NECROMUNDA: UNDERHIVE A SUMMARY OF THE NEW EDITION By Matt Keefe For those of you have the old Necromunda rulebook from the boxed game, or the collected hardback or softback versions of Necromunda and Outlanders, you can use the following list to bring your copy up to date with the revised version of the rules from Necromunda: Underhive. This list also includes some clariﬁcations, errata and other interesting notes, so players with the new rulebook may also ﬁnd it useful. For those of you have the old Necromunda rulebook from the boxed game, or the collected hardback or softback versions of Necromunda and Outlanders, you can use the following list to bring your copy up to date with the revised version of the rules from Necromunda: Underhive. This list also includes some clariﬁcations, errata and other interesting notes, so players with the new rulebook may also ﬁnd it useful. TEMPLATES The myriad of template sizes used in the old Necromunda have been dropped, and replaced instead with the standard 40K sized templates (a page of cut outs for these is included later in this article). The smaller of the two templates is known as the ‘blast’ template, the larger as the ‘gas cloud’ template. Which template size weapons use is noted in their description in the armoury (a summary of which is included at the end of this article). DAMAGE DICE As with templates, we’ve removed many of the more unusual kinds of dice used in the game, particularly those used for determining the amount of damage caused by a shot. Weapons either have a ﬁxed damage or use a D3 or D6 (no D4, D8, D10 or D12 anymore). The weapons summary in this article will tell you which dice to roll . HIGH IMPACT High Impact is a new rule which applies to shooting attacks. Any weapon with a strength of 7 or more is known as a high impact weapon. When a ﬁghter is hit by a high impact weapon they will go out of action on a roll of a 5 or 6 (rather than just the normal 6). This only applies to the injury roll for the original ‘hit’ so in later turns roll on the chart as normal. All other effects of injuries from high impact weapons are as normal. SUSTAINED FIRE We’ve removed the need for sustained ﬁre dice and replaced it with the following rule. When you shoot with a sustained ﬁre weapon , ﬁrst declare whether you are ﬁring a normal single shot or a sustained shot. A single shot is worked out as normal. A sustained shot is
worked out as follows. First roll to determine how many separate shots the weapon makes by rolling a number of D3s equal to the weapons sustained ﬁre value. Each shot is treated as a separate shot which can be made at the same target, or another model within 4” of the original target. At least one of the shots must be allocated to the original target. Other than this you can allocate the shots in any manner you wish. Once the shots have been allocated, make a roll to hit for each shot against the relevant targets. Remember that some of the shots may require different scores to hit than others, since their respective targets may be in cover and so on. After making ‘to hit’ rolls, roll for wounds and injuries as normal for any models which have suffered a hit. Veteran players will also notice that this means that we’ve changed how you roll to hit from sustained ﬁre shots. In the old rules, a single roll to hit was made then the number of hits was determined, which seemed a little unfair since it meant you either hit with all your shots or missed with all of them. This way you roll more to hit dice, which has two effects. It gives a more even spread of hits (so sustained ﬁre weapons become more reliable in that they will normally cause a few hits. Secondly it increases the chance that you will have to make an ammo roll (hence removing the need for a ‘jam’ result and allowing us to scrap the sustained ﬁre dice). FLAMERS & CATCHING FIRE The ‘catching ﬁre’ rules have been removed completely, since they were a little complex and didn’t really add much to the game. Many players also through ﬂamers were too cheap, so removing this ability rectiﬁes a number of problems. Early printings of the book contain some erroneous references to catching ﬁre, but these should be ignored completely. Weapons which used the ‘catching ﬁre’ rule (hotshot shells, flamers) are altered in accordance with this, and such changes are noted individually throughout this article.
HAND FLAMERS We’ve changed the way in which hand ﬂamers work, so they now use the following special rules. You can get the proﬁle for the weapon from the weapons summary at the end of this article.
SMOKE & GAS GRENADES Because of the new template sizes, the tables for gas grenades and smoke grenades have changed. Both of these weapons now place a gas cloud sized template when ﬁred. You should then roll on the appropriate table at the start of each player’s turn.
Template: The hand flamer’s shot is represented by the teardrop-shaped template, in exactly the same way as the ﬂamer. This is used as described in the rules for ﬂamers in the shooting section of the rules.
GAS GRENADES 1 The gas dissipates causing no further harm.
One Shot: The hand ﬂamer carries only a very small reserve of fuel, far less than that contained in the vast canisters of propellant often attached to its larger cousin, the ﬂamer. Because of this the hand ﬂamer may only make a single ranged shot (i.e. using the ﬂamer template) during each game.
The gas remains where it is.
The cloud shrinks to a blast template in size.
The gas drifts D6” in a random direction. Any models enveloped by the gas are hit.
SMOKE GRENADES 1-2 The cloud remains where it is until the end of the testing player’s turn and then dissipates with no further effect. 3-4
The cloud remains where it is.
The cloud shrinks to a blast template in size.
The cloud drifts D6” in a random direction using a scatter dice.
WEAPON LISTS Instead of all gangs sharing a single weapons list, each House now has their own speciﬁc weapons list. Use the following rules when arming your gang.
Hand-to-Hand Combat: As long as the hand ﬂamer is not used to make a template attack, it may be used in hand-to-hand combat in the same way as other pistols, where smaller, controlled puffs of ﬂame can be used against the enemy without entirely depleting the ﬂamers fuel reserves. A hand ﬂamer which has been used in hand-to-hand combat may still be used to make a template attack, but once it has done so the fuel is exhausted and it may not be used again for shooting or hand-to-hand combat for the remainder of the game.
Each ﬁghter you recruit can be armed with one or more of the weapons listed on the relevant weapons list for their house. In addition to being restricted to weapons available to their house, different types of fighter are restricted to different types of weapon. Juves, for example, can only have hand-to-hand weapons, pistols and grenades.
SCATTER SHOT SHOTGUN AMMO The scatter shot ammo for the shotgun, which previously used a very tiny 1/2” template , has changed to accommodate the new templates. When ﬁring scatter shot, roll to hit the original target as normal. In addition, roll a dice for any model in base contact with the target, or any model within the rang at which they could normally be hit by stray shots. These models are also hit on a roll of a 4+ (in a similar way to blast weapons).
A ﬁghter can carry only one heavy weapon – eg, he can carry a heavy stubber or a lascannon, but not both. He can have any number of other weapons. The model is always assumed to be using the weapon depicted in his hands unless the player declares otherwise. Remember, additional weapons must be identiﬁable on the model itself. A ﬁghter can carry grenades even if the model does not actually include them, as they are assumed to be stowed inside pockets, pouches or bags. The cost is the price of equipping the model with a supply of grenades – not the cost of a single grenade. Once equipped with grenades a ﬁghter may use them in every battle...
HOT SHOT SHOTGUN AMMO Hot shot ammo no longer causes the target to catch ﬁre. Instead, the explosive gout of ﬂame unleashed by a hot shot cartridge envelops a target, snaking through gaps in armour or clothing and burning the target over a wide area. Hot shot shells allow you to re-roll failed ‘to wound’ rolls. 27
LEADER ONLY WEAPONS When a gang is ﬁrst created, certain weapons are restricted to their leader, as noted in the weapon lists opposite. After a campaign has begun however, these weapons may be purchased for any gang member, using the normal trading post rules.
HOUSE GOLIATH WEAPON LIST Hand to Hand Weapons Cost Knife free Club, Maul, Bludgeon 10 Pistols Autopistol 15 Laspistol 15 Stub Gun 10 Basic Weapons Autogun 20 Lasgun 25 Shotgun 20 Special Weapons Flamer 40 Grenade Launcher 130 Heavy Weapons Auto-Cannon 300 Heavy Stubber 120 Heavy Bolter 180 Leader Only Chainsword 25 Meltagun 95 Bolt pistol 20
GRENADES, MISSILES & SHOTGUN SHELLS Grenades can be carried inside a bag, pouch or pocket and so can be carried by any ﬁghter, even if the model itself does not include them. A grenade may be thrown in the shooting phase instead of shooting with another weapon. Grenades and missiles must be bought separately for grenade launchers and missile launchers. In both cases, your purchase is to equip the ﬁghter with a supply of ammunition. Once a supply is bought your ﬁghter always has that type of missile. The same is true of the extra shotgun shells, although shotguns come with solid shot and scatter shells as standard. Regardless of which house the ﬁghter belongs to, the same grenades, missiles and shotgun shell costs are sued, as shown below. Grenades Frag Grenades Krak Grenades Missiles Frag Missile Krak Missile Shells & Bullets Dum-dum bullets for Stub gun Man-Stopper Shotgun shell Hot-Shot Shotgun Shell Bolt Shotgun Shell
Cost 30 50 Cost 35 115 Cost 5 5 5 15
HOUSE VAN SAAR WEAPON LIST Hand to Hand Weapons Cost Knife free Club, Maul, Bludgeon 10 Pistols Autopistol 15 Boltpistol 20 Laspistol 15 Stub Gun 10 Basic Weapons Autogun 20 Lasgun 25 Shotgun 20 Special Weapons Flamer 40 Plasmagun 70 Heavy Weapons Heavy Stubber 120 Heavy Plasmagun 285 Leader Only Chainsword 25 Meltagun 95 Plasmagun 25 28
HOUSE ORLOCK WEAPON LIST Hand to Hand Weapons Cost Knife free Chain or Flail 10 Pistols Autopistol 15 Laspistol 15 Stub Gun 10 Basic Weapons Autogun 20 Lasgun 25 Shotgun 20 Special Weapons Flamer 40 Grenade Launcher 130 Heavy Weapons Missile Launcher 185 Heavy Stubber 120 Heavy Bolter 180 Leader Only Chainsword 25 Meltagun 95 Boltgun 35
HOUSE DELAQUE WEAPON LIST Hand to Hand Weapons Cost Knife free Club, Maul, Bludgeon 10 Pistols Autopistol 15 Laspistol 15 Stub Gun 10 Basic Weapons Autogun 20 Lasgun 25 Shotgun 20 Special Weapons Flamer 40 Heavy Weapons Heavy Stubber 120 Lascannon 400 Leader Only Bolt pistol 20 Boltgun 35 Chainsword 25 Meltagun 95
HOUSE CAWDOR WEAPON LIST Hand to Hand Weapons Cost Knife free Pistols Autopistol 15 Laspistol 15 Stub Gun 10 Basic Weapons Autogun 20 Boltgun 35 Lasgun 25 Shotgun 20 Special Weapons Flamer 40 Grenade Launcher 130 Heavy Weapons Heavy Stubber 120 Heavy Bolter 180 Leader Only Chainsword 25 Bolt pistol 20
HOUSE ESCHER WEAPON LIST Hand to Hand Weapons Cost Knife free Sword 10 Club, Maul, Bludgeon 10 Pistols Autopistol 15 Laspistol 15 Stub Gun 10 Basic Weapons Autogun 20 Lasgun 25 Shotgun 20 Special Weapons Flamer 40 Heavy Weapons Heavy Stubber 120 Heavy Plasnagun 285 Leader Only Bolt Pistol 20 Boltgun 35 Chainsword 25 Plasma Pistol 25 29
Hand to hand weapons Weapon Massive Axe Sword or Club Chains & Flails
Rang e Close Combat
Strength As user +2
Save Mod -
As user +1
Chainsword Close Combat 4 1 Swords & Knives Close Combat As user 1 Power Swords Close Combat 5 1 Power Axe 2-hand Close Combat 6 1 1-hand Close Combat 5 1 Power Fist Close Combat 8 1 Power Maul Close Combat 5 1 Special Rule: Enemies who go Down are automatically Out Of Action.
Special Rules Opponent wins draws Opponent may not parry Fumbles count double Parry Swords Parry
-3 -2 -5 -3 Does not inﬂict Serious Injuries.
Pistols Autopistol Boltpistol Laspistol Needle Pistol
Range Short Long 0-8 8-16 0-8 8-16 0-8 8-16 0-8 8-16
To Hit Short Long +2 +2 +2 -1 +2 -
Str. 3 4 3 3
Damage 1 1 1 1
Save Mod. -1 -1
Ammo Roll 4+ 6+ 2+ 6+
Toxic dart, Injuries
Plasma Pistol 0-6 6-12 +2 -1 4 1 4+ 0-6 6-18 +2 -1 6 1 -1 4+ Special Rule: Takes an entire turn to recharge when ﬁred on maximum power. Stub Gun 0-8 8-16 -1 3 1 4+ Low Energy Maximum Power
Web Pistol Hand Flamer
0-4 4-8 Special Rules Template Weapon
Special Rule: All pistols count as Close Combat weapons.
Dum-dum Bullets (S4) Fires Web
basic weapons Autogun Boltpistol Lasgun Shotgun Solid slug Scatter shot Man Stopper Hot Shot Bolt
Range Short Long 0-12 12-24 0-12 12-24 0-12 12-24 0-4 0-4 0-4 0-4 0-4
To Hit Short Long +1 +1 +1 -
4-18 4-18 4-18 4-18 4-24
-1 -1 -1 -
Str. 3 4 3
Damage 1 1 1
Save Mod. -1 -1
Ammo Roll 4+ 6+ 2+
4 3 4 4 4
1 1 1 1 1
4+ 4+ 4+ 6+ 6+
Save Mod. -2
Ammo Roll 4+-
Special Target may
Move or ﬁre
special weapons Flamer Grenade Launcher Melta-gun Needle Riﬂe
Range To Hit Short Long Short Long Special Rules Template Weapon 0-20 20-60 -1 0-6 0-16
As grenade type 8 3
Special injury chart
Plasma-gun 0-6 6-24 +1 7 1 -2 4+ 0-6 6-16 +1 5 1 -1 4+ Special Rule: Takes an entire turn to recharge when ﬁred on maximum power. Maximum Power Low Energy
heavy weapons Autocannon Heavy Bolter
Range Short Long 0-20 20-72 0-20
To Hit Short Long -
Save Mod. -3
Ammo Roll 4+
Heavy Plasma-gun Low Energy 0-20 20-40 7 D3 -2 4+ Maximum Energy 0-20 20-72 10 D6 -6 4+ Special Rule: Takes an entire turn to recharge when ﬁred on maximum power. Heavy Stubber 0-20 20-40 4 1 -1 4+ Lascannon 0-20 Missile Launcher 0-20 Super Krak Missile Frag
9 2D6 as missile (see below) 8 D6 4 1
-6 -6 -1
Save Modiﬁe r -3 -1 -4 -2 0 31
Sustained Fire 2 Dice
4+ auto -
grenades Strength Damage Krak 6 D6 Frag 3 1 Melta bomb 8 D6 Plasma 5 1 Photon 0 0
Special Sustained Fire 1 Dice Sustained Fire 2 Dice
Special -1 to hit, Demolition, Scatter Blast Demolition Blast Blast