visit to the Doc can save them. If the injury was caused by an attack, the attacker gains one additional Experience.

Fleeing the Battlefield

In a campaign, it is often wise for a gang to quit a fight while they are ahead. This is especially true in ambushes, and when smaller crews take on larger or more dangerous ones! In campaign play, a gang's controlling player can choose to voluntarily fail any Bottle test they make, instead of rolling for it.

Once a gang has bottled out (whether voluntarily or by failing a Bottle test), the controlling player can declare that the gang will flee the battlefield at the start of any Action phase. Any Active and Pinned fighters from their gang immediately flee the battlefield, as described under Running for Cover, above. Engaged fighters must first attempt to break away from their fight – make an Initiative check for each of them. If the check is passed, they flee, but if it fails, they are Seriously Injured. Once the gang that has declared it will flee has only Seriously Injured fighters on the battlefield, the battle ends. Roll to see whether fighters succumb to their injuries or are captured as normal.

Being Captured

If only one gang has fighters on the battlefield at the end of the battle, there is a chance that they might capture a fallen enemy. Roll 2D6 and add the number of opposing fighters who went Out of Action (including those who have succumbed to their injuries). If the result is 13 or greater, shuffle together the Fighter cards of any enemy fighters who went Out of Action and draw one at random – that fighter is captured. Fighters who have suffered a Critical Injury cannot be captured (they are left for dead!); if their card is drawn, discard it and draw again. Fill in the Captured By box on the gang roster for that fighter, noting down the gang that has captured them.

While a fighter is captured they are unavailable for battles, as though they were in recovery – however this lasts until they are freed as follows. The capturing gang should mark the captured fighter's name and gang on their roster.

Captured Fighters. Once a fighter has been captured, their gang has one chance to attempt to free them. The next time the same two gangs fight, the captured fighter's controlling player can declare that they will attempt a rescue mission. This supersedes the Determine Scenario step of the pre-battle sequence – instead, the Rescue Mission scenario is played.

If the gang does not wish to attempt the Rescue Mission scenario, and a different scenario is played, the capturing gang can choose to sell them to the Guilders in the post-battle sequence of that battle or any subsequent battle (they might wish to keep their captive, especially if they have the Mine Workings territory). If the fighter is still captured next time the two gangs fight, the captured fighter's controlling player can once again attempt a rescue mission.

At any time, regardless of whether a rescue mission has already been attempted, the two gangs' controlling players can come to an agreement to return the fighter. This could be a payment of credits, a trade for another captive, a piece of territory, an item of equipment or anything else – this is entirely up to the two players, and the capturing gang is free to refuse an offer. If an agreement is reached and the trade is made, the captured fighter is immediately freed.

The Pre-Battle and Post-Battle Sequences

In a campaign, there are additional steps that take place before and after a battle, as listed below. They must be followed in the order shown, and must be done while both players are present.

The Pre-Battle Sequence

The pre-battle sequence has six steps:

  1. Buy Advancements and Recruit Hired Guns
  2. Determine Scenario
  3. Set up Battlefield
  4. Draw Tactics Cards
  5. Choose Crews
  6. Deploy

1. Buy Advancements and Recruit Hired Guns. Each player can spend Experience to purchase Advancements for their fighters (see Advancements, above). If both players wish to do so, the player with the higher Gang Rating goes first, purchasing any Advancements they wish, then the other player does so. If both players have the same Gang Rating, the winner of a roll-off chooses whether to go first or second. Once any Advancements have been bought, players can spend credits to recruit Hired Guns. Again, if both players wish to do so, the player with the higher Gang Rating goes first.

Designer's Note: Speeding Things Up. Having this step at the start of the pre-battle sequence means that players can plan ahead between battles, working out which Advancements they will purchase. There are often several options available when spending Experience, so a bit of forward planning is recommended to get the game under way in a timely fashion.

2. Determine Scenario. To determine which scenario will be used, roll 2D6 on the following table:

2D6Result
2-3The player with the higher Gang Rating chooses which scenario to play. If both players have the same Gang Rating, the winner of a roll-off chooses which scenario to play. If there is an attacker and a defender, the player who chose the scenario is the attacker.
4-6Play the Stand-off scenario.
7-12The player with the lower Gang Rating chooses which scenario to play. If both players have the same Gang Rating, the winner of a roll-off chooses which scenario to play. If there is an attacker and a defender, the player who chose the scenario is the attacker.

Then, the players should agree whether they will fight using the Zone Mortalis or Sector Mechanicus rules. If they cannot decide, the player who chose the scenario has the deciding vote. If neither player chose the scenario (for example, because a 4-6 was rolled on the table), the players should roll off and the winner's choice applies.

Rescue Missions. If one of the players has captured one of the other player's fighters, the captured fighter's player has the opportunity to override the Scenario table and attempt a rescue mission.

3. Set up Battlefield. The players now set up the battlefield. Some scenarios have special instructions for how to do this, but the default system for Zone Mortalis (the tile-based terrain used by the Necromunda: Underhive boxed set) is as follows. If both players prefer, they can ignore this system and simply set up a battlefield they wish!

Starting with the winner of a roll-off (or the defender, if the scenario has one), the players take turns to pick a board tile and place it. Each tile after the first must be placed so that at least half the length of one of its edges is touching an existing tile. A tile cannot be placed if it would make the entire board more than four tiles wide in any direction. At any time, as long as at least three tiles have been placed, a player can declare that they have finished placing tiles. Their opponent then has the opportunity to place one more tile.

Once all tiles have been placed, doors are added. If the scenario has a defender, they can place any number of doors and/or door terminals. Otherwise, starting with the winner of a roll-off, the players take turns placing a door, with a door terminal if they wish. At any time, as long as at least three doors have been placed, a player can declare that they have finished placing doors. Their opponent then has the opportunity to place one more door.

Then, scatter terrain is added. Starting with the winner of a roll-off (or the defender, if the scenario has one), players take turns placing up to three pieces of scatter terrain. At any point, a player can declare that they do not wish to place any more scatter terrain; the other player can then place up to three more if they wish.

Finally, the winner of a roll-off places a loot casket anywhere that is not within 6'' of an edge of the battlefield. The other player then does the same, with the added restriction that it cannot be within 12'' of another loot casket. Each player then rolls a D6; on a 4 or more, they can place another loot casket as long as they can follow the same restrictions.

4. Draw Tactics Cards. Each player prepares their deck of Tactics cards – by default this is one copy of each Gang Tactics card, plus any House Tactics cards relating to their gang's House (for example, an Escher gang would take one of each Gang Tactics card and one of each House Escher card). If players have any additional Gang Tactics or relevant House Tactics cards (for example, any from expansion packs or made available separately, such as event-exclusive cards), these are also added to their decks. Any cards marked as "Zone Mortalis" are left out of the deck if this is a Sector Mechanicus game, and vice versa.

Then roll a D6 and set aside that many barricades. Starting with the defender (if there is one) or the winner of a roll-off, players take turns placing a barricade until all have been set up. Then, if there is an attacker, they can place up to two ductways; otherwise, each player (starting with the one who did not place the last barricade) sets up one ductway.

Once each player's deck has been prepared and thoroughly shuffled, they draw Tactics cards as described in the scenario instructions. Unless a scenario specifically states otherwise, a player cannot draw the same card more than once, even if they own a duplicate copy.

Rigged Door and Hidden Passage. The Rigged Door and Hidden Passage cards found in the Necromunda: Underhive boxed set are intended for use in Zone Mortalis battles only. They cannot be chosen for Sector Mechanicus battles; if either of them is drawn randomly, they should be discarded and another card should be drawn to replace it.

5. Choose Crews. Each player chooses a crew from their available fighters, using one of the following methods. The scenario will state which method is used by each player, or might instruct one or both players to use a different, bespoke method. Unless the scenario states otherwise, any fighters not included in the crew will not take any part in the battle.

Random Selection (X). The player first removes from their deck of Fighter cards any fighters who cannot take part in the battle (for example, because they are in Recovery or have been Captured). If their Leader or any of their Champions has multiple equipment sets, one of their Fighter cards, drawn at random, is kept in the deck – the others are removed. Then the player shuffles their deck and deals out a number of face-down cards dictated by the number shown in brackets (for example, a player using the Random Selection (D3+4) method would roll a D3, add 4 to the result and deal out that many cards). The fighters shown on these cards are the gang's crew for this scenario.

Custom Selection (X). The player chooses their crew, in secret, by creating a face-down pile of Fighter cards. They cannot include any fighters who cannot take part in the battle for any reason. The number in brackets shows the maximum number of fighters that can be included in the crew; if this is a random number (for example, D3+4), this should be determined before the crew is chosen. If there is no number in brackets, there is no maximum size to the crew.

6. Deploy. The crews are set up on the battlefield. Some scenarios have special rules for this, but the default method is as follows: the players roll off, and the winner decides whether to take the Priority marker or give it to their opponent. Then, the player with the Priority marker chooses one of the edges of the battlefield and sets up their entire gang within 12'' of that edge. The other player then sets up their gang within 12'' of the opposite edge. For the first round, the player who already has the Priority marker keeps it (do not roll off in the Priority phase).

The Post-Battle Sequence

The post-battle sequence has six steps:

  1. Wrap Up
  2. Collect Income (first battle of the Cycle only)
  3. Receive Rewards
  4. Post-Battle Actions
  5. Update Roster
  6. Report Results

1. Wrap Up. Each player checks to see whether any of their Seriously Injured fighters succumb to their injuries, and whether they capture any enemy fighters. Any other events that take place "at the end of the battle" are triggered here. Players should also consider shaking hands, congratulating/commiserating with their opponent and sharing favourite moments from the battle – some would say this is the most important step!

2. Collect Income. If this is the gang's first battle of this Cycle, they collect income from their Turf. The gang's Turf Size is multiplied by 10, and that many credits are added to their Stash. In addition, most Special Territories generate additional income at this point. This step is disregarded in the first Cycle of each Turf War (including the first battle of the campaign).

3. Receive Rewards. Each scenario shows a list of rewards which the gangs can receive based on their performance during the battle. Any equipment gained is added to the gang's Stash; it can be distributed to fighters in Step 5.

Gaining, Losing and Stealing Turf. A gang's Turf is often hard to define, and can change depending on their victories and defeats. After a gang's Turf Size increases, roll a D6 and add the amount by which it increased. On a result of 7 or more, it gains a new Special Territory. Conversely, after a gang's Turf Size decreases, roll a D6 and subtract the amount by which it decreased. On a result of 0 or less, they lose one of their Special Territories, chosen randomly.

If a reward lets a gang steal Turf from another gang, the latter gang's Turf Size is decreased as described previously, and the stealing gang's Turf is increased by the same amount. Roll a D6 and subtract the amount by which the latter gang's Turf Size decreased. On a result of 0 or less, they lose one of their Special Territories, chosen randomly, and it is added to the stealing gang's roster.

Gaining and Losing Reputation. Each scenario contains a number of ways in which a gang can gain or lose Reputation. If a gang both gains and loses Reputation, any gains are applied before any losses.

4. Post-Battle Actions. Each Leader or Champion in the gang can make one post-battle action. Each of these actions is carried out one at a time, in an order of the controlling player's choice. Fighters who are in recovery or who have been captured cannot make post-battle actions. Unless otherwise stated, the same action can be made more than once. The actions below are always available, but others might also become available through Special Territories, skills or other means.

  • Work the Gang's Turf. The fighter generates D6x10 credits, which are immediately added to the gang's Stash.
  • Visit the Trading Post. The fighter attends the Trading Post, increasing the gang's chances of finding rare items. This is resolved in Step 5.
  • Sell to the Guilders. The fighter can sell any number of captive fighters to the Guilders – as long as their gang has had a chance to rescue them. Each captive is worth half their value, rounding up to the nearest 5 credits – this many credits are added to this gang's Stash. The captive's controlling player should be informed as soon as possible, and must delete the captive from their roster.
  • Medical Escort. The fighter escorts a critically injured fellow gang member to the Doc. Pick another fighter in the gang who suffered a Critical Injury during the battle and pay 2D6x10 credits from the gang's Stash. If the gang does not have sufficient funds, or does not wish to pay the full amount, no roll is made and the fighter dies. Otherwise, roll a D6 on the table below:
D6Result
1Complications. The fighter dies.
2-5Stabilised. Roll a D6 and apply the result from the Lasting Injuries table, assuming that it is the second dice of a D66 roll and the first dice rolled a 5 (in other words, a roll of 1 counts as 51, a roll of 2 counts as 52, and so on).
6Full Recovery. The fighter goes into recovery, but suffers no lasting effects.

5. Update Roster. These steps are carried out in order.

A. Fighters Recover. If a fighter missed this battle because they were recovering, their Recovering box on the gang roster is cleared. They are able to take part in the next battle.

B. Delete Dead or Retiring Fighters. Dead fighters are deleted from the roster. Their equipment (except for armour) is added to the gang's Stash as long as their gang had at least one fighter on the battlefield at the end of the battle, or if the fighter was taken to the Doc but still died (either because the gang could not pay for their treatment, or there were complications). Otherwise, the dead fighter's equipment is lost.

Also, at this point, the controlling player can choose to retire fighters – usually because Lasting Injuries have rendered them unfit for battle. These fighters are deleted from the roster, and their equipment is added to the gang's Stash. Equipment in the gang's Stash can be sold or transferred to a new fighter in the next step.

Loss of a Leader. If a gang's Leader is killed or is retired, a new Leader must be nominated from among the gang's Champions. If it has no Champions, the new Leader must be either a Specialist or a Juve. If it has no Specialists or Juves, the new Leader is a Ganger. In any case, the eligible fighter with the best Leadership must be selected as the new Leader. If more than one eligible fighter is tied for best Leadership, use Advancements as a tie-breaker; if there is still a tie, the controlling player can decide. When a fighter is promoted in this way, their Type is changed to Leader on the gang roster, and from now on they count as a Leader for determining which equipment and skill sets they can access. Their characteristics do not change.

C. Visit the Trading Post. The gang can make any of the Trading Post actions described as follows, allowing them to hire new fighters and buy or sell equipment. The actions can be taken in any order, and there is no limit to how many times a gang can perform each one. Any spent credits are deducted from the gang's Stash; any gained credits are added to the gang's Stash.

  • Hire a Fighter. The gang can hire a new fighter from their House list, paying for them as they did when founding the gang. No equipment is purchased for them – they receive equipment in the next step. The Gang Composition section of the House List must be honoured when hiring new fighters. For example, if a gang with a Reputation of less than 10 already has two Champions, it cannot hire any more. Similarly, if a gang has fewer Gangers (including Specialists) than its total number of Leaders, Champions and Juves, only Gangers can be hired until this is no longer the case.
  • Recruit Hangers-on. The gang can spend credits to add a Hanger-on to their roster. Their Reputation must be sufficient to allow this.
  • Sell Unwanted Equipment. Any equipment in the gang's Stash can be sold. The item is deleted from the Stash, and the gang gains its value in credits, minus D6x10 (to a minimum of 5).
  • Purchase Equipment. The gang can purchase any equipment from their House Equipment list at the price shown, adding it to their Stash. They can also purchase Common equipment from the Trading Post, at the price shown. They cannot use this action to purchase Rare equipment from the Trading Post that can only be obtained with the Seek Rare Equipment action, below.
  • Seek Rare Equipment. This action can be taken multiple times, but is only resolved once. Roll 2D6 to determine the availability of items, adding the following bonuses: +2 if the gang's Leader is making a Trade post-battle action; +1 for each Champion making a Trade post-battle action; +1 for every full 10 Reputation the gang has (for example, a gang with Reputation 24 would get +2). The result is the Availability level – the higher it is, the rarer the equipment that is on offer. For each fighter making the action, the gang can now purchase one Rare item from the Trading Post with a Rarity value equal to or lower than the Availability level. Any items that are purchased are immediately added to the gang's Stash.

D. Distribute Equipment. Any equipment in the gang's Stash can now be distributed among its fighters. Weapon choices must respect the restrictions shown in the gang's House list – for example, a Goliath Juve could not be equipped with a heavy weapon, as they can only be equipped with Pistols and Close Combat Weapons. Also, the limit of no more than three weapons must be adhered to, with Unwieldy weapons taking the space of two. Once any equipment has been added to a Fighter card, the card's credits value is updated accordingly. If the fighter is equipped with an item that has two different costs – one in the fighter's House Equipment list and the other in the Trading Post – the value in the House list takes precedence.

Equipment Sets. Leaders and Champions, enjoying the privilege of rank, often maintain a cache of weapons that allows them to equip themselves appropriately for each battle. As such, a Leader or Champion can have multiple Fighter cards, each representing a different set of equipment. An appropriate miniature should be available for each. There is no additional cost for having multiple equipment sets; the controlling player can make an additional Fighter card for a Leader or a Champion at any time. Regardless of the number of equipment sets a fighter has, they still have a single entry on the gang roster. If the fighter suffers any Lasting Injuries or gains any Advancements, they should be recorded on all of their Fighter cards. The fighter's cost, as shown on the roster, is equal to the cost of their most expensive Fighter card.

Only one of a fighter's cards can be used for a battle. If a battle uses random fighters from the gang, all of the fighter's cards should be shuffled together and one should be drawn at random and added to the rest of the gang's Fighter cards before any cards are drawn. This means that only one of this fighter's cards can be drawn for battle, and that the controlling player cannot choose which of their equipment sets they will be using. When distributing equipment from the gang's Stash, it can be moved to any or all of a Leader or Champion's cards, and can even be moved to more than one.

For example, the Slaughterfists' Leader, Deg the Skinner, has two equipment sets. On one Fighter card he is equipped with a Renderizer, and on the other he has a grenade launcher and spud-jacker. The controlling player wishes to equip him with a set of frag grenades, which are currently in the gang's Stash. The grenades are removed from the Stash and could be added to either or both of the Fighter cards.

E. Updating Gang Rating. Recalculate the gang's Gang Rating, and update the roster accordingly. Note that this is not done until this step, meaning that any other references to the Gang Rating in the post-battle sequence are referring to the value before it is updated.

Designer's Note: Put away the Clippers. Note that once a fighter has been equipped with a weapon or item of wargear, it cannot be removed from them unless they die or are retired. Gang members become attached to their weapons, often customising them or going so far as to give them names, and asking them to part with their beloved gear would be akin to asking them to remove an arm. On a more practical point, this means that players never have to snip the weapons off their miniatures!

Updating Miniatures. Each fighter in the gang must always be represented by an appropriate miniature. If a fighter gains a new weapon, it must be added to their model. Grenades and wargear are a little more flexible, and can usually be assumed to be concealed or tucked into a pocket, although players are still encouraged to model these items if possible – after all, it is very easy to forget that a fighter has a piece of wargear when it is only written on their Fighter card.

6. Report Results. The players should report the outcome of the battle to the Arbitrator, who will update the campaign stats accordingly. The report should contain which gangs fought, the outcome of the battle (i.e. who won), and the final Gang Rating, Reputation and Turf Size of each of the gangs.

Ending a Turf War

Each Turf War in a campaign only runs for a limited time, and ends with an Apotheosis – a climactic series of battles which will determine an eventual winner. Then there is a period of Downtime before a new Turf War begins.

Apotheosis

During the final Cycle of a Turf War, Apotheosis is in effect. A number of additional rules come into effect to represent the escalating clashes across the Zone(s).

Additional Rules

During this week the following additional rules are in effect:

  • Desperation. If a gang has a lower Reputation than their opponent, they roll 2D6 when making Bottle tests, discarding the highest dice. In a multi-player battle, any gang which does not have the highest Reputation among those taking part benefits from this rule.
  • Consolidation. At the start of the Receive Rewards step of the post-battle sequence, the losing gang decreases its Turf Size by 1, to a minimum of 1.
  • Ignominy. If the winning gang has a lower Reputation than the losing gang, the losing gang's Reputation is decreased by 1 and the winning gang's Reputation is increased by 1. This happens in the Adjust Reputation step of the post-battle sequence in addition to any other adjustments.

The Showdown

Once the last Cycle of the Turf War has been completed, there is a Showdown to determine which gang takes ultimate control of the Zone. If the campaign uses more than one Zone, there will be a Showdown for each. The Arbitrator decides the two Top Dogs in the Zone. These are the two gangs with the highest Reputation (with Gang Rating used as a tiebreaker).

Each of these gangs prepares for the final confrontation – they follow Steps 1, 4, 5 and 6 of the post-battle sequence, collecting income as though it were the first battle in a Cycle, then making post-battle actions, updating their roster and reporting any changes to the Arbitrator. However, the Fighters Recover step of Updating the Roster is skipped – there is not enough time for fighters to recover from their injuries.

The gang who wins the Showdown becomes the Zone's Overlord, gaining a number of bonuses in the next Turf War. In the case of a draw, the gang with the higher Reputation becomes the Overlord; if this still fails to resolve an Overlord, use the higher Gang Rating, then the higher Turf Size. Carry out the post-battle sequence as normal.

Downtime

Downtime is just that – a period of time during which the campaign is effectively "on pause." It represents the gangs settling back into their normal routine and holding onto any turf they still hold, their aggressions and grudges having been temporarily vented. For the players, Downtime is a chance to relax after the events of the Apotheosis, and to take a short break from playing campaign games. The Arbitrator should decide how long the Downtime will last; they should consider what their players want, giving them enough time off to make them want to return but not leaving it long enough that people lose their enthusiasm.

The Effect of Downtime

Although Downtime does not have as much of an effect on a gang as a campaign Turf War, its fighters are not frozen in time. After their last game of a Turf War (the Showdown if they were one of the Top Dogs, or their last game in the Cycle otherwise), players complete the following steps at the end of the post-battle sequence:

  1. Fighters Recover. Any In Recovery boxes on the gang roster are cleared.
  2. Captives are Returned. Any Captured fighters are released. The gang that had captured them receives half their Credits value (rounding up to the nearest 5 credits).
  3. Experienced Juves are Promoted. If a Juve has five or more Advancements, they are promoted. Their characteristics and credits value are unaffected, but their Type is changed to Champion. From now on, they are treated as a Champion in all respects.

Then there is a battle between the two Top Dogs, using the Stand-Off scenario or an alternative Showdown scenario published elsewhere. Owing to the climactic nature of the engagement, each gang automatically passes any Bottle tests it makes, unless it wishes to voluntarily fail.

Preparing for the Next Turf War

At some point during Downtime, the Arbitrator needs to set a deadline for players to register their interest in participating in the next Turf War. This is a great opportunity for new players to join in, or for existing players to duck out if they wish. When a player registers their interest, they need to either state that they will use their existing gang, create an Offshoot gang, or found a new gang.

Existing Gangs. Players who took part in the previous Turf War can use their existing gang, as it was at the end of the Turf War. If they were an Overlord at the end of the Turf War, their Turf Size stays as it is – otherwise, it is reduced by D6 (to a minimum of 1). Then, if the gang is particularly large, it might fracture as fighters depart to seek their own fortunes, or are reallocated by their House. If the gang's Rating is more than 2,000 (more than 3,000 if they were the Overlord in the previous Turf War), the player must reduce their Gang Rating to below this amount by retiring fighters, deleting them from their gang roster.

Buying Back Fighters. If any fighters are retired at this point, the player should keep their Fighter cards, marking on them how many Advancements the fighter has received. When hiring fighters at the Visit the Trading Post step of the post-battle sequence during the subsequent Turf War, a player can re-hire one of their retired fighters by paying their full credits cost. They return with 0 Experience, but their full number of Advancements.

Offshoot Gangs. Players who took part in the previous Turf War can instead choose to create an Offshoot gang. This is the same as founding a new gang – they have a budget of 1,000 credits, as normal – but follows these steps:

  1. Nominate a Leader. The player picks a Champion from their former gang to be the Leader of their new gang. This Champion's Fighter card(s) are transferred to the new gang, and they are added to the new gang roster. They must be paid for, in full, at the cost shown on their old gang roster.
  2. Choose Followers. The player can pick up to two Juves from their old gang to transfer across to the new gang in the same way. They can also pick up to half of the Gangers in their old gang.
  3. Bring New Blood. The player can purchase new fighters from their House list with any remaining credits in their budget, as though they were founding a gang from scratch.

Any fighters transferred to the new gang are deleted from the old gang roster. The old gang does not take part in the new Turf War, but could potentially come back for a later one.

New Gangs. This is the only option for new players, but existing players can take this option if they wish to try something new. The player founds a new gang as they would at the start of the campaign, with a budget of 1,000 credits.

Allocating Zones

Once the registration deadline has been reached and all gangs have been submitted to the Arbitrator, they should be split into Zones (if multiple Zones are being used). This is done in the same way as at the start of the campaign, with the exception that Overlords always return to the Zone they were in previously.

A New Turf War Begins

When the Arbitrator is satisfied that all players are ready, a start date can be set for a new Turf War. Again, they will need to set the length of a Cycle and how many Cycles will be in the Turf War.

Special Territory Table

Whenever a gang gains a special territory, the controlling player rolls a D66 on the table below:

D66TerritoryRules
11-16Chem-pitWhen the gang collects income, the controlling player can choose an available Ganger from their gang to work the chem-pit and rolls 2D6. If the result is a double, the Ganger suffers a mishap and a Lasting Injury roll is made for them. Otherwise, multiply the result by 10 and add it to the gang's Stash.
21-23SettlementWhen the gang collects income, each Settlement they control generates a free Juve. The Juve can be added to the gang roster (as long as this would not cause there to be fewer Gangers than other fighters in the gang), or can be sent to work elsewhere in the House, earning the gang a 10 credit finder's fee.
24-26Mine WorkingsWhen the gang collects income, select up to three available Gangers from their gang and roll a D6 for each. If a dice rolls a 1, that Ganger is caught in a collapse and goes into recovery. Otherwise, multiply the result by 10 and add this many credits to the gang's Stash. If the gang has any Captives, each one can be sent into the mines in place of a Ganger. If a 1 is rolled for a Captive, they generate no income but do not go into recovery – it is assumed that their time in captivity is enough to recover.
31-33Tunnel NetworkEach Tunnel Network controlled by the gang allows up to two fighters to infiltrate the battlefield. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield they are placed to one side (the controlling player must declare that they are crawling through the tunnels). At the end of the first round, the controlling player nominates any spot on the ground surface of the battlefield and sets up each infiltrating fighter within 2'' of that spot. If the gang controls more than one Tunnel Network, the player nominates one spot for each and sets up a maximum of two infiltrating fighters within 2'' of each.
33-36Vent NetworkEach Vent Network controlled by the gang allows up to two fighters to infiltrate the battlefield, when playing a Sector Mechanicus scenario. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield they are placed to one side (the controlling player must declare that they are crawling through the vents). At the end of the first round, the controlling player nominates any spot at least 3'' above ground level and sets up each infiltrating fighter within 2'' of that spot. If the gang controls more than one Vent Network, the player nominates one spot for each and sets up a maximum of two infiltrating fighters within 2'' of each.
41-43Drinking HoleWhen the gang collects income, multiply their Reputation by 10 (to a maximum of 80) and add this many credits to their Stash.
44-46Guilder ContactIf the gang sells a captured fighter to the Guilders, they receive credits equal to their full value rather than half of it. In addition, if one of the gang's fighters is sold to the Guilders, roll a D6. On a 4 or more they are returned to their gang, along with any equipment – the gang who sold them still receives payment as usual.
51-53Friendly DocReduce the cost of any Medical Escort post-battle actions made by the gang by 10 credits, to a minimum of 0.
54-56WorkshopOnce per post-battle sequence, when visiting the Trading Post, a fighter making a Trade action can purchase an item with a Rarity value up to two higher than the Availability level.
61-63Gambling DenWhen the gang collects income, roll up to 5D6 – the more dice rolled, the more the games have been rigged against the patrons. Any dice that score a 5 or 6 are discarded; the total of any remaining dice is multiplied by 10, and that many credits are added to the gang's Stash. If at least three dice are discarded, the patrons have caught wind of the rigged games and the den's owners are run out of town. The territory is deleted from the gang's roster.
64-66Spore CaveWhen the gang collects income, the controlling player can choose an available Ganger from their gang to gather spores and roll a D6. If the result is 2 or more, multiply it by 10 and add this many credits to the gang's Stash. If the result is a 1, the Ganger contracts spore sickness. They go into recovery, but mark this with an S instead of a tick. Whenever their In Recovery box should be cleared (at the end of a battle, for example), roll a D6 – on a 4 or more they recover, but on a 1-3 they stay in recovery.

Miscellaneous Resources

Table of Actions

A consolidated summary of every action referenced throughout this rulebook, organised by which fighter status can use them.

Active fighters

ActionTypeDescription
CarrySimpleThe fighter makes a Standard Move, carrying a loot casket or ammo cache with them as they go. Once they have finished their move, set up the loot casket in base contact with the fighter. The casket cannot be placed on top of anything else.
Coup de GraceSimplePick a Seriously Injured enemy fighter within 1'' and within the vision arc of the fighter making the action. That fighter immediately goes Out of Action. A fighter making a Charge action who ends the move within 1'' of a Seriously Injured enemy, and not Engaged with any other enemies, can make a Coup de Grace action instead of making a Fight action.
MoveSimpleThe fighter makes a Standard Move. (Note: see the Sprint skill.)
Operate DoorSimpleEither open a closed door within 1'' of the fighter, or close an open doorway within 1'' of the fighter.
ReloadSimplePick one of the fighter's weapons that is Out of Ammo and make an Ammo check. If passed, the weapon is reloaded and the Out of Ammo marker is removed. A fighter can attempt to reload the same weapon more than once in a turn.
Access TerminalBasicMake an Intelligence check for the fighter with a -2 modifier. If passed, the fighter makes an Operate Door action on the terminal's door.
AimBasicIf the fighter makes a subsequent Shoot action in the same turn, add 1 to the result of any hit rolls they make.
Bypass LockBasicMake an Intelligence check for the fighter. If passed, the casket is opened.
DescendBasicThe fighter makes a move of up to 3'' horizontally and up to 12'' vertically. Any vertical movement must be downwards. (Note: needs Drop Rig.)
Fire ThroughBasicThe fighter makes a ranged attack against an enemy fighter within 1'' of the other side of the ductway, hitting only on a 5+ regardless of modifiers.
Force DoorBasicRoll a D6 and add the fighter's Strength, adding 2 for each other friendly fighter in base contact with the door. On 9 or more, the door is opened.
RallyBasicMake a Cool check for each friendly Broken fighter within 8''. If passed, they recover from being Broken. (Note: needs the Rally skill.)
ShootBasicThe fighter makes an attack with a Ranged weapon. (Note: can be Simple with Fast Shot, or Double with an Unwieldy weapon.)
Smash OpenBasicRoll a D6 and add the fighter's Strength. On 6 or more, the casket is opened (subtracting 1 from the contents roll).
Synthesize PoisonBasicAny Gas or Toxin weapons used until the end of the fighter's activation are poisoned. (Note: needs Chem-Synth.)
Take CoverBasicThe fighter dives for cover: make a Half Move and become Pinned.
Throw OpponentBasicPick an Engaged or Seriously Injured enemy in base contact; hurl them D3'' in a chosen direction, inflicting Strength 3 hits on collision. (Note: needs the Hurl skill.)
ChargeDoubleA Standard Move plus D3'', able to move into base contact with a standing or Pinned enemy to become Engaged and immediately Fight.
Crawl ThroughDoubleMove the fighter to the other side of the wall via a ductway, if space allows.
Extinguish FlamesDoubleBecome Pinned to add 4 to the roll to see whether the flames go out. (Only while Blazing.)
GrapnelDoubleMove up to 12'' in a straight line, in any direction, potentially to a different level. (Note: needs Grapnel-Launcher.)
OrderDoublePick a friendly fighter within 12''; they immediately make two actions as though it were their turn. (Note: needs the Overseer skill.)
Run and GunDoubleA Double Move followed by a ranged attack at an additional -1, Unwieldy weapons excluded. (Note: needs the Hip Shooting skill.)

Engaged fighters

ActionTypeDescription
FightBasicThe fighter makes close combat attacks against one or more Engaged enemies. (Note: can be Simple with Rain of Blows.)
HeadbuttBasicPick an Engaged enemy and roll two D6 against their Toughness for a Strength+2, Damage 2 hit. (Note: needs the Headbutt skill.)
RetreatBasicMake an Initiative check; if passed, move up to D6'' away from Engaged enemies, who may make Reaction attacks.
Synthesize PoisonBasicAs above, requiring a passed Cool check while Engaged.
Throw OpponentBasicAs above. (Note: needs the Hurl skill.)

Pinned fighters

ActionTypeDescription
ReloadSimpleAs above.
Stand upBasicThe fighter stands up, returning to Active status, choosing their facing.
Blind FireDoubleMake a shooting attack with a 360° vision arc, at -2 to the hit roll.
CrawlDoubleThe fighter makes a Half Move.
Extinguish FlamesDoubleAs above.

Seriously Injured fighters

ActionTypeDescription
CrawlDoubleThe fighter makes a Half Move.