TEXT: ®
  
  Entropy gnaws like a Sumptown rat at the
  foundations of Necromunda, each tiny bite
  another crack in a world wrapped in a
  latticework of fractures.
  Hive cities were not built to endure forever.
  Things of ferrite, plasteel and progress, they
  reached for the stars even as the entropic
  void dragged them back to the ground. Like
  dead rotting teeth poking from infected gums,
  whole regions of the hive cities have perished,
  descending into decay and disuse, good only
  for the rat, the mutant or the renegade. These
  Badzones fester beneath the streets of Hive
  City, reminding its citizens that all which
  endures in the light will one day be claimed by
  the dark. Others take a more pragmatic view,
  sinking down into the depths of the Badzones
  and accepting that a long rusting night is coming
  to Necromunda, and only those who embrace it
  will survive.
  With each cycle, the Badzones creep closer
  to the gates of Hive City; and each cycle the
  balance between entropy and progress tips
  towards oblivion.
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  CONTENTS
  Welcome to the Badzones....................................4
  The Great Web of Necromunda............................6
  - The Merchants Guild ........................................7
  - Mercator Pyros .................................................7
  - Mercator Nautica ..............................................7
  - Mercator Pallidus..............................................8
  - Mercator Sanguis .............................................8
  - Mercator Gelt ....................................................9
  - Mercator Lux.....................................................9
  - Mercator Temperium ........................................9
  - Mercator Munda................................................9
  ‘Venator’ Bounty Hunter Gangs .........................10
  - Gang composition .........................................13
  - Venators in Campaigns..................................14
  - ‘Venator’ Bounty Hunter Gangs ....................17
  Alliances...............................................................22
  Making an Alliance ..............................................23
  - Guild Allies......................................................24
  - Water Guild......................................................25
  - Promethium Guild ..........................................26
  - Corpse Guild ...................................................27
  - Slave Guild ......................................................28
  - Guild of Coin ...................................................29
  - Iron Guild.........................................................30
  Guild Representatives.........................................33
  - Nautican Syphoning Delegation ...................34
  - Pyromantic Conclave .....................................35
  - Corpse Harvesting Party................................36
  - Slaver Entourage ............................................38
  - Toll Collectors.................................................39
  CONTENTS
  Badzones Trading Post.......................................42
  - Special Ammunition .......................................42
  - Wargear ...........................................................43
  Badzones Battlefields .........................................46
  - Generating Events..........................................50
  Badzones Terrain.................................................64
  - Industrial Terrain.............................................66
  - Hive Ruins.......................................................71
  - Carnivorous Plants.........................................74
  Badzones Scenarios ...........................................77
  - Escape the Badzone ......................................78
  - Manufactorum Raid ........................................80
  - The Conveyer..................................................82
  - Fungal Horror..................................................84
  - Toll Bridge .......................................................86
  Badzones Weapons Reference Chart................89
  Wargear ................................................................90
  Weapon Traits......................................................96
  Dramatis Personae
  - Kal Jericho ......................................................18
  - Scabs...............................................................20
  - Freikstorn Strix...............................................31
  - Shadows of Catallus ......................................40
  - Mortanna Shroud............................................44
  - Apollus Kage...................................................49
  - Thaetos 23-2....................................................62
  - Rex Spires.......................................................76
  - Vorgen ‘Gunner’ Mortz ...................................88
  Necromunda © Copyright Games Workshop Limited 2019. Necromunda, GW, Games Workshop,
  Citadel and all associated logos, illustrations, images, names, creatures, races, vehicles, locations,
  weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or
  © Games Workshop Limited, variably registered around the world. All Rights Reserved.
  No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by
  any means electronic, mechanical, photocopying, recording or otherwise, without the prior permission of
  the publishers.
  This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to
  real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this
  book is available from the British Library.
  ISBN: 978 1 78826 626 0
  Games Workshop Web site: www.games-workshop.com
  Forge World Web site: www.forgeworld.co.uk
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  WELCOME TO THE BADZONES
  WELCOME TO THE BADZONES
  “Travel from one underhive settlement to another is never easy. You can always take the
  shortest route, but there is a reason they call it the beaten path – because if you use it then
  you are likely to take a beating!”
  Gavel Wall-eye, Dust Falls Road Warden
  Hive City dominates the bulk of Hive Primus, and is
  the collective term for thousands of districts, domes
  and manufactorums; a chaotic press of billions of
  souls all working ceaselessly for the nobles above. As
  hellish as life on the streets of Hive City is, however,
  transit within it remains relatively safe and easy, the
  millions of industrial helots going about their daily
  labours heedless of the horrors that beset those who
  live below the Wall. Not so in the underhive. Among
  the ruined foundations of the hive settlements are
  beacons of light and relative safety among collapsed
  domes, abandoned industries and rubble-choked
  wastelands. Beyond their walls, starving predators
  prowl the shadows and ancient machines rumble
  like dying gods in the dark. These are the Badzones.
  Travellers crossing these regions keep to well-used
  routes watchful for bandits and monsters, or else
  take backways and risk sludge rivers, toxic pits and
  carnivorous fungi. Only Guilder caravans can cross
  the Badzones with any degree of certainty, hiring local
  gangs or itinerant Bounty Hunters to ensure the trade
  roads are kept open. Settlements rely upon these
  trade routes and the Guilders for their survival, each
  one a gossamer thread across the wastes and lifeline
  to the inhabitants of the underhive.
  Necromunda: The Book of Peril explores the perilous
  wastes between the more established zones of
  the underhive. While gangs might fight for the fate
  of settlements, or become masters of prosperous
  holesteads and scrapyards, sometimes their constant
  turf wars take them into the desolate Badzones.
  Within Necromunda: The Book of Peril, players will
  find a wealth of additional content for their games
  of Necromunda, allowing them to add hazardous
  environmental effects to their games, fight battles over
  toxic jungles and sludge seas, or have rat swarms
  and Mutie raiders complicate their encounters.
  Necromunda: The Book of Peril also introduces rules
  for making alliances with the Merchants Guild, giving
  gangs access to unique warriors and equipment, but
  at a price. Included are a collection of new Dramatis
  Personae Bounty Hunters for gangs to hire, along
  with new Badzones-specific equipment to further
  expand the Trading Post. Finally, this book includes a
  collection of five new scenarios which plunge gangs
  into the most hazardous areas of the underhive.
  DESIGNER’S NOTE:
  USING NECROMUNDA:
  THE BOOK OF PERIL
  Necromunda is a detailed skirmish game with lots
  of options and actions for players to explore – and
  Necromunda: The Book of Peril adds even more!
  As an introduction to the Badzones, players might
  like to start by playing the Badzones scenarios
  as these have been designed to work with both
  the Badzones Environments and Events, and the
  Underhive Badzones terrain rules. Once they
  have become familiar with the way these new
  rules work, they can then apply them to existing
  scenarios – perhaps hunting Guilder caravans
  through fungal jungles or laying a deadly ambush
  on the gantries suspended above a toxic
  sump sea!
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  HEXTUS FLAVIUX,
  PYROCAEN LORD,
  MERCATOR PYROS
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  THE GREAT WEB OF NECROMUNDA
  THE GREAT WEB OF NECROMUNDA
  Necromunda is a world forever balanced on the edge of anarchy. Only the
  strength of the Imperial House and the holy writ of the Imperium it wields holds
  the hives and their warring factions together. In the shadow of Lord Helmawr’s
  rule, the Great Houses prosper even as they vie for position among themselves,
  often fighting proxy wars through the Clan Houses, who in turn are in constant
  competition for the attentions of their betters. Such a state of conflict without
  regulation could (and has, at various points across the millennia) tear the peace
  of Necromunda apart, leading to a complete collapse of the system, the death
  of hive cities, and, worst of all, a failure to meet the Imperial Tithe.
  To understand how order on Necromunda is maintained, one must first
  understand the nature of the relationships between the Houses, or as it is often
  known – the Great Web. If it can be imagined, all of Necromunda is a spider’s
  web, connecting every hive, House and powerful lord, with the Imperial House
  sitting at its centre. Like a great spider, Lord Helmawr dwells at the heart of
  the web, connected to the world by a thousand, thousand strands, each one a
  noose wrapped around the throats of his people. It is a position he and his long
  line of ancestors have commanded for almost seven millennia, and one that the
  House of Helmawr shows no signs of relinquishing.
  Surrounding the centre of the web are the strands that make up the Great
  Houses. The Great Houses are the hereditary rulers of Necromunda and
  owners of its industries and people. At the close of the 41st Millennium seven
  noble houses stand within this circle, notably Helmawr, Ran Lo, Ko’iron, Ulanti,
  Catallus, Greim and Ty. Of course, over the centuries, noble houses have come
  and gone, and this number has grown or diminished as the fortunes of the
  hives have waxed and waned, though few can believe that there was ever a
  time when Helmawr did not hold the title of Imperial House.
  Just as the Great Houses cluster close to heart of the web, perhaps dreaming
  of the day when one of them will claim the title of Imperial House, the Clan
  Houses are its outer strands, forever reaching, fighting and expanding. The
  Clan Houses are the feudal vassals to the noble houses, paying a tithe for the
  right to mine regions, use hive factorums or travel the ash roads owned by one
  of the Great Houses. All of Necromunda’s production comes from their toil, with
  each of the six major Houses: Escher, Goliath, Van Saar, Delaque, Cawdor and
  Orlock – working the countless manufactorums and mines of the world to meet
  Lord Helmawr’s punishing quotas. Because the clans are constantly at war,
  fighting for new territories and industries, they rarely deal directly with each
  other, unless it is over the barrel of a gun.
  And then there is the Merchants Guild.
  “‘One coin in ten
  for the Merchants
  Guild.’ That’s what
  it says on their seal,
  but have you ever
  seen a Guilder take
  just one?”
  Ethin Squib
  Ash Town Trapper
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  Mercator Nautica
  Mercator Pyros
  The Merchants Guild
  THE MERCHANTS GUILD
  The Guild makes up the thin strands that hold the
  Houses of Necromunda together. Within the Great
  Web, they are the connections along which all trade
  flows, and all oaths of coin are made. Unlike the
  clans and noble houses, the Merchants Guild did not
  seize their power through hereditary right or force of
  arms – in fact they did not seize power at all. Over
  the centuries, they have laid claim to the spaces
  left between the Great Houses and their vassals,
  brokering deals between clans who will not speak
  with each other, or ensuring trade flows smoothly
  even when open gang war is tearing a hive apart. In
  time, as the power of the Merchants Guild grew, Lord
  Helmawr recognised their importance to Necromunda
  and ratified their claims to power, granting charters
  to certain families. This authority to handle the vital
  resources of the hive does not extend to ownership
  of land, and Merchants Guild families rarely have
  permanent territories, instead constantly travelling
  between settlements as nomadic traders.
  Though the inhabitants of Necromunda might
  occasionally refer to the Merchants Guild as a single
  entity, it is in fact made up of dozens of sub-factions,
  many of which are powerful bodies in their own right.
  To the citizens of the hive they are the Water Guild,
  the Corpse Farmers or any of the many other names
  that the individual arms of the Merchants Guild go
  by. Often these factions are simply referred to as
  Guilders, a term synonymous with trade. Officially,
  each aspect of the Merchants Guild is known as a
  ‘Mercator’, the High Gothic word for a mercantile
  conclave. This is combined with the High Gothic
  term for their area of dominion. For instance, the
  Corpse Guild, which oversees the processing of
  Necromunda’s dead and the creation of corpse-
  starch, is known officially as the ‘Mercator Pallidus’.
  The power of the individual Guilds varies from hive
  to hive, often depending on local resources. In the
  shadow of the spoil, the Iron Guild regulates miners
  and prospectors. On the Sulphurous Sea it is the
  Guild of Salts, while in the suffocating depths of Big
  Hole, Air Guild Zephermen ply their trade. In Hive
  Primus, there are thousands of Guilder families and
  dozens of Guilds, though eight hold the greatest
  measure of the Merchants Guild’s power. These
  are the Promethium Guild, the Water Guild, the
  Corpse Guild, the Slave Guild, the Guild of Coin,
  the Electro Guild, the Iron Guild and the Air Guild.
  Collectively, they are known in the Palantine Cluster
  as the Great Guilds and little business is done within
  the walls of Hive Primus without their knowledge.
  MERCATOR PYROS
  (PROMETHIUM GUILD)
  The Promethium Guild, sometimes known as the
  Torch Bearers, the Pyre Makers or the Guild of
  Flame, controls the light and power of Hive Primus.
  They deal primarily in promethium, a catch-all term in
  the Imperium for a liquid fuel, and the principal fuel
  for Hive City and the settlements of the underhive.
  The Guild lays claim to all burnable liquids and fuels.
  This they measure out to the Clan Houses and hive
  settlements, their pipes and caravans a lifeline for
  hivers against the prospect of eternal darkness.
  Promethium is extracted from pockets of industrial
  effluvium refined over the millennia beneath the Ash
  Wastes, and it is a potent source of power and one
  of the elements of life for those who hope to survive
  in the cold darkness of the deep hive. In some hives,
  the agents of the Promethium Guild are almost a
  religious Order, worshipping the eternal flame as
  an aspect of the Emperor. This flame is kept alight,
  sometimes by the same family for generations, and
  carried with them on their nomadic journey. When
  such a flame is brought into a settlement, it is a great
  occasion for the inhabitants, it being a great honour
  to light furnaces or engines from its perpetual fire.
  The major rivals of the Promethium Guild are the
  Electro Guilds, who control electricity, geo-thermal
  heat and even sunlight. Within each hive one or the
  other of these Guilds will usually be in ascendancy,
  determining whether the inhabitants use electricity
  or liquid fuel to keep their domes alight. Within Hive
  Primus, the Promethium Guild long ago ousted the
  other power Guilds by restricting the use of other
  kinds of energy to the Great Houses and specific
  manufactoria sectors. This, combined with the
  abundance of promethium within the Palantine
  Cluster, has ensured their dominance for decades.
  MERCATOR NAUTICA (WATER GUILD)
  Water is an incredibly valuable commodity on
  Necromunda, from the imported quantum-spun ice
  water sipped by the nobles to the vast quantities of
  sluice run-off that are essential to many of the bulk
  industrial processes. In between this is the recycled
  water that most of the populace survive on, and no
  one wants to think too long on where that comes from.
  The Water Guild, known colloquially as the Guild of
  Thirst or Nauticans, controls every drop of drinkable
  liquid to drip down the hive beneath the spire. It also
  falls to the Guild to maintain the great cisterns of Hive
  Primus. These vast tanks are filled with billions of
  litres of water to slake the thirst of the hive, and meet
  the cooling and cleaning needs of the manufactoria.
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  Mercator Sanguis
  Mercator Pallidus
  Maintaining and defending these cisterns falls to the
  Water Guild. Guilders encased in heavy dive suits
  enter these flooded chambers to test the invariably
  mixed quality of the water, repair leaks (which, if left
  unattended, could drown entire domes) and clear out
  the inevitable infestations of creatures.
  Water Guild agents and caravans are festooned in
  bottles and canisters, their precious cargo sloshing
  about as they traverse the hive. In the underhive,
  where locals must often survive on the meagre
  output of their water stills, the Water Guild is a lifeline.
  Some settlements, especially those surviving out in
  the Badzones, rely completely on the Guild for their
  survival, and the delay of a water caravan by even a
  few days can spell disaster. Pipes and cisterns are
  of special concern to the Water Guild, many bearing
  their symbol, warning away water thieves on pain
  of surgical dehydration. Woe to the settlement that
  crosses the Water Guild, lest they find their dome cut
  off to die in a desert of rust and ash.
  MERCATOR PALLIDUS
  (CORPSE GUILD)
  The Corpse Guild regulates the trade and production
  of corpse-starch. This is one of the most important
  roles of all the Great Guilds, as millions of people
  are born and die each day on Necromunda. Without
  the orderly disposal of corpses, plague and disease
  would run rampant. Without the food source that
  these corpses provide when rendered down in the
  great corpse grinder plants that dominate entire
  sectors in every hive, the populace would starve.
  The Corpse Guild gathers up thousands of dead each
  cycle, filling their mortuary caravans with piled bodies,
  or rendering them down in mobile grinding automata.
  Few other Guilds have ever challenged the power of
  the Corpse Guild, for the power of death hangs heavy
  upon them and humans, even on a world such as
  Necromunda, cling to its ancient superstitions. Some
  believe it is bad luck to even look upon the face of a
  Corpse Guilder, and when word reaches a settlement
  of their approach, the Guild often arrives to find every
  door and window shut tight with only bodies laid out
  neatly on the streets to greet them.
  MERCATOR SANGUIS
  (SLAVE GUILD)
  Within the brutal hierarchy of the hive there are
  those who are not fortunate enough to be born
  into servitude to one of the Clan Houses. These
  people are little more than serfs, resources with no
  more rights than a servitor. They are bought and
  sold by the million, claimed as the spoils of war,
  ownership of them sometimes changing without
  them even realizing. The Slave Guild oversees all
  such transactions, from the selling of individual
  chained-gangs, enslaved gangers who do only
  their master’s bidding, to trading ownership of
  entire manufactorums – which come with their
  workers included!
  The rattle of chains and cages heralds the arrival
  of the Slave Guild, its agents always carrying hefty
  lengths of chain or complex shackle webs with
  which to transport their goods. When a ganger is
  sold to the Guilders it is to the Slavers they go, the
  Guild specialising in finding the right buyer for such
  merchandise – whether it is working the forge, fighting
  in the pits or sold to an uphiver as a curiosity.
  The Slave Guild also holds dominion over much of
  the hive’s gambling and gladiatorial combat. Some
  Houses, most notably House Goliath, have heavy
  stakes in such enterprises, but even they must deal
  with the Slavers if they want to see their champions
  reach the arena. Pit slaves are a highly valuable
  commodity in most hives, each one augmented
  with cyber-weaponry, psycho-conditioning and
  extensive combat training.
  Most hive settlements have an arena or fighting
  pit, ranging from the gleaming gladatoriums of the
  upper hive to actual pits lined with rusting spikes
  in the depths of the underhive. These locations
  make for the focal points of a community, people
  gathering to watch executions and bloody pit fights.
  And the Guild is always there to take their cut.
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  Mercator Munda
  Mercator Temperium
  Mercator Lux
  Mercator Gelt
  MERCATOR GELT (GUILD OF COIN)
  Few individuals may travel a hive freely, most
  citizens destined to spend their lives bound to the
  levels in which they were born. One of the ancient
  rights given to the Merchants Guild is the freedom
  to traverse Necromunda in the execution of their
  business, and extract coin from other travellers.
  The Guild of Coin are the gatekeepers of the hives
  and the roads between them, overseeing the
  transportation of all terrestrial cargo and even a
  portion of the goods sent out through the Eye of
  Selene to the greater Necromunda solar cluster.
  Masters of Coin forge keys for the Clan House
  convoys, each token a powerful seal allowing
  passage past the many waystations, ash gates and
  hive fortresses through which a convoy must pass.
  The key is a potent symbol of the Guild of Coin, and
  each Master carries with them staves, rings and
  shackles hung with keys of all shapes and sizes;
  each one cast from the steel of a different hive
  or stone of a different road, and granting rites of
  passage for the Guilder who bears it.
  MERCATOR LUX
  (ELECTRO GUILD)
  The Electro Guild, often simply referred to as the
  Grid, regulates and brokers power in all its forms,
  from geo-thermal heat to sunlight. The Guilders
  measure out kilojoules and lumens, ensuring the
  efficient transmission of power and light from
  source to destination. Every sparking joule of power
  must be accounted for so that the appropriate fees
  can be exacted for all who draw power from the
  hive’s thermal core. Agents clad in luminous garb
  and carrying flickering electro-lanterns are the
  heralds of the Grid, their entourages lighting up
  the underhive like stars traversing the night sky. If
  a settlement, factorum or hab block wants to keep
  the lights on and their people warm, then it is to the
  Electro Guild they must go.
  The main rival of the Electro Guild is the
  Promethium Guild, the two often waging bitter
  trade wars, with different gangs and factions
  backing each one in different parts of Hive Primus
  or different regions of Necromunda. The Imperial
  House does not officially back either Guild, but
  benefits greatly from their endless conflicts and
  continued struggle over Necromunda’s limited
  energy resources.
  MERCATOR TEMPERIUM
  (AIR GUILD)
  The Air Guild controls the flow of breathable air
  through the hives of Necromunda. Within the iron
  mountains of the hives, where air pools and stagnates
  in domes, passages and caverns, and the air beyond
  the skin of the hive, threaded as it is with toxins and
  pollutants, the Guild holds the threads of life itself.
  Every turbine and ventilation shaft, air refiner and
  smoke vent is controlled by the Guild, either directly,
  or by the cut they take from those that run them. By
  their command entire sectors of the hives can choke,
  freeze, or die slowly from breathing tainted air.
  Agents of the Air Guild often carry small, many-
  mouthed beasts known as Zephs with them. These
  vicious little creatures are drawn to fresh air,
  squeaking and growling when they find a pure vein
  of oxygen. When a Zeph finds a good source of air
  it grows in size, the air sacs in its muscles swelling
  until it becomes a floating monstrosity. The Air Guild
  enjoys the irony of having air thieves torn apart by
  packs of Zephs, the creatures growing massive on
  stolen oxygen.
  MERCATOR MUNDA
  (IRON GUILD)
  The natural resources that established Necromunda
  as one of the most productive worlds in the Imperium
  are long played out, and so the planet’s industries
  are fed by the recycling of the encrusted wastes of
  countless previous generations. It is the Iron Guild
  that brokers deals between the mines and the forge,
  ensuring that a constant supply of reclaimed ores
  and extracted minerals reach the hives. They are the
  middlemen between the great mining settlements of
  House Orlock and the mega-forges of House Goliath
  among others, so the Houses might never have to
  deal directly with each other, but may still profit from
  their labours and meet their quotas.
  Much of the resources overseen by the Guild come
  from ruined hives and the continent-spanning
  mountain range known as the Spoil. Clad in hazard
  suits, the Guilders lead groups of prospectors and
  accompany Clan House expeditions into perilous
  regions. If it is hauled out from the Ash Wastes or
  dredged up from the underhive and sold on the iron
  markets, the Guild gets a cut, though they prefer
  to get there first and make the claim themselves.
  Writs are then sold for the right to work a ruin or a
  region, and all finds are molecular-branded, so that
  not a single lump of ferrite finds its way to the hives
  without the Guild’s knowledge.
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  ‘VENATOR’ BOUNTY HUNTER GANGS
  ‘VENATOR’ BOUNTY
  HUNTER GANGS
  pursue Merchants Guild patronage and the stability
  that comes from regular contracts. Drawn from
  every Clan or House on Necromunda, Venators
  come in all shapes and sizes – mixing ex-Goliath
  heavies and nimble Escher assassins, alongside
  disgraced watchmen or embittered outcast nobles.
  Most of them are sanctioned by the Guilders or
  the Imperial House itself, and carry a hunter’s
  oath-token as proof of their patronage. However,
  many are not, though the Guilders often pay for
  the gang’s captives and kills all the same. In the
  underhive, lawmen don’t ask too many questions
  if a masked killer dumps the corpse of a wanted
  ganger at their feet – they hand over the scrip and
  sleep a little sounder with one less criminal at large.
  The underhive is infested with criminals, killers, deviants and worse – making it a rich hunting ground
  for the so-called Venator bands – temporary coalitions of normally solitary Bounty Hunters.
  All across Necromunda, from the drudging halls
  of manufactorums and precinct blockhouse walls,
  to the rusting gates of downhive settlements and
  cross-tunnel gibbets, images of the faces of wanted
  individuals flutter in the stale breeze of the carbon
  scrubbers. A group of talented murderers can
  make a healthy living collecting the bounties of
  these criminals, killers and deviants.
  The motley bands of hired guns who go after these
  bounties are commonly known as Venators, after
  the ancient High Gothic name for a hunting party;
  a temporary coalition of Bounty Hunters out for
  blood and coin. With the promise of shared rewards
  and extra firepower, Venators form into gangs and
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  Venator bands are not limited to Necromundans,
  some even come from off-world. Mutants,
  abhumans and xenos are all believed to make a
  living on the hive world by taking on the guise of
  the Venator. Infamous Bounty Hunters such as
  Gor Halfhorn, Yar Umbra and Grendl Grendlsen,
  among others, have at one time or another led
  their own gangs or taken up employment as
  part of a Venator crew, finding a home among
  their peers even on a world that might not be
  their own.
  Some of the most infamous Venators are drawn
  from the ancient and much feared Executioner
  Families, entire bloodlines which are founded on
  meting out the justice of Lord Helmawr. These
  are the highest pedigree of murderers, spawned
  from a single legendary assassin or hunter. Gangs
  such as the Wu-Kang are a splinter bloodline of
  Ran Lo, founded by Wu the Fist and made up of
  his many sons and daughters. Covered in exotic
  coiling tattoos, Wu-Kang Venators are masters of
  close combat, taking great pride in the intimacy
  of inflicting death and adding fresh kill markings
  to their bodies. Then there are families such as
  the Jarlgar Headhunters, Ash Wasters granted
  sanctuary within the hive in exchange for a constant
  supply of bounties. Jarlgar Venators are scrap-clad
  savages, who, like the silt-sharks of the Worldsump
  Ocean, must constantly keep moving if they are
  to survive. Some Executioner Families are not
  even families in the true sense, such as the Janus
  Clan. A clone collective, vat-grown by contract
  with House Escher, each member of the gang
  being physically identical and bearing the name of
  their progenitor.
  Guild and Imperial sanctioning for Venator gangs
  can come in many forms. In addition to the oath-
  tokens which are bought, sold and traded between
  Merchants Guilds and hunters, the Guilders
  maintain their own cadres of Venators. Adjurators,
  such as Baertrum Arturos III hunt down oath-
  breakers, including other Bounty Hunters, while
  shacklemen track escaped slaves for the Guild’s
  pit bosses. Sometimes Guilders might turn to
  ex-members of their caste or talented individuals
  who share their qualities for specialised tasks. For
  instance, the Water Harvesters of Hive Primus have
  long called upon the abilities of Eyros Slagmyst.
  The not-quite-human hunter has led bands of Water
  Harvesters in missions to bring water thieves to
  justice or liquidate settlements in the name of the
  Merchants Guild.
  Psykers and psyker hunters can also be found in
  Venator gangs. The most lucrative, and indeed
  dangerous to hunt, are those who have spontaneously
  come into psychic powers. So dangerous are these
  ‘rogue psykers’ that the Imperial House has issued
  an open contract on all their kind. Only the most
  experienced Venator band would pursue such a foe,
  for they are wont to inadvertently unleash the power of
  the Warp itself when cornered, but those who do – the
  Venator Witch Hunters – are among the most feared
  warriors of the hive cities. Some of these gangs put
  their faith in anti-psy tech such as psyk-out grenades
  and neural inhibitors to make their own minds more
  defensible, then there are those who turn to belief to
  steel their souls. Venators dedicated to the Cult of
  the Redemption are not unknown, such as the Red
  Brothers or the Hammer of Psykers, whose singular
  purpose is the killing of witches and mutants. Rumours
  even hint at actual members of the Ministorum and the
  Adepta Sororitas leading Venator bands, bringing their
  own special set of skills to the underhive.
  Of course, the best defence against a psyker is
  to have one on your own side. Sanctioned psy-
  hunters, such as Ortruum 8-8, hire out their services
  or are hired out by their masters to aid Venators,
  while others, such as the Psylock Cabals, provide
  more permanent services if their unusual demands
  can be met. There is even tell of entire psyker
  gangs, for example the Wyrd Brethren, who have
  special dispensation from the Imperial House to
  operate below the Wall, provided that they submit
  to obedience implants.
  Clan and noble house Venators are perhaps the
  most ‘common’ kind of Venators – if any Venator
  gangs could ever truly bear that moniker. Belladonna
  Familus Umathurn De’Escher, daughter of Matriarch
  Majoris Orlena Deytheros Escher, is perhaps one of
  the Palatine Cluster’s most well-known noble Bounty
  Hunters. While she mostly works alone, or hitches
  on to gangs that might know something about the
  assassin she is pursuing, more than once she has
  fallen in with a group of Venators. It was Belladonna
  and the Broken Blades, a group of outcast nobles,
  second sons and disgraced daughters, that held the
  tide-lock beneath Dust Falls when a neurone plague
  outbreak unleashed a horde of living dead against
  the settlement. Famously, Belladonna negotiated a
  better price from the Guilders even as the zombies
  battered at the gates, threatening to walk away and
  leave Dustfalls to its fate, saying “If I’m getting zombie
  guts on my armour, you can be damn sure I’m getting
  paid extra!”
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  THE RITES OF THE HUNT
  Necromundan Bounty Hunters are a hugely varied class of individuals,
  ranging from desperadoes and gunslingers who hunt because they know no
  other way to earn the money they need to buy their next bottle of Wildsnake,
  to witch-hunters motivated as much by religious fervour as by wealth. Some
  border on being classified as death cults and are only allowed to exist so
  long as their murderous instincts serve the Imperial House.
  For many Bounty Hunters, the act of coming together into a Venator band
  is a nigh-religious experience and one often accompanied by much ritual.
  The oldest traditions still extant in the hives of Necromunda require the
  Bounty Hunters to set aside their individual identities for the duration of the
  hunt, donning hoods, snarling masks and occasionally the executioner’s
  noose used as a symbol of faith across the hive world. When such Venators
  appear in a settlement, death is never far behind.
  MODELLING
  YOUR GANG
  The Venators gang
  roster allows players
  to assemble a gang
  using a mix of Forge
  World’s Bounty
  Hunters, individual
  models from the
  various plastic gangs,
  as well as conversions
  of their own creation.
  The Venator gang
  is by far the most
  customisable of all of
  the gangs, as it treats
  the Trading Post as
  its House Equipment
  List, meaning that
  there are practically
  no limitations when it
  comes to making the
  gang your own!
  DESIGNER’S NOTES
  Venator bands present an opportunity to let your gaming imagination run
  wild – a chance to use the Forge World Bounty Hunters in conjunction with
  a wide variety of models from the plastic gang sets to create a gang with a
  character all of its own. The gang list presents a variety of profiles for each
  character type available, together with unprecedented access to a wide
  range of equipment thanks to them using almost the entire Trading Post as
  their Equipment List. The options are almost limitless.
  This is deliberate. Venators come from not only all corners of Necromunda,
  but from all corners of the Imperium and beyond. They are bands of Bounty
  Hunters thrown together by the knowledge that working in a group is far
  safer and more profitable in the long run than working alone. Former gang
  members, deserter Guardsmen, abhumans, even aliens, all can be brought
  together within this unique gang and over time, just like any other gang it
  can become more diverse and colourful through the addition of Hangers-on
  in the form of supporting staff, Exotic Beasts, and so forth.
  We would suggest that stat lines be chosen based on the character of
  the individual model you want to include, something which should also be
  considered when arming and equipping your fighters. Ask yourself how the
  stat line and weapons chosen work together, and does the stat line suit the
  character you’d imagine the model having?
  When it comes to selecting the skill sets available to your Venators gang,
  consider the overall character of the fighters. What is it that brings them
  together and what makes them work well as a team, what makes their
  leader a strong character that other ruthless cutthroats will follow? For all
  the individuals that make up the gang might be wildly different, the gang
  will function and feel better if careful consideration is given to skills. This is
  the area in which the group’s identity really shines through.
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  Gang Composition
  GANG COMPOSITION
  A Venator gang must follow these rules when it is founded and when new
  fighters are added to the gang:
  • There must be one Hunt Leader.
  • The total number of Hunters in the gang must always be equal to, or higher
  than, the total number of other fighters (Hunt Leader and Hunt Champions) in
  the gang, not counting Hangers-on.
  • A fighter can be equipped with a maximum of three weapons. Weapons
  marked with an asterisk (*) take up the space of two weapons.
  • Any fighter may take Wargear.
  • Weapon accessories marked with a dagger (†) may not be combined together
  on the same weapon. If one such accessory is purchased for a weapon,
  another may not be added.
  During a campaign, all gangs continue to follow the above rules as new fighters
  are added to the gang. Additionally, the following rules apply:
  • A gang founded for a campaign can contain no more than two Hunt
  Champions. Additional Hunt Champions may be added to the gang during
  the course of the campaign.
  • During the course of a campaign, any fresh recruits added to the gang
  may be equipped with items currently held in the gang’s Stash, rather than
  purchasing new equipment.
  • During the course of the campaign, gangs may gain new equipment, either
  by purchasing it from the Trading Post or as a result of Territory Boons. These
  items are added to the gang’s Stash and may be distributed among fighters
  during any Post-battle sequence:
  - A fighter cannot be given a new weapon of a type not allowed by their entry
  within their House list.
  - Hunters cannot be given a new weapon if it would take them above the limit
  of three weapons carried.
  - A Hunt Leader or Hunt Champion can be given more than three weapons as
  they can have multiple Fighter cards, each representing a different ‘set’ of
  equipment, as described on page 95 of the Necromunda Rulebook.
  - A fighter may discard any Wargear carried when given new Wargear.
  Discarded Wargear is placed in the gang’s Stash.
  HIERARCHY OF THE HUNT
  Unless specified otherwise, a Venator Hunt Leader follows all of the rules
  for a Leader, and Hunt Champions follow all of the rules for Champions. For
  example, either one can lead a Group Activation – a Hunt Leader would be
  able to lead a group of two other fighters, while a Hunt Champion would
  be able to lead one other fighter. Should the Hunt Leader be killed, follow
  the rules for a Leader’s death (see page 93 of the Necromunda Rulebook).
  ‘Those in the
  upper hive think
  the gangs are the
  worst part of the
  underhive. They
  ain’t been to the
  Badzones. Those
  places are, well,
  bad!’
  Bolan Nih,
  Scrap Merchant
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  Venators in Campaigns
  VENATORS IN CAMPAIGNS
  In a Dominion Campaign, Venator gangs are treated just like any other. They
  begin the campaign with a Settlement Territory, which they cannot lose, which
  represents their base of operations, they can take control of unoccupied
  Territories during the Occupation phase and they can seize control of
  Territories from other gangs during the Takeover phase.
  They claim Territory Boons just like any other gang. However, the way in which
  a Venator gang deals with Enhanced Boons will depend upon the gang Leader.
  If the gang Leader has a House Origin, then the gang may claim Enhanced
  Boons as if they were a gang of that House. If the gang Leader does not have a
  House Origin then the Venators gang may not claim any Enhanced Boons.
  GAINING EXPERIENCE
  Venators gain Experience Points (XP) in the same way as any normal House gang.
  Hunt Leaders and Hunt Champions can have their XP spent on Advancements,
  in the same way as a Leader or Champion. Hunters advance in the same way as
  Gangers, and can become Specialists if a 2 or 12 is rolled for their Advancement.
  CAPTURED FIGHTERS
  A Venators gang will earn additional income for every enemy fighter Captured and
  not rescued, which they will automatically sell to the Guilders, or for any enemy
  fighters killed. When the Venators sell Captives to the Guilders, they earn the full
  value of each fighter in credits rather than the usual half. When an opponent the
  Venators have just fought deletes a dead fighter from their roster during the Update
  Roster step of the post-battle sequence, the Venators immediately claim half of that
  fighter’s value rounded up to the nearest 5 credits as bounty.
  POST-BATTLE ACTIONS
  The Hunt Leader and any Hunt Champions in the gang can make one post-
  battle action, in the same way as a Leader or Champion respectively.
  SKILL ACCESS
  When creating a Venator gang, pick any four skill sets apart from Leadership. Rank
  them from 1 to 4 – 1 being the skill set that most embodies the way you envisage
  the band operates as a team. Each fighter’s access to the skill sets is then
  determined by looking at the table below – this should be noted down separately.
  Primary
  Secondary
  Hunt Leader
  1 & 2 plus Leadership
  3 & 4
  Hunt Champion
  1 & 2
  3 & 4 plus Leadership
  Specialist
  1 & 2
  3 & 4
  For example, Sarah is creating a Venators gang. She decides that their four skill
  sets, ranked in order, are: 1) Savvy, 2) Shooting, 3) Combat and 4) Agility. Her Hunt
  Leader’s Primary skill sets are Savvy, Shooting and Leadership, and their Secondary
  skill sets are Combat and Agility. Her Hunt Champion’s Primary skill sets are Savvy
  and Shooting, and their Secondary skill sets are Combat, Agility and Leadership.
  ‘Necromunda is
  beautiful. Scrip
  for chasing down
  scum and a whole
  playground to
  hunt them in.
  Couldn’t dream of
  a better home.’
  Jiynet Oporal,
  Hunt Leader of the
  Sump Snakes
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  HANGERS-ON, HIRED GUNS
  AND DRAMATIS PERSONAE
  Venator bands may hire Dramatis Personae
  and Hive Scum in the same way as other
  gangs, however they may not hire Bounty
  Hunters apart from Dramatis Personae ones
  (such as Grendel Grendelson). This is because
  they are already a tightly knit group of Bounty
  Hunters themselves and are very reluctant to
  split profits with outsiders, but they will make
  use of local expertise where it suits their ends,
  and both Dramatis Personae and Hive Scum
  represent exactly this.
  Dramatis Personae Bounty Hunters joining a
  Venators gang are subject to the Dead, Not
  Alive, Claiming Bounties and “We’ll Get Our
  Bit…” special rules.
  Additionally, Venator bands may hire Hangers-
  on, but they use the following table:
  Reputation
  Maximum Hangers-on
  Less than 9
  1
  10 to 14
  2
  15 to 19
  3
  20 to 24
  4
  Each additional 5
  +1
  YOLANDA SKORN,
  BOUNTY HUNTER
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  HOUSE LEGACY ............................................................ 30 CREDITS
  (GOLIATH, ESCHER, CAWDOR, ORLOCK, VANSAAR, DELAQUE)
  Bounty Hunters may be drawn to a hunt from all over Necromunda and
  even beyond, and many exotic and outlandish countenances and accents
  are present in Venator gangs. By far the most common Bounty Hunters
  on Necromunda are former gang members – a ganger may become a
  Bounty Hunter for many reasons; some are cast out by their House for some
  unforgivable indiscretion, others tire of taking orders from hated under-bosses,
  whilst still others desire more from life and break away from the confines of
  gang hierarchy in search of greater wealth and adventure.
  Whatever the reason, such individuals will often cling to the trappings of their
  House identity, using weapons and armour commonly associated with their
  former House even as they rub shoulders with comrades who they once would
  have considered mortal enemies. Many even maintain close ties with former
  gang mates, keeping open valuable channels through which they retain access
  to specialist equipment and tap into insider information.
  Any fighter in a Venator gang may be given a single House Legacy for 30
  credits. A fighter with a House Legacy may choose equipment from the Escher,
  Goliath, Van Saar, Delaque, Cawdor or Orlock House Equipment Lists. For
  example, a Hunt Champion with the Goliath House Legacy may take furnace
  plate armour and a ‘krumper’ rivet cannon should they wish, or any other item
  from the House Goliath Equipment List, Exclusive, Rare or otherwise, at the cost
  shown there.
  A Hunt Leader or Hunt Champion may purchase Status Items or Exotic Beasts
  associated with their House Legacy. For example, a Hunt Leader with a House
  Goliath Legacy may purchase a Sumpkroc.
  Finally, and regardless of House Legacies within the gang, a Venator gang
  may hire Hangers-on and Brutes, but may not hire any Hangers-on or Brutes
  associated with a specific House. For example, a Venators gang may hire a
  Jotunn H-Grade Servitor Ogryn, but may not hire a Brute only available to a
  specific House, such as a Goliath ’Zerker.
  There is no restriction on differing House Legacies within a gang – a Venators
  gang may contain as many or as few as you wish. However, each fighter may
  only originate from one House!
  ‘VENTURING INTO
  THE BADZONES?
  SEEKING GUIDES
  AND PROTECTION?
  LOOK NO
  FURTHER THAN
  TRIVAERS
  EXPEDITION
  GUIDES!
  GUARANTEED
  TO SURVIVE
  YOUR JOURNEY
  OR YOUR
  MONEY BACK!’
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  Trivaers Expedition
  Guides
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  ‘Venator’ Bounty Hunter Gangs
  FIGHTERS
  A starting Venator gang is made up of the following fighters:
  HUNT LEADER............................................................ 110 CREDITS
  Select one of the following profiles to use when recruiting your Hunt Leader.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  3+
  3+
  3
  3
  2
  3+
  2
  7+
  6+
  6+
  6+
  3"
  3+
  4+
  3
  4
  2
  5+
  2
  6+
  6+
  5+
  5+
  4"
  3+
  5+
  4
  4
  2
  4+
  2
  7+
  5+
  8+
  9+
  4"
  4+
  2+
  3
  3
  2
  3+
  1
  5+
  5+
  6+
  5+
  EQUIPMENT
  A Venator Hunt Leader has no equipment. When hired they may choose
  Common equipment, and Rare equipment with a Rarity value up to and
  including 11, from the Trading Post. They have no equipment restrictions.
  STARTING SKILL
  Venator Hunt Leaders start with one skill chosen from their Primary skill sets.
  HUNT CHAMPION......................................................... 85 CREDITS
  Select one of the following profiles to use when recruiting a Hunt Champion.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  2
  4+
  2
  7+
  6+
  7+
  7+
  3"
  4+
  4+
  3
  4
  2
  5+
  2
  6+
  6+
  6+
  5+
  4"
  3+
  5+
  4
  4
  2
  5+
  2
  7+
  5+
  8+
  8+
  4"
  5+
  2+
  3
  3
  2
  4+
  1
  6+
  6+
  6+
  6+
  EQUIPMENT
  A Venator Hunt Champion has no equipment. When hired they may choose
  Common equipment, and Rare equipment with a Rarity value up to and
  including 10, from the Trading Post. They have no equipment restrictions.
  STARTING SKILL
  Venator Hunt Champions start with one skill chosen from their Primary skill sets.
  HUNTERS ........................................................................ 50 CREDITS
  Select one of the following profiles to use when recruiting a Hunter.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  5"
  4+
  4+
  3
  3
  1
  4+
  1
  7+
  6+
  7+
  7+
  3"
  4+
  4+
  3
  4
  1
  5+
  1
  6+
  6+
  7+
  6+
  4"
  3+
  4+
  3
  4
  1
  5+
  1
  7+
  6+
  8+
  9+
  4"
  5+
  3+
  3
  3
  1
  4+
  1
  6+
  6+
  6+
  7+
  EQUIPMENT
  A Venator Hunter has no equipment. When hired they may choose Common
  equipment, and Rare equipment with a Rarity value up to and including 8, from
  the Trading Post. They can be equipped with Basic Weapons, Close Combat
  Weapons, Grenades, Pistols and Wargear.
  ‘We broke through
  a reinforced
  door and found
  a jungle full of
  strange plants.
  Couldn’t help but
  stop and stare at
  the strangeness of
  it all. That stopped
  when a giant plant
  made a meal
  outta Mika.’
  Trix the Stitch,
  Toxic Alleycats,
  House Escher
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  DRAMATIS PERSONAE - Kal Jericho
  KAL JERICHO, UNDERHIVE
  BOUNTY HUNTER
  If style were a man then it would undoubtedly be
  Kal Jericho. With easy good looks and an even
  easier charm, Kal has a reputation for being as fast
  with his mouth as he is with his guns, the former
  getting him into trouble as often as the latter
  gets him out of it. A legend in his own lifetime,
  the self-proclaimed suavest Bounty Hunter in the
  underhive has claimed more bounties and made
  more enemies than almost any other hired gun
  in Hive Primus. Kal might attribute his success to
  being possessed of peerless skills and a survivor’s
  instinct for trouble, though ask his adversaries and
  they’ll tell you Kal leads a charmed life.
  Somehow since making his way into the
  underhive, Kal has gotten out of more scrapes
  than Lord Helmawr has wigs, each one more
  impressive than the last (a bit like Lord Helmawr’s
  wigs). No one knows for sure where Kal comes
  from, or why someone of his obvious good
  breeding, education and upstanding personal
  hygiene decided to make the rotting underbelly
  of Hive Primus as his home, but there is no
  shortage of tales told about him. Common
  wisdom has it that Kal is an exiled noble or
  off-world adventurer, fleeing from some
  dark past. Some claim he is a planetary
  lord in exile, come to Necromunda
  to hide from his crimes, others say
  he was once a great hero of the
  Imperium, betrayed and exiled from
  his command. Then there are those
  who posit that Kal is an illegitimate
  son of Lord Helmawr, and the last
  true-born successor to the Helmawr
  line. Of course, he could just as
  easily be another hive scum with
  an exceptional talent for lying.
  18
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  What isn’t in dispute is that Kal has no shortage of powerful enemies. From the
  psychopathic ex-pit slave, Vandal Feg; the fanatical Redemptionist, Cardinal
  Crimson; or the shadowy spymaster, Nemo the Faceless, there is a long line of
  Necromunda’s baddest and meanest looking to claim the Bounty Hunter’s head.
  Of course, Kal is not without his friends, like his trusty half-Ratskin sidekick Scabs
  or robotic mastiff, Wotan. Then there are those like the rogue noblewoman-
  turned-outlaw, Yolanda Catallus, who enjoys an off-again on-again relationship
  with Kal, sometimes fighting at his side, other times trying to put a bullet
  between his eyes. All of these reasons are doubtless why Kal prefers the lawless
  settlements and shadowy Badzones of the underhive, where there is always coin
  to be made and he can stay one step ahead of his adversaries.
  SPECIAL RULES
  A Charmed Life: The incredible luck and good fortune of Kal Jericho enables
  him to somehow avoid all but the most deadly of attacks. This tremendous luck
  grants Kal a 3+ save roll, which cannot be modified by Armour Piercing.
  Additionally, Kal may avoid being caught by a Blast marker or Flame template.
  If Kal is caught under a Blast marker or Flame template, the attacker should roll
  a D6. On a 4-6, Kal is hit by the attack. On a 1-3, Kal is somehow not troubled
  by the attack and it misses him completely.
  Bounty Hunter: As a Bounty Hunter, Kal is subject to the Dead, Not Alive,
  Claiming Bounties and “We’ll Get Our Bit…” special rules (see page 63 of
  Necromunda: Gangs of the Underhive).
  “Come Along Scabs!”: As Kal’s loyal sidekick, Scabs (see pages 20-21) may
  be hired alongside him for 100 credits rather than the usual 200 credits.
  Additionally, due to the notoriety Scabs has earned through his association with
  Kal, he follows the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”
  special rules as if he were a Bounty Hunter, rather than Hive Scum. If a gang
  has hired both Dramatis Personae together, roll a single D6 for both together if
  “We’ll Get Our Bit…” requires a D6 to be rolled.
  ‘We had him dead
  to rights, then he
  just flashed that
  smug little smile,
  made a dash for
  the door and the
  whole building
  came down. Saw
  him swagger away
  untouched. Still
  want to gut him but
  you gotta respect
  the style.’
  ‘Seared’ Jax,
  Downtown
  Runners,
  House Orlock,
  on Kal Jericho
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  DRAMATIS PERSONAE - Scabs
  SCABS, HIVE SCUM
  Life is hard in the underhive, and even
  more so for Houseless drifters like Scabs.
  A product of two worlds, Scabs carries his
  Ratskin heritage both as a blessing and a
  curse. Most ‘civilised’ underhivers view the
  boil-covered scum as a Badzones savage
  and an outlander, never fully accepting him
  into their settlements and holesteads. This
  is probably why Scabs turned to a violent
  life as a hired gun and wastelands guide
  to make creds, and also why when he fell
  in with Kal Jericho he returned the Bounty
  Hunter’s easy acceptance with unfailing
  loyalty. Kal saw in Scabs something the
  scum had never seen in himself; a talented
  scout with a keen eye for danger and a
  good heart. Over the years, Scabs has
  proven his worth to Kal time and time again,
  the scum’s level-headed pragmatism
  tempering his master’s bon vivant attitude
  with a healthy dose of caution, often saving
  the pair from sump-spawned horrors and
  humourless gangers among countless
  other perilous situations.
  Of course, as Scabs’ own reputation
  has grown, he has had many of his own
  adventures – especially during those
  periods when Kal mysteriously disappears
  uphive or even further afield for weeks or
  months at a time. Either alone or in the
  company of other gangs or hired guns,
  Scabs has proven he can hold his own.
  Scabs’ Ratskin blood might make him
  an outcast in most underhivers’ eyes
  but it gives him a connection to the hive
  he has used to his advantage numerous
  times – his ‘nose’ finding paths through
  seemingly impassable Badzones or tracking
  foes across the shifting wastes of hive
  bottom. And when Kal isn’t around, Scabs
  sometimes even teams up with Yolanda
  Catallus, perhaps because she feels sorry
  for the half-Ratskin, or maybe she is just
  looking for an in with Kal – or another chance
  to put a blade between his ribs!
  20
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  SPECIAL RULES
  “Come Along Scabs!”: As Kal’s loyal sidekick, Scabs may be hired alongside
  him for 100 credits rather than the usual 200 credits.
  Additionally, due to the notoriety Scabs has earned through his association with
  Kal, he follows the Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”
  special rules as if he were a Bounty Hunter rather than Hive Scum. If a gang
  has hired both Dramatis Personae together, roll a single D6 for both together if
  “We’ll Get Our Bit…” requires a D6 to be rolled.
  Gifted Forager: Well dressed (comparatively speaking) and better equipped
  than his low station in life would seem to suggest, Scabs clearly has a great
  ability to find rare goods at a fair price in the bazaars and markets of the
  underhive. In the post-battle sequence of any battle Scabs took part in, the
  gang he fought for adds +1 to the dice rolled to Seek Rare Equipment when
  visiting the Trading Post.
  ‘Plants don’t move,
  you sump-brain!’
  Last words of
  ‘Twinkletoes’
  Dayron, Dustroad
  Runners
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  ALLIANCES
  ALLIANCES
  Clan House gangs are given great freedom when it comes to furthering their
  House’s interests, and in the underhive operate about as independently as any
  group of people on Necromunda can. However, even a gang sometimes needs
  friends, access to extra ordnance or a little official clout to get the job done. In
  these instances, a gang might make a temporary alliance with locals, Enforcers,
  Guilders or some other faction, donning the veneer of officialdom while it aligns
  with their interests. Such alliances rarely last for long, as once the gang has
  achieved its goal, independence becomes more important than the support they
  were offered. For their part, both Guilders and other sanctioned groups regard
  gangs as temporary tools to be used when it suits them, but never fully trusted.
  Alliances are a new set of rules players can use in their games of Necromunda. They
  represent a short-term alliance between a player’s gang and an organisation such
  as the Merchants Guild. The benefits of having an Alliance depends on the ally, but
  can mean access to cheaper weapons and Wargear, bonuses when playing certain
  scenarios or special Hired Guns who will join the gang while the Alliance lasts.
  Alliances also come with drawbacks. These can include the allies taking a cut of the
  rewards from a scenario, gangs being forced to play certain scenarios favourable to
  their allies, or their opponents getting help from the allies’ enemies.
  “So what do you
  do when you’ve
  made a deal
  with a Daemon
  and it comes to
  collect? Simple.
  Find yourself a
  bigger Daemon.”
  Castor Sorrows,
  Mayor of Ash Hills
  DESIGNER’S NOTE: USING ALLIANCES
  Alliances are optional rules that can be included in a campaign at the
  discretion of the Arbitrator. While it is possible to use the rules for Alliances
  in Skirmish games, provided both players agree, they really come into their
  own when used over several games – meaning players must take both
  the good (cheaper weapons, special Hired Guns) with the bad (having
  to play certain scenarios or giving up some of their scenario rewards).
  Players and Arbitrators are encouraged to keep track of Alliances as they
  can really help build an exciting narrative over the course of a campaign,
  with certain allies refusing to work with a gang based on their past history,
  or gangs developing rivalries depending on the allies they have chosen to
  back. Arbitrators could even require all gangs to make Alliances for their
  campaign, forcing them to choose sides in a larger confrontation between
  Guilders, Enforcers, recidivists or seditious cults.
  22
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  MAKING AN ALLIANCE
  MAKING AN ALLIANCE
  Alliances are not to be entered into lightly. Once a
  gang has pledged its support to an ally, you can be
  sure that their new friends will hold them to it – at
  least until the ally gets some results or they decide
  that the gang has become a liability.
  Use the following steps to make an Alliance:
  1. Any gang can decide to enter into an Alliance
  at the beginning of a campaign, or before any
  game in a campaign, provided they do not
  already have an ally.
  2. Choose an ally from those on offer. Some
  potential allies are presented over the next
  few pages, but more will be provided in future
  supplements and Arbitrators might even
  create their own.
  3. Once a gang has made an Alliance, it will
  last until the end of the current campaign
  phase, or until either they or their ally break it
  as a result of their actions. If a gang breaks
  their Alliance before the end of the current
  campaign phase then they cannot gain
  another until the following phase unless their
  Arbitrator decides otherwise.
  4. While part of an Alliance, a gang may not use
  the additional rules for Sub-plots or roll on the
  House Favours table (see page 148 of the
  Necromunda Rulebook).
  5. Unless otherwise noted, a gang can never
  have more than one ally at a time.
  6. A gang should make a note of their ally on
  their gang roster, along with any Benefits and
  Drawbacks the ally brings.
  BENEFITS AND DRAWBACKS
  Each Alliance brings with it a set of Benefits and
  Drawbacks. These are special rules that will apply
  to the gang for the duration of the Alliance and
  can include things such as access to certain
  equipment, special Hired Guns or having to play
  certain scenarios when given the option. The exact
  details of an ally’s Benefits and Drawbacks can be
  found in their individual descriptions, along with
  guidelines on how, and when, they come into play.
  TESTING THE ALLIANCE
  Sometimes the strength of an Alliance might be
  tested. This is usually because of something the
  gang has done or wants to do, or because the ally
  wants to exert their will upon the gang and the gang
  wants to resist. This is known as Testing the Alliance,
  and applies to the use of some Benefits and
  Drawbacks. When an action requires the Alliance to
  be tested, it will be noted in the ally’s description.
  When Testing the Alliance the gang must roll a D6 on
  the table below, adding 1 to the result for each time
  their Alliance has already been tested this Cycle.
  TESTING THE ALLIANCE TABLE
  D6
  Result
  1-4
  Disquiet: The ally is not happy with
  the gang’s actions but continues to
  hold up their end of the Alliance… at
  least for now.
  5-6
  Warning: The ally issues a warning
  to the gang, who must work to restore
  their good faith. For the gang’s next
  game, they do not gain any of the
  Benefits of their Alliance, though they
  must still adhere to its Drawbacks.
  7+
  Broken: The Alliance is broken. The
  ally leaves the gang and the gang may
  not enter into an Alliance with another
  ally until the following campaign Cycle.
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  Guild Allies
  GUILD ALLIES
  The Merchants Guild, often known simply as the Guilders, makes extensive use
  of gangs to further its own agendas. Gangs might find themselves recruited as
  watchmen, dome wardens or caravan guards in the pay of the Guilders. Just as
  likely a gang might offer their services to the Guilders in exchange for cheaper
  goods or rare items. Of course, the Merchants Guild is a huge sprawling
  organisation made up of tens of thousands of Guilder families, each with their
  individual specialisations and influences, and an alliance with one is not an
  alliance with them all.
  Information on how to include Guild allies in your crew can be found on page 33.
  When choosing the Merchants Guild as an ally, a gang must select from one of
  the following categories:
  ‘There’s little point
  in chasing
  gangers into the
  Badzones.
  If starvation
  doesn’t get them
  first, the wildlife
  sure will.’
  Orlan Mahlix,
  Overhang Gate
  Warden
  ASTUS FLOVIOUM,
  MASTER NAUTICAN,
  MERCATOR NAUTICA
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  Water Guild
  WATER GUILD
  Water, one of the great resources of a hive, and it falls to the Water Guild to
  procure it, divide it and profit from it – not necessarily in that order.
  BENEFITS
  Pure Water Supply: While the gang is allied with the Water Guild, they gain
  a free Slopper Hanger-on, representing an agent of the Guild (see page 86 of
  Necromunda: Gangs of the Underhive). If the gang already has a Slopper in
  its employ then their fighters will come out of Recovery on a dice roll of 5 or 6
  instead of just 6.
  Nautican Syphoning Delegation: While the gang is allied with the Water Guild,
  in the pre-battle sequence, the gang may attempt to add Guild Representatives
  (see page 33) in the form of a Nautican Syphoning Delegation (see page 34) to
  their gang for the battle ahead:
  • Roll a D6 and add the gang’s current Reputation:
  If the total is 10 or below, the Nautican Syphoning Delegation deigns to aid
  their allies on the battlefield.
  If the total is 11 or more, the Guilders decide that the gang can cope alone.
  • This group of fighters does not cost a gang allied to the Water Guild any
  credits to hire, but if chosen, they must be included in the gang’s crew, even
  if crew selection is normally random.
  If, however, the gang is playing the Looters, Smash and Grab, Caravan Heist
  or Escort Mission scenario and is the defender (see Guard Duty below) then
  a Nautican Syphoning Delegation must be included. Roll a D6 and add the
  gang’s current Reputation:
  • If the total is 10 or below, the gang is glad of this aid.
  • If the total is 11 or more, the gang is unhappy about this forced interference
  and they must Test the Alliance.
  DRAWBACKS
  Guard Duty: During the pre-battle sequence, if the gang has the option of
  choosing the scenario to be played, roll a D6. On a 1, 2 or 3, the gang must
  choose Looters, Smash and Grab, Caravan Heist or Escort Mission, and take
  on the role of the defender. On a 4+, they can choose any scenario as normal.
  Alternatively, instead of making this roll the gang can choose to play any
  scenario, but if they do they must Test the Alliance.
  Water Levies: During the post-battle sequence, if the gang gained any
  credits as a scenario reward, the gang must give up a portion of this to their
  Guild allies:
  • The gang must give D3x10 credits to the Guild. If the amount rolled is greater
  than the amount gained, the gang must give the full amount gained to their
  allies and the Alliance is automatically tested.
  • Alternatively, the gang can choose to keep all of its rewards, but if they do,
  they must Test the Alliance.
  HIRIN’ EXPLORERS
  FOR EXCITIN’
  ADVENTURE! ASK
  AT THE
  BOLTHOLE!
  SOCIOPATHS
  ENCOURAGED!
  Graffiti seen in
  Dust Town
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  Promethium Guild
  PROMETHIUM GUILD
  Power in all its forms, whether created by burning
  promethium or tapping into a hive’s great heat
  sink is controlled by the Pyrocaen Lords of the
  Promethium Guild.
  BENEFITS
  Helmawr’s Radiance: While the gang is allied with
  the Promethium Guild, any plasma or flame weapons
  (i.e., plasma pistol, plasma gun, plasma cannon or
  any combi-weapon with a plasma component, or any
  weapon with the Blaze trait) owned by the gang lose
  the Scarce Trait, or, if they did not have the Scarce
  Trait, gain the Plentiful Trait.
  Pyromantic Conclave: While the gang is allied with
  the Promethium Guild, in the pre-battle sequence
  the gang may attempt to add Guild Representatives
  (see page 33) in the form of a Pyromantic Conclave
  (see page 35) to their gang for the battle ahead:
  • Roll a D6 and add the gang’s current Reputation:
  - If the total is 11 or below, the Pyromantic
  Conclave deigns to aid their allies on
  the battlefield.
  - If the total is 12 or more, the Guilders decide the
  gang can cope alone.
  • This group of fighters does not cost a gang allied
  to the Torch Bearers any credits to hire, but if
  chosen they must be included in the gang’s crew,
  even if crew selection is normally random.
  If, however, the gang is playing the Looters, Smash
  and Grab, Caravan Heist or Escort Mission scenario
  and is the defender (see Guard Duty below) then a
  Pyromantic Conclave must be included. Roll a D6
  and add the gang’s current Reputation:
  • If the total is 11 or below, the gang is glad of
  this aid.
  • If the total is 12 or more, the gang is unhappy
  about this forced interference and they must Test
  the Alliance.
  DRAWBACKS
  Guard Duty: During the pre-battle sequence, if
  the gang has the option of choosing the scenario
  to be played, roll a D6. On a 1, 2 or 3, the gang
  must choose Looters, Smash and Grab, Caravan
  Heist or Escort Mission, and take on the role of the
  defender. On a 4+, they can choose any scenario
  as normal. Alternatively, instead of making this roll,
  the gang can choose to play any scenario, but if
  they do they must Test the Alliance.
  Power Tap: During the post-battle sequence, if
  the gang gained any credits as a scenario reward,
  the gang must give up a portion of this to their
  Guild allies:
  • The gang must give D3x10 credits to the
  Guild. If the amount rolled is greater than the
  amount gained, the gang must give the full
  amount gained to their allies and the Alliance is
  automatically tested.
  • Alternatively, the gang can choose to keep all
  of its rewards, but if they do they must Test
  the Alliance.
  LAZIRUS, PYROMAGIR,
  MERCATOR PYROS
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  Corpse Guild
  CORPSE GUILD
  Without the recycled flesh of the dead provided by
  the Corpse Guild, and processed by the Corpse
  Grinders, Necromunda would starve to death in a
  matter of weeks.
  BENEFITS
  Extra Corpse-starch Rations: When a fighter in
  the gang must roll on the Lasting Injuries table (see
  page 87 of the Necromunda Rulebook), they may
  re-roll the result, though they must abide by their
  second roll even if it is worse.
  Corpse Harvesting Party: While the gang is allied
  with the Corpse Guild, in the pre-battle sequence
  the gang may attempt to add Guild Representatives
  (see page 33) in the form of a Corpse Harvesting
  Party (see page 36) to their gang for the
  battle ahead:
  • Roll a D6 and add the gang’s current Reputation:
  - If the total is 9 or below, the Corpse Harvesting
  Party deigns to aid their allies on the battlefield.
  - If the total is 10 or more, the Guilders decide the
  gang can cope alone.
  • This group of fighters does not cost a gang allied
  to the Corpse Guild any credits to hire, but if
  chosen, they must be included in the gang’s
  crew, even if crew selection is normally random.
  If, however, the gang is playing the Looters, Smash
  and Grab, Caravan Heist or Escort Mission scenario
  and is the defender (see Guard Duty as follows)
  then a Corpse Harvesting Party must be included.
  Roll a D6 and add the gang’s current Reputation:
  • If the total is 9 or below, the gang is glad of
  this aid.
  • If the total is 10 or more, the gang is unhappy
  about this forced interference and they must Test
  the Alliance.
  DRAWBACKS
  Guard Duty: During the pre-battle sequence, if
  the gang has the option of choosing the scenario
  to be played, roll a D6. On a 1, 2 or 3, the gang
  must choose Looters, Smash and Grab, Caravan
  Heist or Escort Mission, and take on the role of the
  defender. On a 4+, they can choose any scenario
  as normal. Alternatively, instead of making this roll,
  the gang can choose to play any scenario, but if
  they do they must Test the Alliance.
  Meat for the Grinders: At the start of step 5 of the
  post-battle sequence, before making any Medical
  Escort actions, one randomly determined fighter in
  the gang who has suffered a Critical Injury (61-65
  on the Lasting Injuries table) is removed from the
  gang’s roster just as if they had died. Alternatively,
  the gang may choose to take a Medical Escort and
  take the fighter to the Doc, but if they do they must
  Test the Alliance.
  PALMAEL,
  BONE SCRIVENER,
  MERCATOR PALLIDUS
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  Slave Guild
  SLAVE GUILD
  Slaves and pit fighting are both entertainment and
  profit for a hive city, and both are controlled by the
  members of the Slave Guild.
  BENEFITS
  Weapon Training: While the gang is allied with the
  Slave Guild, in the pre-battle sequence they can
  choose any one of their gang’s Champions, or their
  gang’s Leader, provided the fighter chosen is available
  for the upcoming battle, as a candidate for extra
  training. For the duration of the battle, the chosen
  fighter counts as having one extra skill (chosen by the
  controlling player) from their Primary Skill list.
  Slaver Entourage: While the gang is allied with the
  Slave Guild, in the pre-battle sequence the gang
  may attempt to add Guild Representatives (see
  page 33) in the form of a Slaver Entourage (see
  page 38) to their gang for the battle ahead:
  • Roll a D6 and add the gang’s current Reputation:
  - If the total is 10 or below, the Slaver Entourage
  deign to aid their allies on the battlefield.
  - If the total is 11 or more, the Guilders decide the
  gang can cope alone.
  • This group of fighters does not cost a gang
  allied to the Slave Guild any credits to hire, but if
  chosen they must be included in the gang’s crew,
  even if crew selection is normally random.
  If, however, the gang is playing the Looters, Smash
  and Grab, Caravan Heist or Escort Mission scenario
  and is the defender (see Guard Duty below) then a
  Slaver Entourage must be included. Roll a D6 and
  add the gang’s current Reputation:
  • If the total is 10 or below, the gang is glad of
  this aid.
  • If the total is 11 or more, the gang is unhappy
  about this forced interference and they must Test
  the Alliance.
  DRAWBACKS
  Guard Duty: During the pre-battle sequence, if
  the gang has the option of choosing the scenario
  to be played, roll a D6. On a 1, 2 or 3, the gang
  must choose Looters, Smash and Grab, Caravan
  Heist or Escort Mission, and take on the role of the
  defender. On a 4+, they can choose any scenario
  as normal. Alternatively, instead of making this roll,
  the gang can choose to play any scenario, but if
  they do, they must Test the Alliance.
  Slaves for the Pit: During the post-game
  sequence, if the gang has any Captured fighters,
  these must be given immediately to the Slave
  Guild. The gang can instead choose to keep their
  Captives or sell them to the Guilders for credits as
  normal, but if they do they must Test the Alliance.
  Alternatively, and instead of allowing the Captive’s
  gang to attempt a Rescue Mission, the gang
  may accept a ransom of half the Captive’s value,
  rounded up to the nearest 5 credits, but if they do,
  then the Alliance is immediately broken.
  GRAM IRONHAND,
  SHAKLEMAN,
  MERCATOR SANGUIS
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  Guild of Coin
  GUILD OF COIN
  Travel is restricted on Necromunda, and those rare
  few who may freely traverse the hives and wastes
  of the world, Guilders among them, are controlled
  by the Guild of Coin.
  BENEFITS
  Tollways: While the gang is allied with the Guild
  of Coin, whenever they would gain credits as a
  reward for playing a scenario roll one more D6 than
  normal (i.e., if the scenario reward is D6x10 credits
  then a gang allied to the Guild of Coin would roll
  2D6x10 credits).
  Toll Collectors: While the gang is allied with the
  Guild of Coin, in the pre-battle sequence the gang
  may attempt to add Guild Representatives (see
  page 33) in the form of Toll Collectors (see page
  39) to their gang for the battle ahead:
  • Roll a D6 and add the gang’s current Reputation:
  - If the total is 11 or below, the Guild of Coin
  deigns to aid their allies on the battlefield.
  - If the total is 12 or more, the Guilders decide the
  gang can cope alone.
  • This group of fighters does not cost a gang allied
  to the Guild of Coin any credits to hire, but if
  chosen they must be included in the gang’s crew,
  even if crew selection is normally random.
  If, however, the gang is playing the Looters, Smash
  and Grab, Caravan Heist or Escort Mission scenario
  and is the defender (see Guard Duty as follows)
  then Toll Collectors must be included. Roll a D6
  and add the gang’s current Reputation:
  • If the total is 11 or below, the gang is glad of
  this aid.
  • If the total is 12 or more, the gang is unhappy
  about this forced interference and they must Test
  the Alliance.
  DRAWBACKS
  Guard Duty: During the pre-battle sequence, if
  the gang has the option of choosing the scenario
  to be played, roll a D6. On a 1, 2 or 3, the gang
  must choose Looters, Smash and Grab, Caravan
  Heist or Escort Mission, and take on the role of the
  defender. On a 4+, they can choose any scenario
  as normal. Alternatively, instead of making this roll,
  the gang can choose to play any scenario, but if
  they do they must Test the Alliance.
  Collecting Tolls: During the post-battle sequence,
  if the gang gained any credits as a scenario
  reward, the gang must give up a portion of this to
  their Guild allies:
  The gang must give D3x10 credits to the Guild. If the
  amount rolled is greater than the amount gained, the
  gang must give the full amount gained to their allies
  and the Alliance is automatically tested.
  Alternatively, the gang can choose to keep all of its
  rewards, but if they do, they must Test the Alliance.
  POLTOROX QUISTOROS,
  MASTER OF COIN,
  MERCATOR GELT
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  Iron Guild
  IRON GUILD
  The Iron Guild deal in the raw materials of
  Necromunda, whether that is the ore dug from
  beneath the Spoil or the huge surplus of weapons
  and ordnance that circulate the hives.
  BENEFITS
  Guns, Guns, Guns: While the gang is allied with
  the Iron Guild, reduce the Rarity of all Trading Post
  ranged weapons by 2. In addition, the cost of Trading
  Post ranged weapons is reduced by D3x10 credits
  to a minimum of 5 credits. If the gang wish, they can
  roll to Test the Alliance and reduce the cost of Trading
  Post ranged weapons by D3x20 credits to a minimum
  of 5 credits.
  Wandering Scum: While the gang is allied with the
  Iron Guild, in the pre-battle sequence the gang may
  attempt to add D3+2 Hive Scum (see page 61 of
  the Necromunda: Gangs of the Underhive) to their
  gang for the battle ahead:
  • Roll a D6 and add the gang’s current Reputation:
  - If the total is 9 or below, the Iron Guild deign to
  aid their allies on the battlefield.
  - If the total is 10 or more, the Guilders decide the
  gang can cope alone.
  • This group of Hive Scum does not cost a gang
  allied to the Iron Guild any credits to hire, but
  if chosen, they must be included in the gang’s
  crew, even if crew selection is normally random.
  If, however, the gang is playing the Looters, Smash
  and Grab, Caravan Heist or Escort Mission scenario
  and is the defender (see Guard Duty below) then
  Iron Guild Hive Scum must be included. Roll a D6
  and add the gang’s current Reputation:
  • If the total is 9 or below, the gang is glad of this aid.
  • If the total is 10 or more, the gang is unhappy
  about this forced interference and they must Test
  the Alliance.
  DRAWBACKS
  Guard Duty: During the pre-battle sequence, if
  the gang has the option of choosing the scenario
  to be played, roll a D6. On a 1, 2 or 3, the gang
  must choose Looters, Smash and Grab, Caravan
  Heist or Escort Mission, and take on the role of the
  defender. On a 4+, they can choose any scenario
  as normal. Alternatively, instead of making this roll,
  the gang can choose to play any scenario, but if
  they do they must Test the Alliance.
  Militia Surplus: During the post-battle sequence,
  when updating the gang’s roster, any weapons or
  Wargear carried by dead fighters (i.e., those who
  have died in the game or as a result of a Critical
  Injury) must be given to the Iron Guild. The gang
  can choose not to give up the dead fighter’s
  weapons or Wargear, but if they do they must roll to
  Test the Alliance.
  THADBIUS XRINAX, IRON
  BROKER, MERCATOR MUNDA
  30
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  DRAMATIS PERSONAE - Freikstorn Strix
  FREIKSTORN STRIX,
  BOUNTY HUNTER
  Freikstorn Strix is an exile of House Van
  Saar and former Clan Archetek. Ancient
  by the standards of his House at the
  age of 47 Terran solar cycles, Strix has
  converted his bodysuit into an armoured
  life-support cradle, and replaced his
  limbs with powerful cybernetics. Many of
  his body modifications are of Strix’s own
  invention, mixing the Van Saar’s STC
  technologies with the more common
  tech of the Imperium. Strix must routinely
  prey upon enemies for the parts to keep
  himself alive, sometimes throwing his lot
  in with gangs if there is the promise of
  technology or a hefty score of creds.
  Strix’s jet pack assembly, the Strixian
  harness and ornithoptical combat kit
  or S.H.O.C.K. wing, allows him to soar
  across the battlefield, leaping high over
  the reach of his foes as he assails them
  with his pneumatic-claw gun. Perhaps
  Strix’s greatest weapon though is the
  fear he engenders in his foes, and
  many believe he is not human at all,
  but some mechanical hunting horror
  unleashed by the noble houses for their
  own dark amusement.
  SPECIAL RULES
  Bounty Hunter: As a Bounty Hunter,
  Freikstorn is subject to the Dead, Not
  Alive, Claiming Bounties and “We’ll Get
  Our Bit…” special rules (see page 63 of
  Necromunda: Gangs of the Underhive).
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  SYTHANIA IMPERITANCE,
  PALE CONSORT,
  MERCATOR PALLIDUS
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  GUILD REPRESENTATIVES
  GUILD REPRESENTATIVES
  Representatives of the Merchants Guild can be found in all levels of the hive,
  doing the Guild’s work and furthering its agendas. In the Badzones, Guild
  Representatives will often ally themselves with gangs of various Houses, both
  for their own protection and to make use of the muscle such gangs provide.
  Guilders will also often hire their services to gangs on a temporary basis; the
  opportunity to further their Guild’s ends and at the same time accrue some
  credits for their personal coffers proving an irresistible lure.
  Each Guild Representative’s entry details three or four Hired Guns; the Guild
  Procurator, their attendant and one or two accompanying bodyguards. These
  Hired Guns are always fielded together and must always operate together,
  meaning that a crew must contain all or none. However, when selecting the crew
  for a battle, the Guild Representatives count as only one fighter, effectively allowing
  the crew to include two or three more fighters than the crew size may allow.
  SPECIAL RULES
  A Band Apart: The Guild Representatives remain separate and aloof from the
  gang they are working beside. In many ways, the Guild Representatives will
  behave as if they are a sub-gang within the gang they are allied with:
  • The Guild Procurator is the Leader of this sub-gang and the Guild Factotum is
  a Champion. The Bodyguards are fighters.
  • When the Guild Procurator or the Guild Factotum is activated, they may
  perform a Group Activation with other Guild Representative fighters belonging
  to their delegation (see page 57 of the Necromunda Rulebook).
  • Neither the Guild Procurator, the Guild Factotum or the Bodyguards may
  participate in a group activation led by another Leader or Champion.
  • Additionally, with regards to the Leading by Example rule (page 73 of the
  Necromunda Rulebook), the Guild Procurator counts as a Leader and the
  Guild Factotum counts as a Champion for other friendly Guild fighters.
  • If a Guild Representative fighter goes Out of Action during a battle, there is
  no need to roll for Lasting Injury; they are considered to have rolled 12-26
  Out Cold.
  • The Guild Representatives are treated as part of the gang they are allied with
  in every other respect (hence why some fighters may possess Wargear or
  skills that will have an effect in the post-battle sequence).
  Bodyguard: If the Guild Procurator is hit by a ranged attack, the controlling
  player may choose to transfer the hit and all of its effects onto a Bodyguard
  within 2" of the Guild Procurator.
  Indentured Fighters: If both the Guild Procurator and Guild Factotum are
  removed from play for any reason, any Bodyguards, without guidance, will
  automatically behave as if the crew they are part of has failed a Bottle test,
  regardless of how many fighters in total have been removed from play.
  ‘We were lost and
  near death but the
  Emperor protects.
  His visage beckoned
  from beneath a
  ruined shrine, calling
  us to rebuild His
  temple and cleanse
  every trace of filth.
  This is His land and
  we are His pioneers.’
  Matthias Cowl,
  The Trodden,
  House Cawdor
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Nautican Syphoning Delegation
  NAUTICAN SYPHONING DELEGATION
  On Necromunda, water is squeezed from every available source, the precious liquid gathered, refined and
  traded by the Merchants Guild. Master Nauticans are the representatives of the Water Guild when it comes
  to the procurement of drinkable water, their entourages travelling the hive bedecked in piped harnesses,
  sloshing tanks and esoteric exsanguination devices. Invigorated by a concentration of clean water and
  purifying chems, the eyes of a Master Nautican burn with drug-induced purpose, while their muscles
  twitch underneath a forest of tubes, each one connected to a tank or bottle.
  While a Water Harvester might enlist the aid of a gang for protection (and as a ready supply of recyclable
  fluids), they are seldom seen without their own personal attendants. These include Syphonites who carry
  bladed exsanguination staves to bleed water from their victims or the hulking Subnautican Behemoths in
  armoured diving suits. Syphonites both oversee the harvesting and refining of water, speaking the litanies
  of the Guild to bless the water in the name of the God-Emperor by invoking the names of the ‘Ancient
  Sees’, believed to have been things once looked upon by the Emperor. The Subnauticans are the divers
  that keep the cisterns and reservoirs of Hive Primus functioning, but also double as able and heavily
  armoured bodyguards for the Master Nautican should the need arise.
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  Master Nautican (Guild Procurator)4"
  4+
  4+
  3
  3
  2
  4+
  1
  7+
  7+
  6+
  6+
  Syphonite (Guild Factotum)
  4"
  5+
  4+
  2
  3
  1
  4+
  1
  8+
  8+
  6+
  6+
  Subnautican (Bodyguard)
  4"
  3+
  5+
  5
  5
  3
  4+
  2
  8+
  6+
  7+
  7+
  EQUIPMENT
  The Master Nautican is armed with a needle pistol
  and stiletto knife, and is equipped with mesh
  armour, a bio-booster and a stimm-slug stash.
  The Syphonite is armed with a needle rifle and
  stiletto knife, and is equipped with mesh armour
  and a cult icon.
  The Subnautican is armed with Open Fists (the
  same as a Goliath ‘Zerker – see page 98 of
  Necromunda: Gangs of the Underhive). The
  Subnautican is equipped with a hazard suit and an
  armoured undersuit.
  SKILLS
  The Master Nautican has the Step Aside and the
  Overseer skills. They may however only use the
  Overseer skill to Order another member of the
  Nautican Syphoning Delegation.
  The Syphonite has the Dodge skill.
  The Subnautican has the Berserker skill.
  SPECIAL RULES
  In addition to the Guild Representatives rules on
  page 33, the Nautican Syphoning Delegation is
  subject to the following special rule:
  Water Harvest: Add +1 to the roll to determine if
  an enemy fighter is Captured at the end of a battle
  if the Master Nautican has not gone Out of Action.
  Add an additional +1 for each other member of the
  Nautican Syphoning Delegation not gone Out of
  Action. If an enemy fighter is Captured, they may
  be sold to the Guilders for their full value in credits
  immediately, before the Captured fighter’s gang
  can attempt a Rescue Mission. The controlling
  player of the Captured fighter’s gang may prevent
  this by agreeing to pay the Captured fighter’s full
  value in credits as an immediate ransom.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Pyromantic Conclave
  PYROMANTIC CONCLAVE
  By flickering flame or glowing orb, the Pyrocaen Lord moves through the darkness of the underhive. Power
  in all its forms is controlled by the Promethium Guild in the underhive, with severe punishments dispensed
  upon those who presume to steal promethium. Pyrocaen Lords are both merchants and murderers,
  offering settlements trade in the form of burnable fuel or sanctioned thermal taps, but also holding
  executions by flame and electrocution for those who have been taking more than their due. With excessive
  promethium at their fingertips, Pyrocaen Lords favour ostentatious flame weapons, overpowered examples
  of common hive ordnance, designed not just to destroy but also to intimidate. These powerful individuals
  are also often held aloft on roaring flame and jet-driven palanquins, never setting foot on the soiled ground
  of the underhive as they have the fuel to waste for both their comfort and protection.
  Alongside the Pyrocaen Lords are the Pyromagir and Cynders. The former are the bearers of the eternal
  flames, which they carry on their backs in huge burning cauldrons of promethium. It is from this flame that
  symbolic fires are lit or that the lord dispenses the gift of heat and light to the less fortunate. Then there are
  the Cynders, surgically altered bodyguards who cast fire in the path of the Pyrocaen Lord, heralding their
  coming or immolating their enemies.
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  Pyrocaen Lord (Guild Procurator)
  4"
  3+
  4+
  3
  3
  2
  4+
  1
  7+
  7+
  7+
  6+
  Pyromagir (Guild Factotum)
  4"
  4+
  5+
  3
  3
  1
  4+
  1
  7+
  8+
  7+
  7+
  Cynder (Bodyguard)
  4"
  4+
  5+
  3
  3
  1
  4+
  1
  8+
  8+
  7+
  7+
  EQUIPMENT
  The Pyrocaen Lord is armed with a shock stave and
  laspistol, and is equipped with a refractor field.
  The Pyromagir is armed with a flamer and stub gun,
  and is equipped with a refractor field and a cult icon.
  A Cynder is armed with either a laspistol and an
  axe or a laspistol and a maul (club). Both Cynders
  must be armed in the same way.
  All three are equipped with photon flash grenades.
  SKILLS
  The Pyrocaen Lord has the Evade and the
  Overseer skills. They may, however, only use the
  Overseer skill to Order another member of the
  Pyromantic Conclave.
  The Pyromagir has the Nerves of Steel skill.
  Both Cynders have the Spring Up skill.
  SPECIAL RULES
  In addition to the Guild Representatives rules on
  page 33, the Pyromantic Conclave is subject to the
  following special rule:
  Light In Dark Places: If the player controlling
  the Pyromantic Conclave chooses, they may
  announce during the pre-battle sequence, after
  crews have been chosen but before deployment,
  that the battle will be fought using the Pitch Black
  rules. Additionally, they may choose during any
  End phase that these rules will no longer apply.
  Finally, if any member of the Pyromantic Conclave
  is removed from play, immediately before removing
  the fighter, resolve a photon flash grenade attack
  centred on the fighter.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Corpse Harvesting Party
  CORPSE HARVESTING PARTY
  Recycled meat is vital to the existence of Necromunda, and the Merchants Guild is continually acquiring
  fresh sources for the Corpse Grinders. Pale Consorts and Bone Scriveners are corpse prospectors,
  continually scouring the hives looking for new and plentiful veins of dead meat to be turned into the next
  batch of corpse-starch rations. Hidden behind macabre masks, often with ornamental rebreathers to block
  out the stench of their work, Pale Consorts and their Bone Scriveners use a collection of ancient surgical
  tools to determine the worth of their catch. Often, they will be seen exploring the aftermath of battles
  between gangs, or stalking the streets of a settlement savaged by outlanders, stooping over the dead.
  Pale Consorts might be prospectors of fallow flesh, but when they find a likely specimen, they are not the
  ones to mine it. Following in the Pale Consort’s footsteps are the hulking shadows of Corpse Grinders,
  representing the interests of their organisation, which stands as the principal beneficiary of the Merchants
  Guild’s efforts. Unlike the Pale Consorts and Scriveners, each Corpse Grinder is a muscular butcher, their
  arms grown strong in the execution of their grim work. Armed with saws and serrated blades, these brutes
  either haul the corpses whole into their body carts or hack away the best pieces for the ration factories to
  refine. Should a Pale Consort be threatened, Corpse Grinders also make for able bodyguards, their razor-
  toothed tools as proficient against the living as the dead.
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  Pale Consort (Guild Procurator)
  4"
  5+
  4+
  3
  3
  1
  4+
  1
  7+
  8+
  7+
  6+
  Bone Scrivener (Guild Factotum)
  4"
  5+
  4+
  3
  3
  1
  5+
  1
  7+
  8+
  8+
  7+
  Corpse Grinders (Bodyguard)
  4"
  3+
  5+
  4
  3
  2
  4+
  2
  8+
  7+
  8+
  8+
  Another Custodes Libris share. Buy the stuff if you like it!
  
  EQUIPMENT
  The Pale Consort is armed with a laspistol and fighting knife, and is equipped
  with a medi skull, respirator and mesh armour.
  The Bone Scrivener is armed with a stiletto knife, and is equipped with a gun
  skull, respirator and a cult icon.
  Both Corpse Grinders are armed with a chain glaive and are equipped with
  flak armour.
  SKILLS
  The Pale Consort has the Fearsome and Overseer skills. They may, however, only
  use the Overseer skill to Order another member of the Corpse Harvesting Party.
  The Bone Scrivener has the Fearsome skill.
  Both Corpse Grinders have the Crushing Blow skill.
  SPECIAL RULES
  In addition to the Guild Representatives rules on page 33, the Corpse
  Harvesting Party is subject to the following special rule:
  “This One’s still Moving”: During the Wrap-up step of the post-battle
  sequence, roll a D6 for any fighter, friend or enemy, that went Out of Action
  during the battle and suffered a Critical Injury (61-65 on the Lasting Injuries
  table). On a 6, change the Lasting Injury result to a Memorable Death (66 on
  the Lasting Injuries table). The fighter has suddenly stopped moving and is
  claimed by the Corpse Grinders, but any weapons and Wargear (including
  armour) they were equipped with is granted to the gang that the Corpse
  Harvesting Party fought for, who may immediately add it to their Stash.
  ‘You can hide
  anything here, what
  with all the crawl
  spaces, vents and
  hidey holes. Findin’
  it again is the
  real trick!’
  Brando ‘Optic’
  Gruzor,
  Dome Runner
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Slaver Entourage
  SLAVER ENTOURAGE
  Slavery is so common on Necromunda as to be utterly banal to its inhabitants – after all, for those born
  into the servitude of the Clan Houses, what sympathy is there for those who must live their lives in chains?
  Chain Lords and their Shaklemen are the bloated fight masters and slave drivers of the Merchants Guild,
  readily dealing in both human flesh and human misery. The greatest Chain Lords trade in entire domes,
  settlements or manufactorums of slaves, sealing the fate of thousands with a single sweep of their hand.
  For most though, they bring their merchandise with them, dragging lines of bent-backed men and women
  to market. Chain Lords are often huge and idle souls, who have never had to lift a finger for their own
  comfort, their needs constantly seen to by a gaggle of servants, while their Shaklemen enact their will.
  Hung with chains and trinkets, Chain Lords are nonetheless dangerous adversaries, their wealth affording
  them many hidden weapons and fiendish augmentations.
  Of course, it is rare a Chain Lord would ever need to defend themselves. Principal among the Chain
  Lords’ charges are pit slaves, often heavily augmented so that they might better entertain the crowds of
  the arenas. These warriors, often psycho-conditioned for maximum aggression and loyalty, are as hounds
  upon the leash, ready to be loosed should a word be spoken or gesture be made. Other slaves also act
  as personal attendants to the Chain Lord, and more than a few captured gangers have found themselves
  reluctantly serving at the side of a Chain Lord with a compliance collar around their neck.
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  Chain Lord (Guild Procurator)
  4"
  3+
  6+
  4
  4
  2
  4+
  2
  7+
  6+
  7+
  9+
  Shakleman (Guild Factotum)
  4"
  4+
  5+
  3
  3
  2
  4+
  1
  8+
  7+
  7+
  8+
  Pit Fighter (Bodyguard)
  5"
  4+
  6+
  3
  3
  1
  4+
  2
  8+
  7+
  8+
  10+
  EQUIPMENT
  The Chain Lord is armed with either a chain glaive
  or a shock whip and chain axe, and is equipped
  with light carapace armour, a bio-booster and a
  stimm-slug stash.
  The Shakleman is armed with a shock stave and a
  harpoon launcher, and is equipped with flak armour
  and a cult icon.
  A Pit Fighter is armed with a chain glaive. Both
  Pit Fighters are equipped with flak armour and a
  stimm-slug stash.
  SKILLS
  The Chain Lord has the Hurl and Overseer skills.
  They may, however, only use the Overseer skill to
  Order another member of the Slaver Entourage.
  The Shakleman has the Disarm skill.
  Both Pit Fighters have the Rain of Blows skill.
  SPECIAL RULES
  In addition to the Guild Representatives rules on
  page 33, the Slaver Entourage is subject to the
  following special rule:
  A Promising Fighter: During the Wrap-up step
  of the post-battle sequence, roll a D6 for one
  randomly determined Ganger or Juve in the gang
  that the Slaver Entourage fought for that took an
  enemy fighter Out of Action with either a close
  combat attack or a Coup de Grace. On a 1, the
  Chain Lord is impressed by what has been seen
  and claims that fighter for a career in the fighting
  pits. The fighter and all of their weapons and
  Wargear are immediately deleted from the gang
  roster. On a 6, the Chain Lord rewards that fighter
  for their entertaining display of fighting prowess.
  The gang immediately adds D3x10 credits to its
  Stash. On any other result, nothing happens.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Toll Collectors
  TOLL COLLECTORS
  On Necromunda, every road, byway, tunnel and gate are owned by the Imperial House. These are the
  arteries of its trade and much of its power, and as a result, each one is carefully controlled. The Guild of Coin
  taxes and controls these pathways for Lord Helmawr, and act as guardians to the many trails and tunnels
  that link the levels of a hive together, or link hive clusters across the toxic wastes. Clad in glittering cloaks of
  keys, with staves graven with passwords and hung with tokens of their long journeys, each Master of Coin is
  a keeper of the ways. While these agents of the Guild often oversee the comings and goings of prospectors,
  Clan House work crews and ash waste expeditions, ensuring that the Imperial House gets its due, many
  ply the Badzones, keeping the connections between the settlements alive. Masters of Coin regularly recruit
  gangs for underhive expeditions, for what the keepers find, they can trade, and if they are fortunate enough
  to forge a new route through the Badlands then they can claim taxes on all who use it.
  Masters of Coin are almost always accompanied by Skinflints, miserly coin counters who test and tally the
  creds gathered by their masters before stowing them in the Master’s armoured trade-coffers. These coffers
  are carried by the master’s Grovellers, indentured oath-breakers. Some Grovellers even have this precious
  knowledge carved, branded or tattooed onto their flesh, acting as living documents for the master to refer
  to – or should the need arise, flay off to give to an expedition leader.
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  Master of Coin (Guild Procurator)
  5"
  4+
  4+
  3
  3
  2
  3+
  1
  6+
  5+
  7+
  5+
  Skinflint (Guild Factotum)
  5"
  4+
  4+
  3
  3
  1
  4+
  1
  7+
  6+
  7+
  6+
  Groveller (Bodyguard)
  5"
  5+
  4+
  3
  3
  1
  4+
  1
  8+
  6+
  8+
  7+
  EQUIPMENT
  The Master of Coin is armed with a laspistol and a
  power knife, and equipped with a displacer field
  and a gun skull.
  The Skinflint is armed with a plasma pistol and
  fighting knife, and equipped with mesh armour and
  a cult icon.
  A Groveller is armed with either a long rifle and a
  fighting knife or a shotgun (with solid and scatter
  ammunition) and a fighting knife. Each Groveller
  may be armed differently.
  SKILLS
  The Master of Coin has the Escape Artist and the
  Overseer skills. They may, however, only use the
  Overseer skill to Order another member of the
  Toll Collectors.
  The Skinflint has the Lie Low skill.
  Both Grovellers have the Lie Low skill.
  SPECIAL RULES
  In addition to the Guild Representatives rules on
  page 33, Toll Collectors are subject to the following
  special rule:
  Highways and Byways: If the gang that the Toll
  Collectors are fighting for is the defender in any
  scenario, they may attempt to steal the initiative
  from the enemy. After step 2 but before step 3 of the
  pre-battle sequence, make a Leadership check for
  the Master of Coin. If the check is failed, the battle
  progresses as normal with the other player continuing
  as the attacker and choosing the scenario. If the
  check is passed, the Master of Coin has successfully
  led their gang into position to ambush their attackers.
  Play either the Ambush scenario or the Trap scenario
  with the Master of Coin’s gang as the attacker.
  This does not have any effect on the Territory at
  stake or any other outcomes of the battle within
  a campaign.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  DRAMATIS PERSONAE - Shadows of Catallus
  SHADOWS OF CATALLUS
  Arbelesta Raen Catallus and Aramista Dae Catallus are
  twin siblings of the Great House Catallus. When a schism
  within the House saw hundreds murdered or driven into
  exile, the twins found themselves on opposite sides of the
  conflict. Sent by her parents to kill her brother Aramista,
  Arbelesta instead sided with him, the two taking on a
  legion of House assassins. Of course, one does not simply
  walk away from noble obligations, especially during a civil
  war and the twins were branded Transgratia de Sanquine
  – Traitors to the Blood. Every would-be assassin to cross
  their path ended their days on the end of one of Aramista’s
  blades or as another notch on Arbelesta’s gunstock.
  In mockery of their estranged parents, the pair donned
  Catallus Carnivàle Mirror Masks depicting the faces of their
  father and mother. Eventually, the division within Catallus
  was healed and the bloodshed within its halls returned to
  normal levels. Without the chaos of open conflict to hide
  them, the twins were hounded out of the spire, escaping
  downhive only by virtue of their murderous talents.
  Thriving in the lawless wilds of the underhive, the pair
  quickly earned a reputation as effective and pitiless Bounty
  Hunters. Aramista’s skills as a duellist and Arbelesta’s
  talent as a sniper – honed picking off hive repair crews
  from her spire balcony – allowed them to command a high
  price for their services, while their spire-tech gave them
  an edge over their foes. Their masterwork weapons, along
  with the masks they still wore – each one incorporating
  miniaturised respirators and photonic enhancers capable
  of turning the gloom of the underhive into stark day –
  turned them into apex predators of the Badzones. In
  time people started calling them the Shadows of
  Catallus, Aramista appearing like a phantom from
  the darkness to challenge enemies with his
  blades, while Arbelesta remained hidden,
  making sure her brother’s opponents never
  got close to laying a blade upon him.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  SPECIAL RULES – ARAMISTA
  Unique Partnership: Aramista Dae Catallus
  may be hired alongside Arbelesta Raen Catallus,
  allowing a gang to field two Bounty Hunters rather
  than the usual one.
  Bounty Hunter: As a Bounty Hunter, Aramista is
  subject to the Dead, Not Alive, Claiming Bounties
  and “We’ll Get Our Bit…” special rules (see page
  63 of Necromunda: Gangs of the Underhive).
  Bodyguard: If Arbelesta Raen Catallus is hit by
  a ranged attack, the controlling player may choose
  to transfer the hit and all of its effects onto Aramista
  Dae Catallus if he is within 2" of Arbelesta.
  SPECIAL RULES – ARBELESTA
  Unique Partnership: Arbelesta Raen Catallus may
  be hired alongside Aramista Dae Catallus, allowing
  a gang to field two Bounty Hunters rather than the
  usual one.
  Bounty Hunter: As a Bounty Hunter, Arbelesta is
  subject to the Dead, Not Alive, Claiming Bounties
  and “We’ll Get Our Bit…” special rules (see page
  63 of Necromunda: Gangs of the Underhive).
  Slotted: If Aramista Dae Catallus is hit and
  wounded as the result of a Fight (Basic) action
  made by an enemy fighter that is within Arbelesta
  Raen Catallus’ vision arc and line of sight, and if
  she is not Prone, Arbelesta may immediately make
  a single Shoot (Basic) action targeting the fighter
  that inflicted the hit. Arbelesta does not need to be
  Ready to make this action and making this action
  will not cause her to lose her Ready marker.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Special Ammunition
  BADZONES TRADING POST
  Rad Ammunition: Only slightly less reckless than
  building a plasma grenade is the process of making
  rad rounds. Heavily irradiated ammo might inflict
  horrific wounds upon an enemy, but with little more
  than a lead-lined clip for protection, they can cause
  as much damage to the user as their intended target!
  BOLT WEAPON AMMUNITION
  The following types of ammunition can be
  purchased for use in any boltgun, bolt pistol, heavy
  bolter, or any combi-weapon that includes a bolt-
  weapon component.
  Item
  Price
  Rarity
  Gunk bolts
  15 credits
  Common
  Gunk Bolts: Getting hold of old bolt shells is
  much easier than finding fresh ones. Apart from
  paperweights and Wild Snake shot glasses, the
  other use for these cast-off casings is the creation
  of gunk bolts. They might not hit as hard, but they
  make a mess when they do.
  GRENADE LAUNCHER
  The following types of ammunition can be
  purchased for any grenade launcher. Ammunition
  marked with an asterisk (*) may also be used in the
  grenade launcher component of a combi-weapon
  but gains the Single Shot Weapon Trait.
  Item
  Price
  Rarity
  Anti-plant grenades*
  40 credits
  Rare (7)
  Flares*
  30 credits
  Common
  Plasma grenades
  100 credits
  Rare (12)
  BADZONES TRADING POST
  Smart gangers know that when exploring the
  Badzones, a sturdy grapple line or a sniffer rat is
  often more valuable than the sidearm on your hip.
  The section that follows presents a collection of
  additional weapons and Wargear for players to add
  to their gang. These items can be purchased in
  the post-battle sequence from the Trading Post, or
  if players are building gangs for a Skirmish game,
  they may agree to allow their gangs access to
  some or all of the equipment that follows.
  SPECIAL AMMUNITION
  AUTO-WEAPON AMMUNITION
  The following types of ammunition can be purchased
  for use in any autogun or autopistol (reclaimed or
  otherwise), a heavy stubber, or any combi-weapon
  that includes an auto-weapon component.
  Item
  Price
  Rarity
  Plantbuster rounds
  15 credits
  Rare (9)
  Phosphor rounds
  10 credits
  Rare (8)
  Rad rounds
  20 credits
  Rare (9)
  SHOTGUN AMMUNITION
  The following types of ammunition can be
  purchased for use in any shotgun, combat shotgun
  or sawn-off shotgun.
  Item
  Price
  Rarity
  Plantbuster shells
  15 credits
  Rare (9)
  Phosphor shells
  10 credits
  Rare (8)
  Rad shells
  25 credits
  Rare (9)
  Plantbuster Ammunition: Dipping rounds in
  defoliation compounds, often taken from anti-plant
  grenades, gives even the humble autogun teeth
  against a Carnivorous Plant. An added bonus is
  that plantbuster rounds have also proved effective
  against Brainleaf Zombies.
  Phosphor Ammunition: Adding a phosphorescent
  coating to rounds is a common practise in the
  underhive, where sometimes it can be handy to
  know where your bullets are going; phosphor
  rounds have the added benefit of tagging anything
  they hit with glowing dots.
  DESIGNER’S NOTE: GRENADES
  AND GRENADE LAUNCHERS
  While it might seem logical that a fighter armed
  with grenades can either fire them from a
  launcher or hurl them by hand, the reality is
  that these pieces of wargear are used in very
  different ways. For example, flares for grenade
  launchers are harder to come by than their
  handheld cousins as they require a stable
  casing and reliable propellant. Most grenade
  launcher flares are liberated from Palanite
  Enforcer stores, and still bear the Spider crest of
  the Imperial House. Equally, plasma grenades
  are not often fired from grenade launchers – the
  act of shoving an already unstable explosive
  into a small tube and then setting off a controlled
  detonation to propel it often ending badly!
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  Wargear
  WARGEAR
  GRENADES
  Item
  Price
  Rarity
  Anti-plant grenades
  30 credits
  Rare (7)
  Flares
  20 credits
  Common
  Gunk bombs
  40 credits
  Common
  Plasma grenades
  90 credits
  Rare (10)
  Anti-plant Grenades: Anti-plant grenades contain
  powerful defoliant chems designed to rob an
  enemy of cover. When detonated they release
  a cloud of gas that, while unpleasant, is largely
  harmless to humans, but will rot away plant matter
  in moments. While the gangs of the underhive don’t
  have a lot in the way of vegetation to hide behind,
  they do have to contend with man-eating plants,
  and so anti-plant grenades have found their way
  into circulation.
  Flares: Areas of complete darkness are common in
  the underhive, and even more so in the Badzones
  where powerlines are broken or don’t reach. For
  this reason, having a way to quickly illuminate a
  large area is handy, and so many gangers carry
  flares. These range from lumps of magnesium dug
  out of old factorums and dipped in promethium, to
  Palanite phosphor rounds that will burn underwater,
  but all serve the same purpose: bringing light to a
  place where once there was only darkness.
  Gunk Bombs: The underhive is home to myriad
  kinds of goos, slimes and sludges, most of
  which are highly poisonous if ingested and
  unspeakably unpleasant if stepped in. These foul
  substances are generally known by the catch-
  all term ‘Gunk’, and fighters sometimes fashion
  homemade weapons out of it. Using old grenade
  casings, corpse-starch tins or even the skulls of
  small critters, a Gunk bomb combines a little bit of
  explosive and a lot of sludge to shower its intended
  targets in filth.
  Plasma Grenades: Imperial plasma grenades lack
  the sophistication of their xenos counterparts, and
  are often little more than the scavenged innards
  of a broken plasma gun wrapped in wire and set
  to overload. Despite the perils of using plasma
  grenades there are few explosives as satisfyingly
  destructive, the white hot ball of plasma searing
  everything it touches and often leaving little behind
  except for scorched steel and blackened corpses.
  PERSONAL EQUIPMENT
  Item
  Price
  Rarity
  Archaeotech device
  120 credits
  Rare (13)
  Blind Snake pouch
  60 credits
  Rare (12)
  Guilder cartograph
  70 credits
  Rare (11)
  Mung vase
  2D6x10 credits Rare (12)
  Necromunda giant rat
  50 credits
  Common
  Industrial respirator
  30 credits
  Rare (7)
  Isotropic fuel rod
  60 credits
  Rare (10)
  Radcounter
  50 credits
  Rare (9)
  Ratskin map
  100 credits
  Rare (9)
  Second Best
  15 credits
  Common
  Suspensor harness
  40 credits
  Rare (9)
  Wild Snake
  30 credits
  Common
  ‘BOMBER’ JENN,
  DEAD EYES,
  HOUSE ESCHER
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  DRAMATIS PERSONAE - Mortanna Shroud
  MORTANNA SHROUD,
  SANCTIONED PSYKER
  The daughter of a Guilder, Mortanna Shroud
  was sold to Helmawr’s Psykanarium when upon
  her coming of age her family discovered her
  emergent psychic ‘talents’ and handed her over
  for a handsome reward. Classified a ‘Lambda’
  level psyker, and thus of little interest to the
  Adeptus Astra Telepathica, the wardens of the
  Psykanarium worked to increase her abilities
  and ensure her obedience. Implanted with a
  neuro-reliquary, a collar made of the bones and
  skulls of dead psykers, Mortanna found a host
  of new abilities at her command, from conjuring
  flame from nothing to wrapping herself in a
  shield of superheated air. Unfortunately for
  Shroud, the neuro-reliquary resonates to the
  psychic frequencies used by the wardens, and
  can be used to inflict pain or even death upon
  her should she disobey them. When the skulls
  of the reliquary begin to chatter, Mortanna
  knows that her unseen masters disapprove of
  her actions, and she should desist immediately
  or face the consequences.
  Despite the psychic chain coiled around her
  neck, Mortanna takes great pleasure in her work.
  She enjoys the fearful way hivers look at her or
  the nervous glances of Helmawr’s hunters and
  Enforcers when she works alongside them. Most
  of all though, Mortanna enjoys burning things,
  seeing in the screaming faces of her enemies
  those of her parents. Perhaps most worrying of
  all is that Mortanna has begun to talk to the skulls
  of her neuro-reliquary, the ancient dead psykers
  promising her freedom if she only just listens to
  their whispered advice…
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  WYRD POWERS
  PYROMANCY
  Scouring (Basic): Coruscating balefire erupts from Mortanna’s eyes or
  outstretched hands, engulfing the enemy. For as long as this Wyrd Power is
  maintained, Mortanna counts as being armed with the following weapon:
  Range Accuracy
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Scouring
  -
  T
  -
  -
  2
  -
  1
  -
  Blaze,
  Template
  TELEKINESIS
  Assail (Basic): Mortanna uses the force of her will to push enemies and objects
  from their path. Immediately make a ranged attack against an enemy fighter
  within 12" and line of sight. If hit, move the target D3" in any direction – if they
  were Standing, they become Prone and Pinned after moving. If they come into
  base contact with a Standing fighter or any terrain, they stop moving and suffer a
  Strength 3, Damage 1 hit. If they come into base contact with another fighter, that
  fighter also suffers a Strength 3, Damage 1 hit, and becomes Prone and Pinned.
  BIOMANCY
  Hammerhand (Basic), Continuous Effect: Focussing the raw power of the
  Warp, Mortanna augments her strength to a point that a single blow can crush
  bone. For as long as this Wyrd Power is maintained, Mortanna counts as being
  armed with the following weapon:
  Range Accuracy
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Hammerhand
  -
  E
  -
  -
  S+2 -1
  2
  -
  Melee,
  Pulverise
  SPECIAL RULES
  Bounty Hunter: As a Bounty Hunter, Mortanna is subject to the Dead, Not
  Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules (see page 63 of
  Necromunda: Gangs of the Underhive).
  Psychic Chains: If Mortanna is taken Out of Action, immediately before
  her model is removed from play, all enemy fighters within D6" of her suffer a
  Strength 1 automatic hit, as if from a weapon with the Seismic trait.
  ++ Monitors
  report increased
  presence of deviant
  vegetation located
  close to Barrelden
  Falls. Local air
  purifiers unable
  to eradicate all
  spores. Scans show
  13% of Barrelden’s
  population
  are infested
  with spores.
  Recommend
  purging of
  Barrelden and its
  population. ++
  Extract from Magos
  Biologis Veltranx
  report on biological
  samples gathered
  from Hive Primus
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  BADZONES BATTLEFIELDS
  represent these perilous depths of the underhive. In
  Zone Mortalis scenarios, players can use tiles from
  the Badzone Delta-7 tile set to represent some of
  these environments, while Badzones Terrain provides
  guidelines for the kinds of Citadel scenery pieces
  appropriate to a Badzone.
  GENERATING AN ENVIRONMENT
  If players decide to have their scenario set
  in a Badzone, the first step is to generate an
  Environment. This should be done after the
  scenario has been chosen but before any terrain is
  placed on the battlefield or, in the case of a Zone
  Mortalis game, before any tiles have been set up.
  Roll a D6 to determine the Environment:
  BADZONES ENVIRONMENTS
  D6
  Environment
  1
  Ancient Manufactorum
  2
  Stygian Depths
  3
  Sump Sea
  4
  Dome Jungle
  5
  Warp-tainted
  6
  Unstable Dome
  BADZONES BATTLEFIELDS
  As if dodging fire from an enemy gang or trading
  blows with psychotic killers wasn’t bad enough,
  sometimes, the environment is out to kill you
  too! Most times, if two gangs square off against
  each other, it is in a section of the hive no better
  or worse than any other, the feeble lighting,
  stale air and rusting walkways just a part of the
  background. Delving deeper into the wastes
  between settlements, however, gangs are more
  likely to come across hostile environments and
  regions abandoned by all but the desperate. These
  Badzones, as they are commonly known, are
  filled with collapsed domes, tangled fungi jungles,
  sludge seas and much worse. Of course, along
  with the peril comes forgotten riches and perhaps
  even archaeotech hidden among the rubble.
  If players agree, they can choose to have their
  gangs fight it out in one of these Badzones, adding
  an extra challenge and more fun to their game.
  Badzones are compatible with most scenarios,
  either adding ‘invisible’ environmental effects or
  providing guidelines for how to set up the battlefield.
  Badzones also provide players with lots of exciting
  modelling opportunities, and they can convert their
  own terrain pieces or even build entire boards to
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  ANCIENT MANUFACTORUM
  A forest of rusting smoke stacks rises above a maze of ancient abandoned
  machinery, the rumble of dormant forges audible from somewhere far below.
  EFFECTS
  When setting up the battlefield, try to include at least six pieces of Industrial Terrain
  as detailed in the Industrial Terrain section of Badzones Terrain (see page 66).
  For the duration of the battle, effects from Industrial Terrain (see Badzones
  Terrain) will be triggered on a 4+ rather than a 6.
  When generating credit rewards for the scenario, players may roll the results
  twice and choose the higher total. If the scenario has no credit rewards then the
  victor gains D6x10 credits instead.
  STYGIAN DEPTHS
  Cracks run through the very foundation of the hives creating vast yawning
  chasms between domes, the black criss-crossed with a web of rusting gantries.
  EFFECTS
  If playing a Zone Mortalis game, discard this Environment and draw another. When
  setting up the battlefield, try to set up as many walkways and raised sections as
  possible, and allow for a path from one side of the battlefield to the other.
  The ground level is an abyss and fighters must remain on the upper levels or if
  at ground level (i.e., level with the abyss) must remain on pieces of terrain. If a
  fighter falls into the abyss, make an Initiative check for them. If they fail, they go
  Out of Action. If they pass, they become a Reinforcement (see page 119 of the
  Necromunda Rulebook) and may return to the battlefield in the following round.
  SUMP SEA
  A bubbling morass of toxic goo, the sump boils up from below, flooding entire
  levels with an ocean of waste and forcing fighters to take to boats or bridges to
  cross it.
  EFFECTS
  If playing a Zone Mortalis game, discard this Environment and draw another. When
  setting up the battlefield, try to set up as many walkways and raised sections as
  possible, and allow for a path from one side of the battlefield to the other.
  The ground level is a Sump Sea and fighters must remain on the upper levels
  or, if at ground level (i.e., level with the sea), must remain on pieces of terrain. If
  a fighter falls into the Sump Sea, place them where they have fallen – falling into
  the Sump Sea doesn’t cause any damage.
  Fighters in the Sump Sea may take no actions activated. When a fighter in the
  Sump Sea activates, make a Strength check for them. If they fail, they go Out of
  Action. If they pass, they can swim up to their Movement characteristic. If they
  reach a ladder or terrain piece, they may climb to safety. Place the fighter on
  the edge closest to where they left the Sump Sea.
  ‘This is the finest
  archaeotech
  this side of the
  Equatorial Wastes.
  Guaranteed to
  make your dreams
  come true. The
  whirling noise?
  No, that’s meant
  to happen. I just
  need to check
  something under
  my desk…’
  Granul ‘Three-
  fingers’, Scavenger
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  DOME JUNGLE
  Local flora and fungi has claimed the dome for their own, the crumbling
  remains of habitation completely overgrown by twisting creepers and deadly
  Carnivorous Plants.
  EFFECTS
  When setting up the battlefield, try to include at least six large areas of Carnivorous
  Plants terrain, as detailed in the Carnivorous Plants section of Badzones Terrain.
  For the duration of the battle, the Strength of Carnivorous Plants is increased by
  1 and the range of their attacks is increased by 3" (see Badzones Terrain). In
  addition, if players are using the rules for destroying Carnivorous Plants then all
  wounded plants heal 1 Damage point in the End phase.
  The thick foliage and drifting spores limit vision. Shooting attacks made at Long
  range suffer an additional -1 to hit in addition to any other modifiers.
  WARP-TAINTED
  Something terrible happened here once and the veil between reality and the Warp
  has worn thin, its malign energies still bleeding into the hive from the beyond.
  EFFECTS
  When a fighter fails a Willpower check or a Cool check, they gain an Insanity
  marker (and become subject to Insanity as detailed on page 51 of the
  Necromunda Rulebook) in addition to any other effects for failing the check.
  When a fighter rolls on the Lasting Injuries table as a result of being taken Out
  of Action while Engaged or with a Coup de Grace action, roll twice and choose
  the higher result.
  A fighter who takes an enemy fighter Out of Action with a Melee weapon or
  a Coup De Grace action gains 1 extra Experience point in addition to any
  Experience gained from taking an enemy fighter Out of Action.
  UNSTABLE DOME
  An ancient war, forgotten quake or simply the march of centuries has rendered
  the dome unstable and ready to collapse given the slightest hint of violence.
  EFFECTS
  When a Blast marker is placed, but before working out its effects, roll a D6. On
  a 5 or 6, place another Blast marker of the same size in contact with the first
  at a point determined by the Scatter dice. Now work out the attack’s effects
  against fighters under both Blast markers.
  Fighters who become Prone on a raised platform or other piece of raised terrain
  must make an Initiative check to see if they fall, even if they are not within ½" of
  the edge.
  Doors and other structures with Toughness and Wounds characteristics count
  their Toughness as 2 lower than normal, to a minimum of 1.
  ‘Promethium
  pipes make for
  good hauls.
  Plasma pipes are
  a road to a quick
  death. Learn
  the difference.’
  Crassus Crow,
  Waste Warriors,
  House Orlock,
  briefing new
  recruits before
  a trip to the
  Badzones
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  DRAMATIS PERSONAE - Apollus Kage
  APOLLUS KAGE, BOUNTY HUNTER
  Bounty Hunters come to their profession by many
  routes. Some are drawn to the life by the promise of
  creds or cracking skulls, others are driven to it by
  exile, debts or a thirst for revenge. Then there are men
  like Apollus Kage, who were destined for it from the
  moment of their birth. Coming up through the ranks of
  House Orlock, Apollus was a Sump Dogs prospect with
  a talent for mayhem. Out on the Spider Points of the
  Palantine Cluster, the young Orlock made a name for
  himself taking convoys and seeing off scavies – often
  only with his fists. Apollus might have had a future
  with the Orlocks if he could have learned to follow
  orders, but it was not to be. After a failed leadership
  challenge against Roky for control of the Sump Dogs,
  Apollus decided it was time to go freelance.
  Apollus Kage is a real hard case, who can take a
  beating and keep on coming. More than a few marks
  have thought that they had Apollus dead to rights, only
  to find the big man’s bolter pressed against their temple
  moments later. It is this reputation that makes him
  popular with the Guilders, especially when it comes to
  executing troublesome contracts out in the Badzones.
  Apollus doesn’t scare easy and will take jobs many other
  Bounty Hunters won’t. Of course, despite the creds he’s
  made working for the Guilders and gangs, or the fun he’s
  had along the way, Apollus still holds a grudge against
  the Sump Dogs and House Orlock. It’s a grudge that
  won’t go away, probably until he gets his chance for a
  rematch with his old gang leader.
  SPECIAL RULES
  Bounty Hunter: As a Bounty Hunter, Apollus is
  subject to the Dead, Not Alive, Claiming Bounties and
  “We’ll Get Our Bit…” special rules (see page 63 of
  Necromunda: Gangs of the Underhive).
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  Generating Events
  GENERATING EVENTS
  Once the Environment has been generated, the
  battlefield can be set up, following any additional
  guidelines in the Environment’s description. Both
  players should familiarise themselves with the
  effects of the Environment, as it will generally
  affect the entire battlefield and can significantly
  change things, such as movement or interacting
  with terrain.
  The other component of a Badzone is Events.
  These are effects that will last for one or more
  rounds, adding additional perils to the battlefield,
  and over the course of a game it is likely that there
  will be several of these.
  At the start of the first round, randomly generate an
  Event, either by rolling D66 on the table that follows,
  or using the Badzone Environments Events cards.
  The Event’s effects are applied for that round. Note
  that some Events may have secondary effects, as
  indicated later, depending on the Environment. In
  the End phase, the players roll a D6 against the
  Event’s Discard Trigger. If it is equal to or higher
  than this number, discard the Event and generate a
  new Event, placing it immediately into play.
  If players are using dice to generate their Events and
  the same Event is generated twice in a row, the Event
  will instead either be a Shutdown (if the first dice of
  the D66 roll was an odd number), or a Hive Quake
  (if the first dice of the D66 roll was an even number).
  If an Event has been in play for three full rounds then
  there is no need to roll against its Discard Trigger, it
  is automatically discarded and replaced. When an
  Event is discarded, remove all of its effects from the
  board, such as markers, terrain or creatures it might
  have generated.
  BADZONE EVENTS TABLE
  D66
  Event
  Odd – Repeat Event
  Shutdown
  11-12
  Critter Swarm
  13-14
  Howling Winds
  15-16
  Choking Clouds
  21-22
  Toxic Downpour
  23-24
  Spore Clouds
  25-26
  Brainleaf Outbreak
  31-32
  Bad Air
  33-34
  Sludge Jellies
  35-36
  Giant Rats
  41-42
  Lair of the Beast
  43-44
  Things in the Dark
  45-46
  Gunk Tank
  51-52
  Labyrinth
  53-54
  Old Cache
  55-56
  Static Storm
  61-62
  I’ve got a Bad Feeling
  about this…
  63-64
  Witch’s Lair
  65-66
  Mutie Tribe
  Even – Repeat Event Dome Collapse
  DESIGNER’S NOTE:
  MIRACULOUS ESCAPES
  Yawing chasms, bottomless sump seas and
  dome collapses are all potentially fatal perils that
  can befall a fighter. In a Skirmish game, it can be
  imagined that combatants who plummet to their
  death or vanish beneath the toxic surface of a
  gunk tank are gone for good – another victim of
  the underhive. In a campaign, however, it can
  be frustrating if that newly-minted Leader and
  their expensive gun gets knocked off a ledge
  and must be stricken from the gang roster.
  As a general rule, unless both players agree
  otherwise, any Environmental Effect or Event
  that takes a fighter Out of Action only results in
  a single roll on the Lasting Injury table. We can
  assume that they were saved at the last minute
  from the sump, or only fell onto an outcrop rather
  than down all the way into the depths of the hive.
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  SHUTDOWN
  Perhaps triggered by the battle, ancient failsafes kick in and the entire dome goes
  into shutdown – doors lock tight, lights go out and all machinery grinds to a halt.
  EFFECTS
  The battlefield becomes subject to the Pitch Black rules, see page 120 of the
  Necromunda Rulebook.
  All terrain pieces become inert and generate no additional effects beyond those
  laid out in the core rules (i.e., counting as impassible, blocking line of sight,
  being climbable, etc).
  All doors seal and cannot be opened normally (see page 52 of the
  Necromunda Rulebook), but may still be forced.
  Additional Effects: This Event has no additional effects.
  Discard on a 4+.
  CRITTER SWARM
  A swarm of hive critters – rats, roaches, spiders or similar – burst from vents
  and grates, creating a crawling and biting carpet beneath the fighter’s feet.
  EFFECTS
  In the End phase of each round, each player rolls a D6 for each of their fighters.
  On the roll of a 1, these fighters are attacked by Critter Swarms and must make a
  Strength check. If they fail, they become Prone. If the fighter was Prone already and
  they fail the Strength check, they must make a save roll or suffer a Flesh Wound, or
  if they are Seriously Injured must make a save roll or be taken Out of Action.
  Additional Effects: If the Environment is a Dome Jungle, fighters are attacked
  on the roll of a 1 or 2.
  If the Environment is Warp-tainted, a fighter attacked by a Critter Swarm must
  also make a Willpower check or gain an Insanity marker.
  If the Environment is an Ancient Manufactorum, when a piece of Industrial
  terrain activates, or is activated, a Critter Swarm will attack all fighters within 1"
  of the terrain piece.
  Discard on a 5+.
  ‘He heard tell of
  an abandoned
  manufactorum
  that was virtually
  untouched. Drew
  him out of hiding
  with thought of
  riches. Gakkin’
  Delaque gangers
  played him good.’
  Bladefist,
  Girder Grinders,
  House Goliath
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  HOWLING WINDS
  A huge ventilation fan hangs above the dome blasting its inhabitants with a storm
  gale, fighters battling the winds to keep their footing and find their targets.
  EFFECTS
  Shots taken at Long range suffer a -1 to hit in addition to any other modifiers,
  and Blast markers will always scatter even if a hit is scored.
  Hits from weapons with the Gas or Smoke traits have no effect on a roll of 4+.
  Roll after firing but before working out their effects.
  Fighters who go Prone within ½" of the edge of a platform or level must re-roll
  successful Initiative checks to see if they fall.
  Additional Effects: If the Environment is Stygian Depths, Long range shots
  suffer a -2 to hit, and Gas or Smoke weapons have no effect on a 3+.
  If the Environment is a Dome Jungle, plants can make attacks from an
  additional 6" away rather than 3".
  If the Environment is an Unstable Dome, place two additional Blast markers
  when placing a Blast marker, rather than just one.
  Discard on a 5+.
  CHOKING CLOUDS
  Ash from the wastes or toxic fog from hive bottom fill the battlefield, making
  visibility more difficult and covering fighters in a layer of grimy dust.
  EFFECTS
  Shooting attacks made at Short range are at -1 to hit, while shooting attacks at
  Long range are at -2 to hit. Blast markers will always scatter even if a hit is scored.
  Stray Shots potentially hit fighters within 2" of the line between attacker and
  target, rather than just 1".
  Additional Effects: If the Environment is Stygian Depths, fighters on the
  highest level of terrain ignore the effects of the Choking Clouds unless they are
  making attacks at targets on a lower level.
  If the Environment is a Sump Sea, fighters either in the sea or level with it ignore
  the effects of the Choking Clouds unless they are making attacks at targets on
  a higher level.
  If the Environment is an Ancient Manufactorum, when a piece of industrial
  terrain activates, until the end of the round, the area on it and within 3" of it
  ceases to be subject to the Choking Clouds effects.
  Discard on a 5+.
  ‘Plantbuster and
  phosphor grenades
  for the local
  foliage. Respirators
  and drop rigs
  to traverse any
  hazards. Brainleaf
  pheromone lures
  to make it look like
  an accident.’
  Needle,
  Barrelden Stalkers,
  House Delaque
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  TOXIC DOWNPOUR
  Foul liquid rains down from above, perhaps released from some waste facility
  or run-off from one of the water reclamation facilities filled with pollutants.
  EFFECTS
  Toxic liquid rains down from overhead. Roll a D6 to see what kind of rain it is:
  1-2
  Chem Rain – Fighters count their save as 1 worse while this Event is in
  effect (note that Field Armours are not affected by Chem Rain).
  3-4
  Irradiated Coolant – Fighters lower their Toughness by 1 when making
  Toughness checks or for the purposes of Wound rolls. Fighters count as
  having Revealed markers on them if the Pitch Black rules are in effect.
  5-6
  Waste Run-off – Fighters with a Blaze marker add 2 to the dice result
  if attempting to put out the flames. Otherwise, the rain is not harmful…
  just unpleasant.
  Additional Effects: If the Environment is Warp-tainted, in addition to the effects
  above Willpower checks are at +2 penalty.
  If the Environment is a Sump Sea, the sea rises when this Event comes into
  play. Remove any terrain level with the sea. Fighters who were on this terrain
  are now in the sea.
  If the Environment is a Dome Jungle, in the End phase (before removing this
  Event), Carnivorous Plants heal all damage dealt to them.
  Discard on a 3+.
  SPORE CLOUDS
  Virulent spores fill the dome, drifting on the hive winds and making the air
  dangerous to breathe as they seek out new hosts for their parent plant.
  EFFECTS
  After a fighter completes their activation, their controlling player must roll a D6.
  On a 1, they have attracted a swarm of spores. Roll a D6 to see what effects the
  spores have:
  1-2
  Centre a choke grenade on the fighter and work out its effects.
  3-4
  Centre a scare grenade on the fighter and work out its effects.
  5-6
  Centre a smoke grenade on the fighter and work out its effects.
  Additional Effects: If the Environment is a Dome Jungle, use 5" Blast markers
  for the grenade’s effects rather than 3" Blast markers, and count the radius of
  the smoke grenade as 2" larger.
  If the Environment is an Ancient Manufactorum, whenever an industrial piece of
  terrain activates, or is activated, roll a D6. On a 1, all fighters on or within 1" of
  the terrain piece are affected by a random grenade effect.
  If the Environment is Stygian Depths, the grenade’s effects do not use Blast
  markers and will only affect the fighter who triggered the spores, while the
  radius of the smoke grenade is 1.5", rather than 2.5".
  Discard on a 4+.
  ‘Everyone who
  heads out thinks
  they’ll find
  something great.
  Few come back
  unscathed and
  fewer too are richer
  for it.’
  Salazar, owner of
  the Road to
  Nowhere Saloon
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  BRAINLEAF ZOMBIES IN ARBITRATED SCENARIOS
  There are many strange and disturbing things lurking down in the depths of the hive, from brainleaf
  thralls and sump virus victims, to spider venom madmen and plague zombies. Any of these can be
  used to represent a zombie horde controlled by the Arbitrator.
  BRAINLEAF ZOMBIES
  BRAINLEAF OUTBREAK
  The dome is home to Brainleaf growths, their questing fronds seeking out victims to dominate into doing
  their bidding.
  EFFECTS
  When making Recovery tests for Seriously Injured fighters (see page 73 of the Necromunda Rulebook), if
  a Seriously Injured or Out of Action result is rolled, the fighter becomes a Brainleaf Zombie (see below).
  At the end of the game, fighters who became Brainleaf Zombies automatically go into Recovery, though
  suffer no other adverse effects.
  Additional Effects: If the Environment is a Dome Jungle, in addition to the risk to Seriously Injured fighters
  when making Recovery tests, when a fighter is taken Out of Action, rather than removing them from the
  battlefield, they instead immediately become a Brainleaf Zombie.
  If the Environment is an Unstable Dome, roll a D6 after a weapon with the Blast trait is used but before
  removing the Blast marker from the board. On a 4+, the fighter who used the Blast weapon places D3
  Brainleaf Zombies in contact with the Blast marker.
  If the Environment is an Ancient Manufactorum, hatches and vents might conceal Brainleaf Zombies. If a
  fighter uses either a hatch, vent or ductway, roll a D6 when they would emerge from the hatch or ductway.
  On a 5 or 6, place the fighter as normal – however, they are now a Brainleaf Zombie.
  Discard on a 4+.
  M
  WS
  BS
  S
  T
  W
  I
  A
  LD
  CL
  WIL
  INT
  2D6"
  5+
  6+
  3
  3
  1
  6+
  1
  12+
  4+
  6+
  12+
  Weapons: Clubs (or guns used as clubs) or fists and teeth (count as unarmed attacks).
  Brainleaf Zombies cannot be Pinned, automatically pass any Cool checks they are required to take
  and ignore all Injury dice results except Out of Action. A Brainleaf Zombie that has been taken Out of
  Action is not removed from the board and instead counts as having suffered a Seriously Injured result.
  In the Recovery phase, Seriously Injured Brainleaf Zombies stand back up, recovering from their
  injuries but taking no other action. The only way to remove a Brainleaf Zombie from the battlefield is by
  making a Coup de Grace action against it while it is Seriously Injured.
  Brainleaf Zombies subject to the Blaze condition are not automatically Broken and cannot attempt to
  put out the fire. Brainleaf Zombies can only take a single action each activation, and move 2D6" when
  taking a Move action. However, should their movement take them into base contact with an enemy,
  they are considered to have made a Charge action and immediately make an attack.
  Enemies taken Out of Action by a Brainleaf Zombie are replaced with a Brainleaf Zombie in the End phase.
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  BAD AIR
  The huge machines that regulate the hive’s air have failed in this region and the
  atmosphere is stale and thin, like a tomb sealed away from the world for centuries.
  EFFECTS
  Fighters cannot make two Move actions in their turn unless they are equipped
  with a respirator.
  Weapons with the Blaze trait reduce their Strength characteristic by 1, to a
  minimum of 1, and fighters hit by weapons with the Blaze trait do not become
  subject to the Blaze condition.
  Additional Effects: If the Environment is Stygian Depths, fighters level with the
  abyss or within ½" of the edge of a platform or level with it ignore the effects of
  the Bad Air.
  If the Environment is a Dome Jungle, the plants are less aggressive and can
  only make attacks from 1" away.
  If the Environment is an Ancient Manufactorum, when a piece of Industrial
  Terrain activates, the area on it and within 3" of it ceases to be subject to the
  Bad Air effects until the end of the round.
  Discard on a 4+.
  SLUDGE JELLIES
  Vile predatory sludges hide within the vents, drains and ducts of the battlefield,
  waiting to envelop and consume the unwary.
  EFFECTS
  Any liquid terrain such as pools, puddles or toxic spills might hide a Sludge Jelly.
  Vents, ductways and hatches might also hide these horrors. When a fighter ends
  a Move action within 1" of a piece of liquid terrain or uses a ductway, vent or
  hatch, roll a D6. On a 1, they have been attacked by a Sludge Jelly.
  A fighter attacked by a Sludge Jelly must make a Toughness check. If they
  pass, they have made a narrow escape and finish their turn or can use the
  ductway, vent or hatch normally. If they fail, they have become paralysed and
  will soon be consumed by the Sludge Jelly.
  If another fighter does not assist them (see page 73 of the Necromunda
  Rulebook) before the following End phase, the paralysed fighter goes Out of
  Action. If they are assisted, they become Seriously Injured instead.
  Additional Effects: If the Environment is a Sump Sea, there are Sludge Jellies
  in the sea and fighters who fall in it will be attacked automatically.
  If the Environment is a Dome Jungle, Carnivorous Plants count as liquid terrain
  for determining when Sludge Jellies might attack.
  If the Environment is Warp-tainted, a fighter attacked by a Sludge Jelly that
  passes their Toughness check must then make a Willpower check or gain an
  Insanity marker.
  Discard on a 4+.
  ‘DON’T OPEN!
  GRAPPLE
  WEED INSIDE!
  WILL FOLLOW
  YOU HOME!’
  Badzones graffiti
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  GIANT RATS
  A nest of giant Necromunda rats has claimed the dome as its own, and will
  viciously defend it against interlopers.
  EFFECTS
  When this Event comes into play, players, starting with the player with Priority,
  take turns placing D3+3 Giant Rats (see page 93) on the battlefield. These rats
  may be placed anywhere, provided that they are at least 1" away from another
  fighter and not within either players’ deployment area.
  In the End phase (before checking to remove this Event), each Giant Rat will
  charge any fighter within 8", otherwise they will move 2D6" in a direction indicated
  by the Scatter dice, stopping if they come into contact with impassable terrain but
  otherwise moving up and down terrain without restriction. Once all the Giant Rats
  have been moved, players add another D3 Giant Rats to the board as above.
  Cawdor fighters using Bomb Delivery Rats suffer a -3 to their Intelligence check
  to direct their Bomb Rat if there is a Giant Rat within 12" of them.
  If an Exotic Beast is within 6" of a Giant Rat when their owner activates then the
  Exotic Beast must attempt to charge it.
  Additional Effects: If the Environment is an Unstable Dome, roll a D6 after
  a weapon with the Blast trait is used. On a 4+, the fighter who used the Blast
  weapon places D3 Giant Rats in contact with the Blast marker.
  If the Environment is an Ancient Manufactorum, when a piece of Industrial
  Terrain activates or is activated, the players place D3 Giant Rats in contact with
  the terrain piece, taking turns placing them as above.
  If the Environment is a Sump Sea, when a fighter falls into the sea, place D3
  Giant Rats in the sea at least 6" away from them – players taking turns placing
  them as above. Giant Rats can move without restriction in the sea.
  Discard on a 5+.
  ‘Guilders don’t
  show their anger
  like normal people.
  They just up and
  leave. Then you find
  your home on fire
  and your rivals have
  doubled their old
  promethium stash.’
  Helza ‘Slickblade’,
  Tunnel Harridans,
  House Escher
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  LAIR OF THE BEAST
  A massive hive beast lairs within this dome, slumbering beneath the battlefield,
  its tentacles questing in its sleep until it finds a prey worthy of its appetite.
  EFFECTS
  After both crews have deployed but before the first fighter activates, add
  three Beast’s Lair markers to the battlefield (see page 121 of the Necromunda
  Rulebook). Players take turns placing these, starting with the player who has
  Priority. Beast’s Lair markers must be placed at least 12" from each other or a
  deployed fighter, and may not be placed in either players’ deployment area.
  If a Beast’s Lair marker is destroyed, the player who destroyed it may place a
  new Beast’s Lair marker on the battlefield following the guidelines above.
  Additional Effects: If the Environment is an Ancient Manufactorum, when a
  piece of Industrial Terrain activates or is activated, any of its hatches count as
  Beast’s Lair markers until the end of the round.
  If the Environment is Stygian Depths, Beast’s Lair markers can be placed in the
  abyss and will attack fighters who pass above them. Count fighters passing
  over a Beast’s Lair marker as being 6" from the marker, regardless of their
  actual distance, unless it would be closer.
  If the Environment is an Unstable Dome, after making an attack using a weapon
  with the Blast Trait roll a D6. On a 5 or 6, place a Beast’s Lair marker centred on
  one of the Blast markers generated by the attack.
  Discard on a 5+.
  THINGS IN THE DARK
  Darkness and shadows rule the underhive, though here they grow especially thick,
  and within their blackness foul creatures stalk, preying upon all who walk there.
  EFFECTS
  While this Event is in play, use the Horrors in the Dark rule from page 139 of the
  Necromunda Rulebook.
  Shooting attacks made at Long range suffer a -1 to hit in addition to any other
  modifiers, unless a fighter is equipped with photo goggles or a thermal sight.
  Additional Effects: If the Environment is a Dome Jungle, when testing for
  Horrors in the Dark, fighters will be attacked unless they are within 8" of two
  other fighters rather than one.
  If the Environment is Warp-tainted, when rolling on the Horrors in the Dark table,
  a fighter must roll two D6 and choose the lower result.
  If the Environment is a Sump Sea, fighters in the sea must roll on the Horrors in
  the Dark table when they activate.
  Discard on a 5+.
  ‘The Guild
  representatives
  were foolish to
  drape themselves
  in such exotic
  technology. They
  became a target
  for all sorts of
  undesirables. It
  is unfortunate we
  couldn’t save them
  or recover their
  missing gear. We
  cannot be blamed
  for that.’
  Julien Barnola,
  Crackling Shields,
  House Van
  Saar, explaining
  to their Guild
  allies the loss of
  their representatives
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  GUNK TANK
  Sludge and waste spurt periodically into the dome, pumped down from uphive
  and potentially showering fighters in disgusting goo.
  EFFECTS
  In the Priority phase, before rolling for Priority, each player rolls a D6 for each of
  their fighters. On a 1, the fighter gains the Gunked condition.
  Gunked fighters reduce their Movement characteristic by 1 (to a minimum of 1)
  and don’t add D3" to their movement when making a Charge action. In addition,
  their Initiative characteristic is reduced by 1 (i.e., Initiative 3+ becomes Initiative
  4+, etc).
  Gunked fighters are more flammable and catch fire on a 2+, rather than a 4+,
  when hit by a weapon with the Blaze trait.
  Additional Effects: If the Environment is an Ancient Manufactorum, when a
  piece of Industrial Terrain activates or is activated, all fighters within 1" of the
  piece of terrain must test to see if they get Gunked.
  If the Environment is a Sump Sea then fighters who fall in the sea are
  automatically Gunked.
  If the Environment is an Unstable Dome, fighters touched by Blast markers
  must also test to see if they get Gunked.
  Discard on a 3+.
  LABYRINTH
  At the best of times the underhive is a maze, though here it is especially tangled,
  and fighters might find themselves easily separated from their allies and all alone.
  EFFECTS
  When a fighter that is without line of sight to another fighter (either friend or foe)
  activates, they must make an Intelligence check.
  Fighters who fail this check become lost and are placed anywhere on the
  battlefield within 12" of their current position by their opponent. They may not be
  placed in impassable terrain or within 1" of another fighter.
  Additional Effects: If the Environment is Warp-tainted, fighters who become
  lost gain an Insanity marker.
  If the Environment is a Dome Jungle, lost fighters who become lost within 6" of
  a Carnivorous Plant may be placed anywhere on the battlefield provided it is
  within 6" of a Carnivorous Plant.
  If the Environment is Stygian Depths, fighters who fall into the abyss become
  lost, rather than going Out of Action.
  Discard on a 4+.
  ‘Turn right thirteen
  steps past the
  dented furnace.
  Climb the ladder
  across from the
  conduit. Third
  vent on the left of
  the corridor.’
  Scrawled
  instructions for a
  Badzones
  loot stash
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  OLD CACHE
  Forgotten militia armouries, abandoned settler storehouses and lost gang
  caches are hidden throughout the underhive for those with the wit to find them.
  EFFECTS
  Fighters can take the Scavenge (Double) action to search for loot. Roll a D6,
  adding 1 to the result for each other friendly fighter within 6". On a 6+, place a
  loot casket in base contact with the fighter.
  For the duration of the battle, fighters may re-roll failed Ammo checks.
  Grenades do not automatically run Out of Ammo for the rest of the game if they
  fail an Ammo check, and may be reloaded in the same way as other weapons.
  Additional Effects: If the Environment is an Ancient Manufactorum, fighters will
  find loot caskets on a 4+, rather than a 6+.
  If the Environment is Warp-tainted, fighters who make the Scavenge action and
  fail to find a loot casket must make a Willpower check or gain an Insanity marker.
  If the Environment is an Unstable Dome, an attack with a grenade misfires if a
  Hit is rolled on the Scatter dice regardless of the result of the D6 roll.
  Discard on a 3+.
  STATIC STORM
  Vast superconductors power entire levels of the hive, their constant motion
  periodically unleashing static storms into the underhive amid crackling blue lightning.
  EFFECTS
  Energy weapons (plasma, melta, las weapons, etc.) gain the Unstable trait
  if they did not already have it. If the weapon already has the Unstable trait, it
  automatically overloads if the Ammo symbol is rolled on the Firepower dice.
  When a fighter moves into base contact with another fighter, both fighters suffer
  a Strength 1 Damage 1 hit. Work out these hits before completing any other
  actions, such as the attacks that are part of a Charge action.
  In a scenario using the Pitch Black rules, any fighter who moves during their
  activation gains a Revealed marker.
  Additional Effects: If the Environment is an Ancient Manufactorum, when a
  piece of Industrial Terrain activates, or is activated, all fighters within 1" of the
  terrain suffer a Strength 1 Damage 1 hit.
  If the Environment is a Dome Jungle, attacks against fighters made by
  Carnivorous Plants inflict D3 Strength 1 Damage 1 hits in addition to any
  other effects.
  If the Environment is Stygian Depths, fighters suffer D3 hits rather than 1 hit
  when moving into base contact with another fighter.
  Discard on a 3+.
  ‘Genuine Ratskin
  map. No, drawn
  by the Ratskins
  you idiot!’
  Gunther Polart,
  Underhive trader
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  I’VE GOT A BAD FEELING ABOUT THIS…
  The grind of machinery falls silent and even the local wildlife scuttle back into
  their holes, as if the underhive is holding its collective breath – waiting for
  something terrible to happen.
  EFFECTS
  Fighters suffer a +2 penalty to any Nerve tests they are required to take.
  Hired Guns and Hangers-on who become Broken are removed from the
  battlefield and count as having gone Out of Action, though need not make a roll
  on the Lasting Injuries table.
  Additional Effects: If the Environment is Warp-tainted, fighters who fail a Nerve
  test gain an Insanity marker in addition to any other effects.
  If the Environment is a Dome Jungle, fighters who begin or end their activation
  within 3" of a Carnivorous Plant must make a Nerve test.
  If the Environment is Stygian Depths, fighters who fail a Nerve test while within
  ½" of the edge of a platform or level may jump. Make a Willpower check for the
  fighter. If they fail, they jump into the abyss.
  Discard on a 5+.
  WITCH’S LAIR
  A Wyrd has taken up residence in the area, and is none too pleased that fighters
  have disturbed their solitude, bringing both violence and the chance of discovery.
  EFFECTS
  In the End phase, each player randomly selects one of their fighters who is
  Standing. This fighter is the target of the Wyrd’s attack.
  Make a Willpower test for the chosen fighter. If they fail, they must immediately
  make an attack against the nearest fighter. If they are Engaged, randomly
  choose one of their Melee weapons to make the attack with. If they are Active,
  randomly choose one of their ranged weapons instead.
  Additional Effects: If the Environment is Warp-tainted, randomly choose two
  fighters to be attacked by the Wyrd rather than one. Work out their attacks in
  the order they were chosen.
  If the Environment is a Sump Sea, fighters attacked by the Wyrd will attempt to
  jump into the sea rather than make attacks. If they cannot jump into the sea,
  move them as close to the sea as possible.
  If the Environment is Stygian Depths, fighters attacked by the Wyrd will attempt
  to jump into the abyss rather than make attacks. If they cannot jump into the
  abyss, move them as close to the abyss as possible.
  Discard on a 4+.
  ‘Keep your eye on
  the little critters.
  They won’t scatter
  when the guns start
  firing so if they start
  runnin’ you better
  start runnin’ too.’
  Ribsmasher,
  Broken Hammers,
  House Goliath
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  MUTIE TRIBE
  A feral tribe of Muties has claimed this region as theirs and want to drive off the
  invaders, doubtless completely unaware of the vast world beyond their dome.
  EFFECTS
  In the Priority phase of each round, each player rolls a D6 for each of their
  fighters that is Standing and Active. On the roll of a 1, that fighter is attacked
  by Muties armed with mutie bows (see below). Make shooting attacks against
  these fighters. These attacks are considered to be made at Long range, with a
  BS of 5+. Fighters do not benefit from cover against Mutie attacks.
  Rng
  Acc
  Weapon
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Mutie bow
  9"
  18"
  -
  -1
  2
  +1
  1
  -
  -
  When a fighter is attacked by Muties, they can choose to discard their Ready
  marker for this round and roll the Firepower dice for one of their ranged
  weapons (making an Ammo check if it comes up with the Ammo symbol). If
  they do so then ignore the effects of the Mutie attack for them and any other
  fighters within 6" of them.
  Additional Effects: If the Environment is a Dome Jungle, fighters are attacked
  on the roll of a 1 or 2.
  If the Environment is Warp-tainted, the first fighter selected is attacked by a
  Wyrd rather than a normal Mutie. Make a Willpower check for the fighter. If they
  fail, they take a Strength 5 Damage 2 hit. If they pass, they gain an Insanity
  marker instead.
  If the Environment is an Ancient Manufactorum, Mutie attacks are made with
  reclaimed autoguns (see page 124 of Necromunda: Gangs of the Underhive)
  rather than mutie bows.
  Discard on a 5+.
  DOME COLLAPSE
  The mighty hive shifts on its foundations, domes crashing into each other,
  sludge seas draining, chasms closing or opening, and entire levels falling down
  into the regions below.
  EFFECTS
  Every fighter on the battlefield becomes Pinned. Note that this may cause
  fighters within ½" of the edge of a level or platform to fall.
  Discard the current Environment and generate a new one. The effects of the
  new Environment come into play immediately.
  Additional Effects: This Event has no additional effects.
  Discard Immediately.
  “Venomgorse are
  excellent sources of
  poison if one knows
  how to harvest
  them correctly.
  It is best to send
  multiple bodies to
  do such a task.
  Some deaths are
  inevitable.”
  Poisonbreath,
  Brothers of
  Shadow, House
  Delaque
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  DRAMATIS PERSONAE - Thaetos 23-2
  THAETOS 23-2,
  PSYKANARIUM WYRDLOCK
  Thaetos, Imperial designation 23-2, was a
  Mutie wyrdling recovered from the depths
  of Bighole. While in transit to the Edge
  Lord’s offal foundries, Thaetos exhibited
  a spontaneous display of psychic power,
  bursting the brains of a dozen other
  prisoners and three guards. This outburst
  would have earned Thaetos a swift bullet
  to the brain had not a Guild Slaver been
  witness to it. Locking the babbling Wyrd into
  a null-collar and then shoving him in a stasis
  casket for good measure, the Guilder took
  Thaetos back to Hive Primus, where he was
  sold to the Psykanarium. After a number of
  purification surgeries, Thaetos was deemed
  close enough to ‘norm’ standards to begin
  his indoctrination.
  Fitted with a surgically attached respirator
  and motive-inhibitor, Thaetos is constantly
  fed a cocktail of mind-scrubbing chems
  to keep him locked in a docile state.
  Psykanarium keepers can alter Thaetos’
  moods with these chems, and trigger
  his telepathic abilities to dispatch Lord
  Helmawr's enemies. Before being sent
  on a mission for the Psykanarium, the
  Wyrd undergoes extensive cognitive
  conditioning, so that he will act out the will
  of his keepers or an allied gang without
  conscience or hesitation.
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  Unbeknownst to the Psykanarium, Thaetos had been developing a resistance to
  the drugs, and fragments of his past life began filtering back into his mind, eroding
  the control the keepers had over him. Thaetos experienced waking dreams of a
  time when he was a high priest of an underearth cult. He remembered the warped
  creatures that crawled at his feet hissing their adoration, and the dozen underearth
  tribes who paid him fealty lest he loose his mind-beast upon them. But his dreams
  were always cut short by the memory of the light-siders who came with their
  guns and slave beasts, and who slew his followers and bound him in chains. He
  relived this event again and again in his head, until one day the mind-beast awoke
  and cast off the chains of his oppressors. On that day Thaetos vanished into the
  underhive, leaving behind the withered corpses of his keepers.
  WYRD POWERS
  PYROMANCY
  Scouring (Basic): Coruscating balefire erupts from the psyker’s eyes or
  outstretched hands, engulfing the enemy. For as long as this Wyrd Power is
  maintained, the psyker counts as being armed with the following weapon:
  Range
  Acc
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Scouring
  -
  T
  -
  -
  2
  -
  1
  -
  Blaze,
  Template
  TELEPATHY
  Maddening Visions (Basic): Nearby enemies find themselves struck by
  nightmarish apparitions as Thaetos becomes a conduit for unfettered warp
  energy. Until the End phase of this round, make a Willpower check for any
  enemy fighter who ends their turn within 3" of Thaetos. If the check is failed,
  the fighter is driven temporarily insane and becomes subject to the Insane
  Condition. Whilst subject to the Insane Condition, fighters activate as described
  on page 60 of the Necromunda Rulebook.
  TELEKINESIS
  Levitation (Basic), Continuous Effect: Thaetos rises upon invisible aetheric
  updrafts, floating just above ground level as they are held aloft by a writhing
  curtain of warp energy. For as long as this Wyrd Power is maintained, Thaetos'
  Movement is increased by 3" and they ignore all terrain, may move freely
  between levels without restriction, and can never fall. They may not however
  ignore impassable terrain or walls, and may not end their movement with their
  base overlapping an obstacle or another fighter’s base. Furthermore, they
  cannot be Pinned. As Thaetos is only levitated a few inches above the ground,
  this ability does not affect lines of sight or the use of cover.
  SPECIAL RULES
  Bounty Hunter: As a Bounty Hunter, Thaetos 23-2 is subject to the Dead, Not
  Alive, Claiming Bounties and "We’ll Get Our Bit…" special rules (see page 63 of
  Necromunda: Gangs of the Underhive).
  Team Work: Thaetos 23-2 may be hired alongside other Bounty Hunters,
  allowing a gang to field two Bounty Hunters rather than the usual one.
  ‘Those Water
  Guilders are some
  crazy folks. Hired us
  for protection then
  go ahead and drain
  half the other gang
  of water. Not sure
  whether I should
  be impressed or
  terrified.’
  Estker
  Diamondblade,
  Blistering Blades,
  House Escher
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  BADZONES TERRAIN
  BADZONES TERRAIN
  Hive cities are ecosystems unto themselves, with a
  huge variety of environments and inhabitants. In the
  upper body of the city, hab zones rub shoulders with
  industrial sectors, the drone of engines a constant
  companion. Here, regions are dominated by forests
  of ancient machines, their endless labours providing
  the wealth of Necromunda’s industrial output. Further
  downhive, manufactorums give way to abandoned
  domes and ruined workshops, the inhabitants living in
  the remains of once-prosperous settlements. Closer
  to hive bottom, true wilderness takes hold. Here,
  weird wildlife and carnivorous plants turn the plasteel
  corridors and chambers into deadly jungles – their
  depths hiding entire forgotten worlds.
  Games of Necromunda can be played on almost
  any kind of terrain, the diversity of the hive world
  and its environments offering players a huge range
  of options. The core rules cover interacting with
  most standard kinds of terrain. However, if players
  choose, they can add additional rules allowing
  fighters to interact with the terrain to a greater
  degree, or to make terrain more dangerous or
  interesting. This section provides additional rules
  for using Citadel Sector Mechanicus, Death World
  and Warhammer 40,000 Objectives in games
  of Necromunda.
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  DESIGNER’S NOTE:
  CREATING YOUR OWN BATTLEFIELDS
  While the rules in the section are intended to work
  with Citadel terrain, they can very easily be adapted
  to any kind of industrial worlds or death world scenery
  pieces. Players are encouraged to experiment when
  creating their own battlefields, mixing different kinds of
  terrain together to make interesting boards to fight over.
  Perhaps the battle is taking place on gantries above
  a hostile jungle-filled dome, the ground level of the
  board covered in carnivorous plants, forcing fighters to
  do battle across the elevated walkways. Alternatively,
  players could create functioning manufactorums, with
  production lines and active machinery, perhaps even
  adding partially constructed Warhammer 40,000 vehicles
  like a Leman Russ Battle Tank or Chimera Armoured
  Transport for the gangers to fight around.
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  Industrial Terrain
  DESIGNER’S NOTE:
  USING INDUSTRIAL TERRAIN
  Industrial Terrain is a catch-all term for the
  highly industrialised scenery common to the
  hives of Necromunda, and encompasses the
  majority of the Citadel Sector Mechanicus
  terrain, but can equally represent terrain from
  players’ own collections. When choosing a
  scenario, if both players agree, these rules will
  apply to their games. If playing an Arbitrated
  game then the Arbitrator can decide if they
  wish to use the rules for Industrial Terrain.
  In any game where Industrial Terrain is being
  used, players should make sure that they are
  clear on which rules apply to which structures.
  In most cases this will be obvious, with hatches,
  hooks and smokestacks all easily identifiable.
  For some terrain, such as promethium pipes,
  the players might agree that only certain pipes
  are filled with promethium, or that all pipes are
  promethium pipes. The important thing, however,
  is that both players are aware what each piece of
  terrain represents before beginning the game.
  INDUSTRIAL TERRAIN
  Like thousands of worlds within the Imperium,
  Necromundan hives are built using ancient designs and
  technologies, the secrets of which are lost to humanity.
  Machines and industrial structures are common to the
  depths of the underhive, all cast from the Standard
  Construction Templates of the Adeptus Mechanicus.
  The function of most of these structures has been long
  forgotten, and many more have ceased to work in
  any meaningful way. Even so, gangs fight over them,
  sometimes utilising their ancient systems to gain an
  advantage against their rivals.
  Industrial Terrain introduces additional rules for
  using Sector Mechanicus terrain in games of
  Necromunda. These rules can be applied to almost
  any battlefield, and given the range and diversity
  of Sector Mechanicus terrain, as well as the kinds
  of terrain players might create for themselves, have
  been designed to be used with a wide variety of
  scenery pieces.
  SERVICE HATCHES
  Doors, hatches and covers stud the walls and floors
  of domes, providing access to the ancient machinery
  thrumming within. Gangs can use these to move
  about the battlefield, but the tunnels they connect to
  are twisting, and getting lost is a real danger.
  Crawlways: A fighter can use a hatch to traverse
  the battlefield. If a fighter ends a Move (Simple)
  within 1" of a hatch, they can be removed from
  the battlefield. In the End phase of the following
  round, make an Intelligence check for the fighter.
  If they are successful, their controlling player must
  place them standing within 1" of any other hatch
  anywhere on the battlefield, provided that they can
  be set up so that they are not within 1" of an enemy
  fighter and so that their base does not overlap that
  of another friendly fighter or an obstacle. If they fail
  then the controlling player’s opponent may place
  the fighter within 1" of any hatch on the battlefield or
  choose to leave them off the battlefield – in which
  case the fighter must make an Intelligence check
  in the next End phase and if successful can be
  placed, as explained above.
  Improvised Cover: Fighters in contact with a hatch
  can use it as cover, angling it between them and
  their attackers. A fighter within 1" of a hatch can
  make a Cower (Simple) action to give themselves
  partial cover. Should they move, voluntarily or
  otherwise, the benefits of this cover are lost.
  Hiding Place: Fighters can hide within hatches. If
  a fighter ends their movement within 1" of a hatch,
  they can be removed from the battlefield. Place a
  marker next to the hatch to show that the fighter is
  hiding in it. While a fighter is hiding, they cannot
  take actions or be targeted by ranged attacks
  from more than 3" away. Fighters may Engage and
  attack a fighter in hiding by moving or charging
  into base contact with their hiding place. In this
  case, place the hiding fighter on the battlefield
  in base contact with the fighter who Engaged
  them and conduct combat as normal. In any End
  phase, the fighter may re-emerge from the hatch,
  provided that they can be set up so that they are
  not within 1" of an enemy fighter and so that their
  base does not overlap that of another friendly
  fighter or an obstacle.
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  SMOKESTACKS
  Whilst most of the most toxic by-products of hive
  industry are expelled into the wastes, some by
  necessity or simply for ease are pumped into the
  domes of the underhive. Smokestacks provide
  outlets for furnaces, refineries and forges, casting
  their noxious fumes into the air.
  Belching Smoke: In each End phase, roll a D6
  for each Smokestack on the battlefield to see if it
  activates. On a 6, it activates and belches smoke
  and fumes. Until the End phase of the following
  round, the area within 6" of the Smokestack counts
  as line of sight blocking terrain.
  Foul Air: A Smokestack that is active creates an
  area of foul air. While within 6" of the Smokestack,
  a fighter may not take more than a single Move
  (Simple) action in their turn, unless they are
  equipped with a respirator.
  Flammable Fumes: A Smokestack that is active,
  creates an area of flammable fumes around itself.
  Hits from weapons with the Blaze trait against
  fighters within 6" of the Smokestack count their
  Strength as 1 higher.
  INDUSTRIAL CLAWS AND HOOKS
  Industrial structures are often hung with lifting
  claws or hooks for the moving of heavy goods.
  In the forgotten places of the underhive, fighters
  use these ancient mechanisms to climb crumbling
  structures, lift caskets and wounded comrades to
  safety or even as improvised weapons.
  Quick Climbing: Draw an invisible vertical line from
  the Claw itself, or from where the Claw connects to
  the structure, down to ground level. A fighter within
  3" of this line can make the Climb (Simple) action
  to ascend or descend, as described on page 63 of
  the Necromunda Rulebook.
  Death From Above: A fighter within 3" of a Claw
  can make a Trigger Claw (Basic) action to drop the
  Claw on an enemy fighter who is within 3" of the
  invisible vertical line (as described above) and on
  a lower level than the attacker. The fighter being
  attacked must make an Initiative check to avoid the
  Claw, otherwise they take a Strength 5 hit that deals
  1 Damage.
  Hauling Cargo: A fighter within 3" of a claw can
  make a Hook Cargo (Simple) action to lift either a
  Seriously Injured fighter or loot casket (or similar
  item that can be carried) up or down to any point
  within 3" of the Claw, provided that there is space to
  place the model.
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  PLASMA PIPES AND GENERATORS
  White-hot plasma courses through the hives like
  arterial blood, its motive heat powering countless
  ancient systems and devices. Where this plasma
  interacts with machinery, it can be either a useful
  tool or deadly peril for fighting gangs. Plasma pipes
  and generators are Dangerous Industrial Terrain.
  High Pressure Plasma: If a Plasma Pipe or Generator
  is hit by a ranged or melee attack, roll a D6 and add
  the attacking weapon’s Strength. If the result is a 9
  or higher, the machine’s iron skin has been pierced,
  unleashing a spray of burning plasma. Centre the
  5" Blast marker on the point that was hit. Any fighter
  touched by the marker must pass an Initiative check or
  suffer a hit from a plasma grenade (see page 89).
  Harsh Glow: In scenarios using the Pitch Black
  rules, Plasma Pipes and Generators illuminate
  everything within a 6" radius of themselves. In
  addition, in any battle, not just those that use the
  Pitch Black rules, infrasights and photo goggles
  provide no benefit when targeting fighters within 3"
  of a Plasma Pipe or Generator.
  Plasma Canisters: These count as ammo caches,
  but only for plasma weapons (i.e., plasma pistol,
  plasma gun, plasma cannon and combi-weapons
  with a plasma component), and fighters may move
  them in the same way as loot caskets. Plasma
  Canisters may be used as improvised weapons
  by any fighter in base contact with them – count
  them as plasma grenades that incur a -2 penalty
  on hit rolls. Once a canister has been used as an
  improvised weapon, remove it from the battlefield.
  DANGEROUS
  INDUSTRIAL TERRAIN
  Some kinds of Industrial Terrain are considered
  dangerous, usually because they might explode if
  hit by a stray round. Dangerous Industrial Terrain,
  as indicated in its description, can be targeted with
  attacks and might be hit with Stray Shots. A fighter
  can purposefully attack a piece of Dangerous
  Industrial Terrain with either a ranged or a Melee
  weapon, counting the terrain as if it were an enemy
  fighter and choosing a point on the terrain as their
  target. If a ranged attack against an enemy fighter
  using a piece of Dangerous Industrial Terrain as
  cover misses, roll to see if the terrain is hit using
  the rules for Stray Shots, just as if the terrain were
  another fighter. If a piece of terrain is hit by a Stray
  Shot, the point hit will be the area of the terrain
  closest to the original target.
  If Dangerous Industrial Terrain is hit, don’t make
  any saves or roll to wound, instead refer to the
  terrain’s description to see what the effects are.
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  PROMETHIUM PIPES AND RESERVOIRS
  Volatile promethium pipes and reservoirs can be found throughout the
  underhive. Gangs regularly tap into these lines to steal fuel from the Guilders or
  create makeshift flame weapons, though this is not without its peril. In a firefight,
  stray rounds and grenades can rupture these pipes or crack open the side of a
  reservoir – at best creating oily slicks, at worst sparking flaming explosions.
  Promethium pipes and reservoirs are Dangerous Industrial Terrain.
  High Pressure Gas: If a Promethium Pipe or Reservoir is hit by a ranged or
  melee attack, roll a D6 and add the attacking weapon’s Strength. If the result is
  a 9 or higher, the machine’s iron casing has been pierced and unleashes a jet
  of fuel. Centre the 5" Blast marker on the point that was hit. Any fighter touched
  by the marker must pass an Initiative check or become subject to the Blind
  condition just as if they were hit by a weapon with the Flash trait. If the weapon
  that hit the pipe or reservoir has the Blaze Trait, any fighter touched by the
  marker must pass an Initiative check or suffer a hit from a flamer instead.
  Range
  Acc
  Weapon
  S
  L
  S
  L
  S
  AP
  D
  Am
  Traits
  Flamer
  -
  T
  -
  -
  4
  -1
  1
  5+
  Blaze, Template
  Fuel Slicks: In a system as ancient as a hive city, things are constantly falling
  apart. In the End phase, roll a D6 for each length of Promethium Pipe or each
  Reservoir on the battlefield to see if they activate. On a 6, fuel leaks from the
  pipe or reservoir and any Move (Simple) or Charge (Double) actions that take a
  fighter within 3" of the terrain piece require an Initiative check after the move is
  completed. Fighters that fail this check become Prone and Pinned. If the fighter
  was performing a Charge (Double) action, they must end their movement 1"
  away from any enemy fighters and therefore are not Engaged.
  Free Fuel: Weapons with both the Blaze and Scarce Traits lose the Scarce Trait
  whilst the fighter is within 3" of a Promethium Pipe or Reservoir. If the weapon doesn’t
  have the Scarce Trait then it gains the Plentiful Trait instead while within this range.
  ‘The House
  protects you but
  the hunt makes
  you rich. If you’re
  strong, you can rise
  far faster outside
  their grasp.’
  ‘Kilo’ Grendel,
  Bounty Hunter,
  Ex-House Orlock
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  CONTROL PANELS
  Control Panels exist on some pieces of Sector
  Mechanicus terrain, or might be freestanding
  pieces of scenery placed next to a piece of
  Industrial Terrain, such as the door terminals
  from Necromunda: Underhive. Players should
  agree beforehand what constitutes a Control
  Panel, and a Control Panel should be clearly
  identifiable. A fighter within 1" of a Control Panel
  can make an Access Terminal (Basic) action.
  Make an Intelligence check with a -2 modifier for
  the fighter. If successful, they can immediately
  activate one of the terrain piece’s effects, such as
  Fuel Slicks, Belching Smoke or Death from Above.
  Alternatively, the fighter can shut the terrain’s
  mechanisms down until the following round’s End
  phase, or if already shutdown, re-activate it. While
  a piece of terrain is shutdown, it has no additional
  rules associated with it – i.e., pipes cannot be
  ruptured, Smokestacks won’t belch smoke, Claws
  can’t be used for quick climbing, etc.
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  Hive Ruins
  HIVE RUINS
  For every area of a hive that echoes to the sound
  of workers and machines, there is another that has
  become a silent graveyard. In these forlorn domes
  and forgotten chambers, the detritus of the millennia
  gather. Many of these lost treasures can be looted,
  reason enough for gangs to go after them, and some
  can even be turned against a gang’s enemies.
  Hive Ruins introduces rules for a variety of Citadel
  terrain pieces, including the Honoured Imperium
  set, Galvanic Servo Haulers, Munitorum Armoured
  Containers and the Sector Imperialis Objectives.
  These rules have also been designed to work with
  terrain players might make themselves, or that they
  might already have as a part of their collection.
  ANCIENT IMPERIUM
  Thousands of years of human habitation have left
  strange relics scattered throughout the underhive.
  These rare objects can inspire or aid gangs, or
  make for valuable objectives to fight for – and then
  sell for creds later.
  Holy Imperialis: Forgotten statues of Space
  Marines, fallen Aquila and stained glass windows
  depicting Imperial Saints are some of the powerful
  icons of the Imperium that might be found in the
  underhive. Fighters within 6" of a Holy Imperialis
  draw courage from the presence of such relics and
  the knowledge that the distant Emperor watches
  over them, adding 2 to the result of any Willpower
  checks they must make. Fighters opposed to the
  Imperium, such as Chaos or Genestealer Cultists,
  find such edifices deeply intimidating, and so while
  within 6" of them subtract 2 from dice rolls when
  making Willpower checks.
  Mechanicus Arcana: Strange devices are often
  abandoned in the underhive, long forgotten by
  their previous owners. At the end of the battle, if a
  gang has at least one fighter within 1" of a piece of
  Mechanicus Arcana and their opponent does not,
  they gain an additional D6x10 credits in addition to
  any other scenario rewards.
  Ancient Terminal: Arcane control systems left behind
  by the hive’s builders can be found throughout the
  underhive, most are dead and broken, though some
  flicker with the last vestiges of life. A fighter within 1"
  of an Ancient Terminal may make an Access Terminal
  (Double) action. Make an Intelligence check for the
  fighter with a -2 modifier to the roll. If successful,
  the fighter has acquired some useful secrets from
  the ancient machine and should roll a D6. On a 1
  or 2, their gang gains D6 Reputation. On a 3 or 4,
  their gang gains D6x10 credits. On a 5 or 6, the
  fighter gains D6 Experience points. If the Intelligence
  check was both successful and a double, they gain
  2D6x10 credits in addition to any other rewards.
  Once an Ancient Terminal has been interacted with, it
  becomes inert and has no further effect on the game.
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  ABANDONED HARDWARE
  Heavy machinery litters the hives, the remains of
  periods of expansion or construction. Fighters that
  know how can coax their ancient systems to life
  and use them as makeshift weapons or to aid their
  fellow gangers.
  Cranes and Servohaulers: Abandoned industrial
  cranes and haulers can sometimes be hacked by
  enterprising fighters. A fighter in base contact with
  a Crane or Hauler can make a Jury Rig (Double)
  action. Make an Intelligence check for the fighter. If it
  is successful, the fighter can move the terrain piece
  up to 10" (moving with it if they wish). Haulers cannot
  climb ladders but can go up ramps or be driven off
  ledges (suffering and inflicting damage just as if they
  were a falling fighter). Alternatively, the fighter can
  use the Hauler or Crane’s claw (if it has one) using
  the rules for Industrial Claws and Hooks previously.
  Medicae Station: Auto-chirurgeons are rare and
  valuable artefacts, sometimes found hidden away
  in the ruins of abandoned medicae centres or hab
  structures. In the End phase, a Seriously Injured
  fighter within 3" of a Medicae Station can make an
  Intelligence check instead of making a Recovery
  test as normal. If successful, count their Recovery
  test as if they had rolled a Flesh Wound. If they fail,
  instead count the result as Out of Action.
  Vox Relay: Forgotten sections of the hive’s
  extensive comms network can still be found in
  the underhive – and some of it even still works! A
  fighter within 3" of a Vox Relay can be included
  in a group activation performed by a Leader or
  Champion regardless of range. This does not
  increase the number of fighters that may participate
  in the group activation, only the range.
  Force Barriers: Force barriers are remnants of
  restricted zones or heavy industry. Sometimes, gangs
  manage to get these ancient pieces of tech working
  to defend their turf. Each Force Barrier consists of two
  pylons, usually placed on either side of a corridor or
  doorway. Fighters hit by ranged attacks through a pair
  of pylons count as being equipped with a refractor
  field. Should this refractor field burn out, the pylons
  cease working for the remainder of the battle and no
  fighter may claim this bonus.
  FORGOTTEN ORDNANCE
  Promethium barrels and ammo crates fill halls
  and domes across the underhive. Some of
  these have been stored for centuries or even
  longer, their contents long-since perished, others
  however hold useful – if dangerous – bounty for an
  enterprising gang.
  Unexploded Ordnance: Sometimes, a large
  unexploded bomb remains lodged in the depths of the
  hive. Unexploded ordnance should be limited to one
  or two pieces of terrain and should be placed within
  12" of the centre of the battlefield. In the End phase
  of each round after the first, place a token next to the
  unexploded ordnance. An Active fighter within 3" of the
  unexploded ordnance can make a Disarm (Double)
  action. If they do, and then pass an Intelligence or
  Cool check, remove a token from the bomb. In the End
  phase of the third round and each round thereafter,
  after adding a token to the bomb, roll a D6. If the result
  is less than the number of tokens next to the bomb, it
  explodes! When the bomb explodes, all fighters within
  6" have an Injury dice rolled against them and suffer
  the result. Armour rolls may not be made. In addition,
  all fighters on the board must make an Initiative
  check or become Pinned. Remove the Unexploded
  Ordnance from the table.
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  Fuel Drums and Ammo Crates: Drums and crates
  make for good cover, if potentially dangerous cover.
  Treat Fuel Barrels and Ammo Crates as Dangerous
  Industrial Terrain (see page 68). If a fuel barrel or
  ammo crate is hit by a ranged or Melee weapon
  attack, roll a D6 and add the Strength of the weapon.
  If the result is a 7 or higher, it explodes as if it were a
  frag grenade and is then removed from the board.
  Munitorum Containers: Abandoned containers
  can contain either loot or hidden dangers, or both!
  Treat Munitorum Containers as loot caskets with
  the exception that they cannot be moved, but once
  opened, may be looted once each turn. Roll once
  on the Loot Casket table each time a Munitorum
  container is looted.
  Treasure Casket: The fighters have chanced
  upon an ornate chest of uphive pedigree, perhaps
  stashed by thieves intending to return later. The
  Treasure Casket is treated as a Loot Casket, but
  when opened roll on the following table instead of
  the one presented in the Necromunda Rulebook.
  D6
  Result
  1
  Click! The casket is fitted with a
  fiendishly clever needle-trap. The
  fighter that opened the crate must roll
  an Injury dice and apply the result, with
  no save possible.
  2-3
  Fancy Threads: The fighter that looted
  the casket immediately gains the
  Uphive Raiments Status Item.
  4-6
  A Noble’s Ransom: The fighter that
  looted the casket immediately gains
  one item from the Personal Equipment
  section of the Trading Post, chosen by
  the controlling player.
  DESIGNER’S NOTE:
  HIGH VALUE TARGETS
  Sometimes, an especially valuable object or
  individual will find its way into the underhive, with
  scores of gangs scrambling to be the first to claim
  them. Players can, if they choose, nominate a piece
  of terrain as representing a High Value Target. This
  will add a valuable bonus objective to the scenario
  that both gangs can claim. High Value Targets
  should be placed in the centre of the board or
  equidistant from both gangs’ deployment areas.
  This can be anything from a downed escape
  pod to a lost servitor. Fighters may drag a High
  Value Target as if it was a loot casket. If a gang
  can get the target back to their own deployment
  area, they can claim it in the End phase, adding
  D6 Reputation and 2D6x10 credits to their gang.
  High Value Targets are also especially suitable to
  some scenarios such as Escort or Fighter Down,
  the piece of terrain replacing the uphive agent or
  downed fighter respectively.
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  Carnivorous Plants
  CARNIVOROUS PLANTS
  Horrific strains of plant life thrive in certain parts of
  the underhive, spiny forests spawned from alien
  seeds or grown from chemical soup. Hivers learn
  from an early age to avoid these kinds of deadly
  vegetation, though underhivers sometimes have no
  choice, and gangers actively lure their enemies into
  such hazardous environments.
  Carnivorous Plants introduces a collection of
  dangerous plant life to games of Necromunda.
  These rules have been designed to work with the
  Barbed Venomgorse, Shardwrack Spines and
  Grapple Weed Citadel terrain pieces, though they
  can be applied to any appropriate terrain that
  players might have in their collection.
  BARBED VENOMGORSE
  Barbed Venomgorse grows in the ruined depths
  of the hive, where its venomous barbs snare
  scavengers and predators alive. Those unfortunate
  enough to get stung find their strength leaving
  them, until they can barely stand, let alone fend off
  the plant’s throttling vines.
  Barbed Snares: If any part of a fighter’s movement
  takes them within 3" of a Barbed Venomgorse
  (measuring this distance from the plant’s
  branches), once the fighter has completed their
  movement, they must make an Initiative check. If
  they fail, they take a Strength 3 hit that causes 1
  Damage and has the Web Trait. Unmodified Armour
  rolls may be made against this hit as normal.
  Wasting Toxin: In the End phase, a fighter who has
  taken at least one hit from a Barbed Venomgorse
  must make a Strength check or reduce their
  Strength characteristic by 1. If the fighter’s Strength
  reaches 0, they count as having been taken Out of
  Action and are removed from the battlefield.
  SHARDWRACK SPINES
  Shardwrack Spines are groves of diamond-hard
  blades able to carve through flesh and bone as
  easily as a power sword. Worse still, the plant can
  shoot its spines at nearby creatures, its spine bursts
  triggered by movement or gunfire, with each deadly
  missile able to punch through flesh with ease.
  Walls of Spines: If a fighter’s movement takes them
  within 3" of any Shardwrack Spines (measuring this
  distance from the plant’s branches), once the fighter
  has completed their movement, they must make an
  Initiative check. If they fail, they take a Strength 2 hit
  with an AP of -3 that causes 1 Damage.
  Spitting Spines: In the End phase of each round,
  roll a D6 for each grove of Shardwrack Spines. On a
  4+, it shoots spines at the closest fighter within 12".
  Count this attack as being from an autopistol (see
  page 125 of Necromunda: Gangs of the Underhive)
  with a BS of 4+. If the attack scores more than one
  hit, it must spread these out to as many models as
  possible. This attack cannot run out of ammo.
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  GRAPPLE WEED
  Known to underhive settlers as the ‘crawling horror’,
  Grapple Weed can uproot itself to seek out its
  prey. More than one gang and Guilder caravan has
  awoken to find their camp surrounded by a forest
  of Grapple Weed, the quivering fronds of the plants
  eagerly awaiting their next meal.
  Crawling Horror: In the End phase of each round,
  each section of Grapple Weed moves 2D6" towards
  the nearest fighter, whether they are visible or
  not. During this movement, the Grapple Weed
  must avoid impassable terrain but is otherwise
  unimpeded by terrain. It must stop its movement if it
  comes within 1" of another model.
  Viscous Tongues: In the End phase of each round,
  after it has moved, each grove of Grapple Weed
  will make a single attack against any models within
  3" of it (measuring this distance from the plant’s
  branches). Count this attack as a Flail (see page
  128 of Necromunda: Gangs of the Underhive) with
  a Strength of 4 and a WS of 3+. Models attacked by
  Grapple Weed do not count as being Engaged by it.
  DESIGNER’S NOTE: DESTROYING
  CARNIVOROUS PLANTS
  For simplicity, Carnivorous Plants are treated
  like other pieces of terrain and so cannot be
  destroyed. However, if players wish, they can
  allow fighters to clear areas of plant life and
  remove them from the battlefield. Most weapons
  are pretty ineffective against vegetation, bullets
  and blasts doing little more than breaking a few
  branches. Melee attacks are equally futile, the
  time required to hack apart a Barbed Venomgorse
  is quite considerable – not to mention the fact that
  the plant will be fighting back! Only attacks using
  flames or caustic chemicals can hope to cause
  any lasting damage.
  Only Template weapons with the Blaze or Gas
  traits can damage Carnivorous Plants. If a
  plant takes a hit from one of these weapons,
  roll a D6. On a 1 or 2, the attack has had
  no significant effect. On a 3, 4 or 5, place a
  Damage token next to the plant. On a 6, place
  two Damage tokens next to the plant. Once the
  plant has five Damage tokens, it is destroyed
  and should be removed from the battlefield.
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  DRAMATIS PERSONAE - Rex Spires
  REX SPIRES, BOUNTY HUNTER
  Rex’s bounty hunting career started in the
  scrapheaps of the underhive, pilfering anything
  valuable in a desperate search for credits to break
  free of his drudgery. His freedom was delivered
  in the form of a nearby manufactorum explosion
  tearing through the hive dome. It took three days
  for Rex to claw his way from the rubble. Ranting
  about the epiphany granted in the moment of the
  explosion, he scavenged materials to fashion crude
  explosives with and set off to recapture that feeling.
  Realising that claiming bounties was the most
  reliable way to maintain a steady supply of his
  precious explosives, Rex became the first choice
  for anyone needing an enemy to be eliminated in
  a dramatic fashion. Few, if any, of his targets come
  back in one piece, and none can deny that Rex’s
  methods are efficient, enemies and allies alike
  scattering when his explosives start flying.
  SPECIAL RULES
  Unique Partnership: Rex Spires may be hired
  alongside Vorgen Mortz, allowing a gang to field
  two Bounty Hunters rather than the usual one.
  Demolitions: During the pre-battle sequence, Rex
  may place up to three booby traps, as described
  on page 135 of Necromunda: Gangs of the
  Underhive. The booby traps Rex can place
  may be any combination of those detailed on
  his Fighter card.
  Bounty Hunter: As a Bounty Hunter, Rex is
  subject to the Dead, Not Alive, Claiming Bounties
  and “We’ll Get Our Bit…” special rules (see page
  63 of Necromunda: Gangs of the Underhive).
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  BADZONES SCENARIOS
  BADZONES SCENARIOS
  “Action! Adventure! Creds! All await you in the Guilder Caravan Corps! Become a Watchman
  today and discover a new life of excitement and opportunity out in the Badzones!”
  Guilder Recruiting Poster – Girdertown
  Fighting in the wilds of the Badzones brings its
  own perils and only the toughest gangs regularly
  traverse them looking for trouble. However, despite
  the dangers, there are plenty of rewards to be
  claimed for a bold gang, such as delving into the
  heart of an overgrown fungal wilderness, riding
  an ancient conveyer down into the abyss to find
  lost riches or claiming a tollway between two
  settlements and shaking down travellers for coin.
  Wherever a gang goes looking for creds, they’d
  better be prepared to accept that their rivals might
  be ready to fight them for anything they find.
  The following scenarios incorporate the themes of
  the Badzones, such as carnivorous plantlife, roving
  bands of zombies, toxic rivers and lost domes.
  They can be used with or without the Badzones
  Environments and Events tables, though most are
  well suited to the kinds of hazardous elements
  these introduce. Some of the scenarios, such as
  the Manufactorum Raid especially, are intended to
  showcase the additional terrain rules for Industrial
  Terrain detailed on page 66.
  DESIGNER’S NOTE:
  BADZONES ENVIRONMENTS
  Many of the Badzones Environments, such
  as the Sump Sea or the Stygian Depths, can
  have a big impact on how a scenario plays out.
  Sometimes, this will mean a little bit of planning
  on the part of the players to decide how the
  hazardous environment fits in with the scenario
  and how they set up the battlefield. For instance,
  when playing the Toll Bridge scenario over a
  Sump Sea, the bridge is most likely a central
  gantry between two structures and the ‘river’
  below it represents an especially deep part of
  the sea or an especially toxic one. In scenarios
  which use specific terrain or markers, such as
  the Manufactorum Raid or Fungal Horror, if an
  area of the board is impassable or hazardous,
  such as the ground in Stygian Depths, then the
  terrain or markers should be put in places where
  the fighters can reach and interact with them.
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  Escape the Badzone
  ESCAPE THE BADZONE
  Two crews must escape the Badzone.
  BATTLEFIELD
  This scenario uses the Battlefield Set-up guidelines,
  as described on page 117 of the Necromunda
  Rulebook. Additional guidelines might apply
  depending on the kind of Badzone Environment that
  the gangs are traversing. After setting up terrain,
  players take turns placing four loot caskets anywhere
  on the battlefield at least 8" from any board edge.
  CREWS
  This scenario uses the standard rules for choosing a
  crew, as described on page 118 of the Necromunda
  Rulebook. Both players use the Custom Selection
  (10) method to choose their crews.
  DEPLOYMENT
  This scenario uses the standard rules for deployment
  from page 119 of the Necromunda Rulebook.
  A PATHTO SAFETY
  Both gangs are attempting to find a path through the
  Badzone, while stopping the other from doing the
  same. Use the Badzones Events table (see page 50)
  or Badzones Environments Events cards to determine
  the Environment that the scenario is taking place in
  and adjust the battlefield depending on the guidelines.
  Each gang must get its fighters off the board edge
  closest to their opponent’s deployment area.
  If in the End phase a fighter is within 1" of their
  opponent’s board edge and not Engaged, they may
  be removed from the battlefield and count as having
  escaped the Badzone. Fighters within 1" of a loot
  casket may choose to take the casket with them when
  they leave the board. Fighters removed in this way are
  ignored for the purposes of making Bottle tests (i.e.,
  they do not count as part of the crew size but also do
  not count as having been taken Out of Action).
  DANGEROUS GROUND
  The battle is taking place in an especially hostile
  Badzone. For the duration of the game, Badzone
  Events are discarded after they have been in play
  for one round even if their Discard Trigger is not
  rolled (see page 50).
  ‘IRONBREATH’ JEK,
  GRIP OF IRON,
  HOUSE GOLIATH
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  ARBITRATING THE SCENARIO
  If this is an Arbitrated scenario, the Arbitrator can
  take control of the Environment and Events. The
  Arbitrator begins by choosing an Environment
  they want the game to take place in and setting
  up the board to match. This could mean creating
  a broken gantry network over a Sump Sea or a
  Carnivorous Plant-choked tunnel network with
  only a few safe paths from one side to the other.
  Then, as the game progresses, the Arbitrator
  chooses Events to introduce, rather than them
  being chosen at random. This allows the
  Arbitrator to swing the battle from one side to the
  other or foil both players’ plans by having toxic
  fogs descend, swarms of rats appear or sudden
  shutdowns locking doors and putting out the
  lights, just when the gangs think they might be
  on the verge of victory.
  TACTICS CARDS
  Each player may choose two Tactics cards from
  their Tactics deck. If during the pre-battle sequence
  the total Credits value of fighters in one player’s
  starting crew is less than their opponent’s then they
  may randomly draw an additional Tactics card for
  each full 100 credits of difference.
  ENDING THE BATTLE
  If either player has no fighters on the board at the
  end of a round, the game ends. If one player’s
  gang bottles out and flees the battlefield and
  their opponent gang’s does not then any of their
  opponent’s remaining fighters count as having
  escaped the Badzone.
  VICTORY
  The gang with the most fighters who escaped the
  Badzone is victorious. If both gangs had an equal
  amount of fighters escape the Badzone then the
  game is a draw.
  REWARDS (CAMPAIGNS ONLY)
  CREDITS
  Each loot casket a gang carries off the board adds
  2D6x10 credits to their Stash.
  EXPERIENCE
  Each fighter that took part in the battle earns 1 XP.
  Any fighter who escapes the Badzone earns 1 XP.
  REPUTATION
  If at least half of a gang’s crew escaped the
  Badzone, they gain D3 Reputation.
  If either gang bottled out, they lose 1 Reputation.
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  Manufactorum Raid
  MANUFACTORUM RAID
  A raid against a rival House’s manufactorum.
  ATTACKER AND DEFENDER
  In this scenario, one gang is the attacker and the
  other is the defender. In a campaign, the player
  who chose this scenario is the attacker. In a
  skirmish, players roll off and the winner decides
  whether they will attack or defend.
  BATTLEFIELD
  This scenario uses the Battlefield Set-up guidelines,
  as described on page 117 of the Necromunda
  Rulebook, and may either be a Zone Mortalis or a
  Sector Mechanicus battlefield.
  CREWS
  This scenario uses the standard rules for choosing a
  crew, as described on page 118 of the Necromunda
  Rulebook. The attacker uses the Custom Selection
  method to choose their crew. The defender uses the
  Random Selection (D3+5) method to choose their
  crew. Any defending fighters not on the board at the
  start form the defender’s Reinforcements.
  DEPLOYMENT
  This scenario uses the standard rules for deployment
  from page 119 of the Necromunda Rulebook.
  BOMBS
  The attacker’s crew are carrying a collection of
  homemade explosives to blow up machinery vital
  to the rival House. After both crews are deployed,
  the attacker should place three markers on the
  table (suitably industrial-looking terrain or tiles
  are especially appropriate locations to place
  these). Each marker must be at least 16" from the
  attacker’s deployment area and no closer than 12"
  to another marker. These are the points where the
  attacker must plant their bombs.
  Any fighter in the attacker’s crew makes the Plant
  Bomb (double) action if they are in base contact
  with one of the markers to plant a bomb. Players
  should indicate that the bomb has been planted
  by flipping over the marker or placing a frag trap
  or similar marker on it. Once the bomb has been
  planted, it remains on the table until the end of
  the game. Place a dice next to the bomb with the
  number 1 face-up – this is its counter.
  During the End phase, the attacker rolls a D6 for
  each bomb, adding the result on its counter to
  the roll. On a 7+, the bomb explodes, otherwise
  increase the number on its counter by 1. If the bomb
  explodes, count it as if it were a frag trap (see page
  135 of Necromunda: Gangs of the Underhive),
  except it has a Strength of 6 and inflicts D3 Damage.
  Defending models may try to disarm bombs once
  they have been planted. To disarm a bomb, a fighter
  must be in base contact with it and make the Disarm
  Bomb (Double) action and pass an Intelligence
  check. A disarmed bomb must be rearmed by an
  attacker following the same procedure as planting
  a bomb, and has its counter reduced to 1. If the
  Intelligence check to disarm a bomb fails and is also
  a double, then it explodes, as detailed above.
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  FUNCTIONING MANUFACTORUM
  The Industrial Terrain in this scenario is fully
  functioning. When seeing if a piece of Industrial
  Terrain activates, or is activated, this occurs on a
  3+ rather than a 6 (see Smokestacks, page 67).
  REINFORCEMENTS
  The defender use Reinforcements (see page 119
  of the Necromunda Rulebook). At the end of the
  second round, and each round thereafter, D3
  random fighters will arrive in the End phase.
  TACTICS CARDS
  Each player may choose two Tactics cards from
  their Tactics deck. If during the pre-battle sequence
  the total Credits value of fighters in one player’s
  starting crew is less than their opponent’s, then
  they may randomly draw an additional Tactics card
  for each full 100 credits of difference.
  ENDING THE BATTLE
  If either player has no fighters on the board at the
  end of a round, the game ends. The game also
  ends if all three bombs explode.
  VICTORY
  If the bombs all go off, the attacker is the winner,
  otherwise the defender is victorious.
  REWARDS (CAMPAIGNS ONLY)
  CREDITS
  If the defender wins, they get paid for the
  successful defence and they can add 2D6x10
  credits to their Stash.
  EXPERIENCE
  Each fighter that took part in the battle earns 1 XP.
  Any attacking fighter that successfully plants or
  rearms a bomb earns 1 XP.
  Any defending fighter that successfully disarms a
  bomb earns D3 XP.
  REPUTATION
  If all of the bombs go off then the attacker earns
  D3 Reputation.
  If none of the bombs explode then the defender
  gains D6 Reputation. If only one or two of
  the bombs explode, the defender earns D3
  Reputation instead.
  If either gang bottled out, they lose 1 Reputation.
  ARBITRATING THE SCENARIO
  Manufactorums are often heavily fortified as
  they are the lifeblood of a House’s wealth. In
  this scenario, the Arbitrator can take on the
  role of the defender, creating a factory militia to
  defend the machinery. Militias can be created
  using the guidelines for Watchmen gangs
  found in the Necromunda Rulebook.
  GREDA SWARMBROTHER,
  DAMNED NOOSES,
  HOUSE CAWDOR
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  The Conveyer
  THE CONVEYER
  A battle between gangs as they descend through the hive.
  ATTACKER AND DEFENDER
  In this scenario, one gang is the attacker and the
  other is the defender. In a campaign, the player
  who chose this scenario is the attacker. In a
  skirmish, players roll off and the winner decides
  whether they will attack or defend.
  BATTLEFIELD
  This may either be played as a Zone Mortalis or a
  Sector Mechanicus game. When setting up the board,
  the defender begins by placing a tile of their choice or
  a piece of terrain roughly 12" in diameter in the centre
  of the table. This tile or piece of terrain is the platform.
  The attacker then sets up the rest of the board around
  the platform. After setting up the terrain, the attacker
  places four loot caskets or markers on the battlefield
  within 12" of the edges of the platform.
  CREWS
  This scenario uses the standard rules for choosing
  a crew, as described on page 118 of the
  Necromunda Rulebook. Players use the Custom
  Selection (10) method to choose their crew.
  DEPLOYMENT
  The defender deploys all of their fighters on the
  platform. The attacker deploys their crew anywhere
  on the table at least 16" from the platform.
  THE PLATFORM
  In each End phase, the defender rolls a dice
  to see if the platform moves. Roll a D6, adding
  a cumulative +1 to the result for each turn the
  platform has remained stationary. On a 6+, the
  platform moves. When the platform moves, remove
  any tiles or terrain from the board with the exception
  of the platform. Fighters not on the platform are
  removed from the board and any conditions on
  them are removed, though they do not count as
  having gone Out of Action. The attacker now
  sets up the table around the platform in any
  configuration they choose, placing four new loot
  caskets or markers (as detailed in the Battlefield
  section of this scenario) and deploys any of their
  fighters (with the exception of any on the platform
  and any that have been taken Out of Action) within
  12" of the platform.
  CHANGING ENVIRONMENTS
  If players are using the Badzones Environments and
  Events, each time the platform moves, randomly
  choose a new Environment for the battlefield. If the
  Dome Collapse Event is generated, the Platform
  immediately moves (as detailed above). Conversely,
  while the Shutdown Event is in play, do not test to
  see if the platform moves.
  TACTICS CARDS
  Each player may choose two Tactics cards
  from their Tactics deck. If, during the pre-battle
  sequence, the total Credits value of fighters in one
  player’s starting crew is less than their opponent’s,
  they may randomly draw an additional Tactics card
  for each full 100 credits of difference.
  ENDING THE BATTLE
  The battle ends if either there are no defenders
  left on the board, or the players have played nine
  complete rounds.
  ARBITRATING THE SCENARIO
  In this scenario, the Arbitrator could take on
  the role of the attacker creating a gang of
  watchmen, cultists or similar foes to oppose
  the defender – perhaps the platform is passing
  through a region controlled by a Genestealer
  Cult, or an area infested with sump spiders, the
  creatures drawn to the prey slowly descending
  through their lair. The Arbitrator, either as the
  attacker or Arbitrating a game between players
  could also control the environments that the
  platform passes through, designing specific
  battlefields beforehand to create the most
  interesting or challenging levels possible. These
  can be based on the Badzones Environments or
  of the Arbitrator’s own devising.
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  VICTORY
  If the defender has no fighters on the board at the end
  of a round, the attacker is the winner. If the players
  play all nine rounds, the defender is victorious.
  REWARDS (CAMPAIGNS ONLY)
  CREDITS
  If the defender wins, each loot casket or marker on
  the platform at the end of the game adds D6x10
  credits to their gang’s Stash.
  EXPERIENCE
  Each fighter that took part in the battle earns 1 XP.
  Any attacking fighter that is on the platform when it
  moves earns 1 XP.
  Any defending fighter still on the platform at the end
  of the game gains 1 XP.
  REPUTATION
  The attacker gains D3 Reputation if the game ends
  before round nine.
  The defender earns D3 Reputation if all nine rounds
  are played.
  ‘NIX’ ASTERIA, DOME RUNNER,
  BADZONE EPSILON-12 (‘RAD REACH’)
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  Fungal Horror
  FUNGAL HORROR
  Gangs fight to survive a rapidly growing jungle.
  BATTLEFIELD
  This scenario uses the Battlefield Set-up guidelines,
  as described on page 117 of the Necromunda
  Rulebook and may either be a Zone Mortalis or a
  Sector Mechanicus battlefield.
  CREWS
  This scenario uses the standard rules for choosing
  a crew, as described on page 118 of the
  Necromunda Rulebook. Players use the Custom
  Selection (10) method to choose their crew.
  DEPLOYMENT
  This scenario uses the standard rules for deployment
  from page 119 of the Necromunda Rulebook.
  GROWING HORROR
  The battlefield is rapidly becoming overgrown by a
  fungal horror, and with each round, the Carnivorous
  Plant spreads. At the beginning of the game, place
  a marker in the centre of the board – if playing a
  Zone Mortalis game, choose the central-most tile.
  This marker represents the fungal horror and can
  be a token, piece of themed terrain or anything else
  appropriate. The marked tile, or the area within 12"
  of the marker, is overgrown with writhing questing
  vines, and any fighters either beginning or ending
  their activations in it risk being coated in flesh-eating
  spores – treat this the same as catching on fire just
  as if they had been hit by a weapon with the Blaze
  Trait. In addition, due to clouds of spores, line of
  sight though overgrown areas is limited to 6", and
  fighters within the area may not take more than one
  Move action during their activation unless they are
  equipped with a respirator. Fighters that are Seriously
  Injured in overgrown areas go Out of Action.
  In each End phase, there is a chance that the fungal
  horror will spread. The player with Priority should
  roll a D6 for each Fungal Horror marker already on
  the board. On a 4 or more, the player then rolls a
  Scatter dice to determine the direction that the horror
  spreads in. In a game of Zone Mortalis, the closest
  tile to the marker in the direction indicated becomes
  overgrown – place a new marker on it. In a game of
  Sector Mechanicus, place a new marker 12" from
  the existing marker. If this would cause the marker to
  be placed off the board, place it in contact with the
  board edge instead.
  GRAPPLE WEED,
  ABANDONED SECTOR
  THETA-GAMMA-46,
  ‘THE RUSTED SPRAWL’
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  ARBITRATING THE SCENARIO
  In an Arbitrated scenario, the Arbitrator can
  take on the role of the fungal horror as it tries to
  spread throughout a dome, facing off against
  one or more players and their gangs. Use the
  rules on page 84 for the spread of the fungal
  horror, but instead of markers representing the
  centre of overgrown area, use Carnivorous Plants
  instead (see page 74), thus when the fungal
  horror spreads to a new area, fresh Carnivorous
  Plants will spring up. The players must attempt
  to contain the spreading horror, destroying the
  plants (see page 75) before they overwhelm
  the board. For an additional challenge, when
  each new Carnivorous Plant is placed, set up
  D6 carrion-eaters within 6" of it (profiles for
  carrion-eaters can be found on page 176 of
  the Necromunda Rulebook). These beasts will
  then attack the gangs as they desperately try to
  escape the spreading fungal horror.
  TACTICS CARDS
  Each player may choose two random Tactics cards
  from their Tactics deck. If, during the pre-battle
  sequence, the total Credits value of fighters in one
  player’s starting crew is less than their opponent’s,
  they may randomly draw an additional Tactics card
  for each full 100 credits of difference.
  ENDING THE BATTLE
  If either player has no fighters on the board at
  the end of a round, the game ends. The game
  also ends if there are nine or more Fungal Horror
  markers on the board at the start of the End phase.
  VICTORY
  If one gang has fighters on the board at the end of
  the game, they are the winner. Otherwise, the game
  is a draw.
  REWARDS (CAMPAIGNS ONLY)
  EXPERIENCE
  Each fighter that took part in the battle earns 1 XP.
  REPUTATION
  If one gang has fighters on the board at the end of
  the game, they earn D3 Reputation.
  If either gang bottled out, they lose 1 Reputation.
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  Toll Bridge
  TOLL BRIDGE
  Gangs fight over a vital bridge in the underhive.
  BATTLEFIELD
  This scenario uses the Battlefield set-up guidelines,
  as described on page 117 of the Necromunda
  Rulebook and may either be a Zone Mortalis or a
  Sector Mechanicus battlefield. When creating the
  battlefield, players should leave a 12" wide corridor
  with no terrain or tiles down the middle of the board
  – this is the toxic river. The river can be represented
  either by a gap, or a suitable piece of scenery. Only
  a single bridge crosses the river, which can be
  represented by a gantry or similar piece of narrow
  long terrain – this is the toll bridge.
  CREWS
  This scenario uses the standard rules for choosing
  a crew, as described on page 118 of the
  Necromunda Rulebook. Players use the Custom
  Selection (10) method to choose their crew.
  DEPLOYMENT
  This scenario uses the standard rules for deployment
  from page 119 of the Necromunda Rulebook. Crews
  must start the game on opposite sides of the river.
  THE TOXIC RIVER
  The two gangs are fighting to control a valuable
  toll bridge spanning a toxic river. Fighters cannot
  voluntarily enter the river, and its sludgy waters are
  so dangerous that those who fall into the river are
  immediately taken Out of Action. If both players
  choose, they can add flotsam and jetsam to the river,
  represented by barrels, face-down barricades, loot
  caskets or even ramshackle boats if they have these
  in their terrain collection. These pieces of debris can
  be spread out across the river within a few inches of
  each other or collected along the edges of the river.
  Fighters can use debris to cross the river, leaping
  from one to the other, or as a makeshift boat,
  standing on the piece of debris and moving it up to
  their Strength in inches as a Row (Double) action.
  In both cases, at the end of their activation, they
  must make an Initiative check to see if the debris
  they are standing on capsizes or sinks. If they fail,
  they fall into the river. Fighters who become Pinned
  or Prone while standing on debris must also make
  an Initiative check to see if they fall into the river.
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  THE BRIDGE
  The bridge over the toxic river uses an ancient
  mechanism to swing open or closed. At the
  beginning of the battle, its ends are connected to
  the shore and it spans the river. In the End phase
  of the third round, and each round thereafter, roll
  a D6. On a 5, the bridge pivots 90 degrees to the
  right, while on a 6 it pivots 90 degrees to the left.
  On any other result, the bridge remains stationary.
  When the bridge pivots, fighters within 1" of its
  ends must make an Initiative check or fall from the
  bridge – if the ends were touching the shore before
  it moved, fighters fall onto the shore and become
  Prone, otherwise they fall into the river and are
  taken Out of Action.
  If their gang has failed a Bottle test, fighters on the
  bridge do not need to make Cool tests to see if they
  flee the battlefield – provided that the bridge is not
  connected to the shore, they have nowhere to go!
  However, as soon as the bridge connects to the
  shore, they must make tests as normal.
  ARBITRATING THE SCENARIO
  In a game that pits the Arbitrator against one or
  more players, the Arbitrator can take on the role
  of the defender of the bridge. The bridge itself
  might be fortified with barricades, or perhaps
  even a powerful brute or monster acting as
  its guardian. Meanwhile, a gang of Guilder
  Watchmen (see page 149 of the Necromunda
  Rulebook) might be covering the river from
  the far bank, protecting the Guild of Coin’s
  interests. In this kind of scenario, the players are
  attempting to get across the river at all costs,
  either clearing the bridge or using crude boats
  to brave its toxic depths, and every fighter who
  reaches the far side can escape off the enemy
  board edge to earn their gang D6x10 credits.
  TACTICS CARDS
  Each player may choose two Tactics cards
  from their Tactics deck. If, during the pre-battle
  sequence, the total Credits value of fighters in one
  player’s starting crew is less than their opponent’s,
  then they may randomly draw an additional Tactics
  card for each full 100 credits of difference.
  ENDING THE BATTLE
  If either player has no fighters on the board at the
  end of a round, the game ends. The game also
  ends if, after the end of the third round, one gang
  has at least one fighter within 12" of the centre of
  the bridge and their opponent does not.
  VICTORY
  If only one gang has fighters on the board at the
  end of the game or they are the only gang with
  fighters within 12" of the centre of the bridge, they
  are the winner – otherwise the game is a draw.
  REWARDS (CAMPAIGNS ONLY)
  CREDITS
  The gang who won the scenario, and thus claimed
  the bridge, adds 3D6x10 credits to their Stash.
  EXPERIENCE
  Each fighter that took part in the battle earns 1 XP.
  Any fighter that crossed the river earns D3 XP.
  REPUTATION
  Each gang gains 1 Reputation for taking part in
  the battle.
  The gang who won the scenario earns an additional
  D3 Reputation.
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  DRAMATIS PERSONAE - Vorgen ‘Gunner’ Mortz
  VORGEN ‘GUNNER’ MORTZ,
  BOUNTY HUNTER
  Clad in flak armour decorated with the insignia of the
  Necromundan 8th, it is clear that Vorgen used to have
  some affiliation to the legendary regiment. Though
  his exact origins are unknown, most tales paint him
  as a man who sampled the delights of the underhive
  and found them preferable to military life. Deserting
  his post and taking up the life of a Bounty Hunter,
  Vorgen plies his deadly trade with his trademark
  Echon pattern Mark III assault stubber, affectionately
  named ‘Holy Terror’. Sporting a modified backpack
  ammo pack that easily feeds Vorgen a seemingly
  endless supply of bullets, and is able to quickly load
  new types at a moment’s notice, he can maintain a
  steady stream of firepower. When not seeking out
  a particular individual, Vorgen hires himself out to
  Guilder caravans and gang holdings, defending them
  from any assailants; amongst his most notable actions
  was his single-handed defence of an Orlock ore mine
  against an assault by the Furnace Kroks.
  Recently, Vorgen has formed a partnership with
  Rex Spires, both having a preference for unsubtle
  methods. The partnership works because neither
  has any agenda other than credits and mayhem,
  two languages spoken throughout the underhive.
  SPECIAL RULES
  Unique Partnership: Vorgen Mortz may be hired
  alongside Rex Spires, allowing a gang to field two
  Bounty Hunters rather than the usual one.
  Bounty Hunter: As a Bounty Hunter, Vorgen is
  subject to the Dead, Not Alive, Claiming Bounties
  and “We’ll Get Our Bit…” special rules (see page
  63 of Necromunda: Gangs of the Underhive).
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  BADZONES WEAPONS REFERENCE CHART
  BADZONES WEAPONS REFERENCE CHART
  This section contains rules for the ammunition and equipment available to gangs and fighters in the Badzones
  Trading Post. It is a supplement to the Weapon Reference chart in Necromunda: Gangs of the Underhive.
  SPECIAL AMMUNITION
  Range
  Acc
  Weapon
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Plantbuster rounds for:
  - autogun
  8"
  24" +1
  -
  3
  -
  1
  4+
  Defoliate, Rapid Fire (1), Scarce
  - reclaimed autogun
  8"
  24" +1
  -
  3
  -
  1
  5+
  Defoliate, Rapid Fire (1), Scarce
  - autopistol
  4"
  12" +1
  -
  3
  -
  1
  4+
  Defoliate, Rapid Fire (1), Scarce, Sidearm
  - reclaimed autopistol
  4"
  12" +1
  -
  3
  -
  1
  5+
  Defoliate, Rapid Fire (1), Scarce, Sidearm
  - combi-weapon autogun 8"
  24" +1
  -
  3
  -
  1
  4+
  Combi, Defoliate, Rapid Fire (1), Scarce
  - heavy stubber
  20" 40"
  -
  -1
  4
  -1
  1
  4+
  Defoliate, Limited, Rapid Fire (2), Unwieldy
  - combat shotgun
  -
  T
  -
  -
  2
  -
  1
  4+
  Defoliate, Scarce, Scattershot, Template
  - sawn-off shotgun
  4"
  8"
  +2
  -
  3
  -
  1
  2+
  Defoliate, Scarce, Scattershot
  - shotgun
  4"
  8"
  +2
  -
  2
  -
  1
  4+
  Defoliate, Scarce, Scattershot
  Phosphor rounds for:
  - autogun
  8"
  24" +1
  -
  3
  -
  1
  4+
  Flare, Rapid Fire (1), Scarce
  - reclaimed autogun
  8"
  24" +1
  -
  3
  -
  1
  5+
  Flare, Rapid Fire (1), Scarce
  - autopistol
  4"
  12" +1
  -
  3
  -
  1
  4+
  Flare, Rapid Fire (1), Scarce, Sidearm
  - reclaimed autopistol
  4"
  12" +1
  -
  3
  -
  1
  5+
  Flare, Rapid Fire (1), Scarce, Sidearm
  - combi-weapon autogun 8"
  24" +1
  -
  3
  -
  1
  4+
  Combi, Flare, Rapid Fire (1), Scarce
  - heavy stubber
  20" 40"
  -
  -1
  4
  -1
  1
  4+
  Flare, Limited, Rapid Fire (2), Unwieldy
  - combat shotgun
  -
  T
  -
  -
  2
  -
  1
  4+
  Flare, Scarce, Scattershot, Template
  - sawn-off shotgun
  4"
  8"
  +2
  -
  3
  -
  1
  2+
  Flare, Scarce, Scattershot
  - shotgun
  4"
  8"
  +2
  -
  2
  -
  1
  4+
  Flare, Scarce, Scattershot
  Rad rounds for:
  - autogun
  8"
  24"
  -
  -
  3
  -
  1
  4+
  Rad-phage, Rapid Fire (1), Scarce
  - reclaimed autogun
  8"
  24"
  -
  -
  3
  -
  1
  5+
  Rad-phage, Rapid Fire (1), Scarce
  - autopistol
  4"
  12"
  -
  -
  3
  -
  1
  4+
  Rad-phage, Rapid Fire (1), Scarce, Sidearm
  - reclaimed autopistol
  4"
  12"
  -
  -
  3
  -
  1
  5+
  Rad-phage, Rapid Fire (1), Scarce, Sidearm
  - combi-weapon autogun 8"
  24"
  -
  -
  3
  -
  1
  4+
  Combi, Rad-phage, Rapid Fire (1), Scarce
  - heavy stubber
  20" 40"
  -
  -1
  4
  -1
  1
  4+
  Limited, Rad-phage, Rapid Fire (2), Unwieldy
  - combat shotgun
  -
  T
  -
  -
  2
  -
  1
  4+
  Scattershot, Rad-phage, Scarce, Template
  - sawn-off shotgun
  4"
  8"
  +1
  -
  3
  -
  1
  2+
  Rad-phage, Scarce, Scattershot
  - shotgun
  4"
  8"
  +1
  -
  2
  -
  1
  4+
  Rad-phage, Scarce, Scattershot
  Gunk bolts for:
  - boltgun
  12" 24"
  -
  -1
  4
  -
  1
  5+
  Gunk, Limited
  - bolt pistol
  6"
  12"
  -
  -
  4
  -1
  2
  6+
  Gunk, Sidearm
  - boltgun
  12" 24"
  -
  -1
  4
  -
  1
  5+
  Gunk, Limited
  - combi-weapon
  bolt pistol
  6"
  12"
  -
  -
  4
  -1
  2
  6+
  Combi, Gunk, Sidearm
  - heavy bolter
  18" 36"
  -
  -1
  5
  -2
  2
  6+
  Gunk, Rapid Fire (2), Unwieldy
  Grenade launcher with:
  - anti-plant
  6"
  24"
  -1
  -
  -
  -
  -
  4+
  Grenade, Blast (3"), Defoliate
  - flare
  6"
  24"
  -1
  -
  -
  -
  -
  4+
  Grenade, Blast (3"), Flare
  - plasma
  6"
  24"
  -1
  -
  5
  -1
  2
  6+
  Blast (3"), Unstable
  GRENADES
  Range
  Acc
  Weapon
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Anti-plant grenade
  -
  Sx3
  -
  -
  -
  -
  -
  4+
  Grenade, Blast (3"), Defoliate
  Flare
  -
  Sx3
  -
  -
  -
  -
  -
  4+
  Grenade, Blast (5"), Flare
  Gunk bomb
  -
  Sx2
  -
  -
  2
  -
  -
  5+
  Grenade, Blast (3"), Gunk
  Plasma grenade
  -
  Sx3
  -
  -
  5
  -1
  2
  4+
  Grenade, Blast (3"), Unstable
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  WARGEAR
  WARGEAR
  This section contains a full list of new Wargear rules and full descriptions for new Weapon Traits available
  in the Badzones of Necromunda.
  ARCHAEOTECH DEVICE
  The underhive is filled with ancient treasures, strange objects from previous ages and wondrous technological
  devices Mankind has long since lost the ability to create. Of course, these rare pieces of archaeotech, as they
  are known, are hidden beneath thousands of years of debris and waste, and even should a fighter be fortunate
  enough to find a genuine archaeotech device, they still need to figure out how it works.
  When a player buys an Archaeotech Device from the Trading Post, they won’t know what it does. They
  must allocate it to one of their fighters and roll on the Archaeotech Device table to determine its type. If an
  Archaeotech Device is given to a different fighter in the gang for any reason, the new fighter must pass
  an Intelligence check the first time they wish to activate it. If they pass, they may use the device as normal
  from now on. If they fail, they wait until their next game to try to activate the device again.
  ARCHAEOTECH DEVICE TABLE
  D6 Type
  Effect
  1
  Dangerous
  The fighter accidentally triggers the device as they’re messing about with
  it. They immediately suffer D6 Str 2 Damage 1 hits and the archaeotech is
  reduced to a pile of worthless molten slag.
  2
  Viewer
  The fighter can use the device to view different places, shifting their
  perspective to almost any point, even if it’s beyond closed doors and solid
  walls. A fighter with this device can make the Scan (Simple) action to place
  a Revealed marker on an enemy fighter within 18". If the fighter is selected
  to be a sentry, when they are activated, roll a D6 for them. On a 6, they
  automatically raise the alarm as they spot the enemy sneaking around.
  3
  Cutting Beam
  The device can be used to focus a cutting beam of great power on a
  stationary object. Unfortunately, it’s useless as a weapon because both
  the target and the fighter have to be perfectly still for the beam to focus,
  but it makes for a good can opener! A fighter with this device can make
  the Laser Cut (Double) action if they are within 1" of a door, loot casket or
  other damageable piece of terrain. This action inflicts a single automatic hit
  against the chosen target, resolved with Strength 8 and Damage 3.
  4
  Lifter
  The device is a sophisticated form of suspensor which can negate or lessen
  gravity for its bearer, allowing them to float up or down for a limited period.
  When making a Move or Charge action, the fighter ignores all terrain, may
  move freely between levels without restriction, and can never fall. They may
  not, however, ignore impassable terrain or walls, and may not end their
  movement with their base overlapping an obstacle or another fighter’s base.
  5
  Holo Projector
  The device functions as a holo projector and can be used to make the
  fighter appear a short distance away from where they really are. This gives
  the fighter a saving throw of 4, 5 or 6 on a D6 against any hits from shooting,
  which is not affected by Armour Penetration. As soon as the saving throw is
  failed, the projector stops working for the rest of the game. Also note that the
  holo projector is useless against close combat attacks and weapons with the
  Template or Blast Traits.
  6
  Weapon
  The device is a powerful and compact weapon. It is only pistol-sized but it is
  as effective as a much larger piece of ordnance. Roll a D6 to find out what
  it is: 1-2 – boltgun, 3 – flamer, 4 – meltagun, 5 – plasma gun, 6 – grenade
  launcher with frag grenades.
  The weapon has the standard profile for a weapon of its type but with the
  addition of the Sidearm Trait. Because the weapon is compact and self-
  maintaining it can be used by anyone, not just Specialists, Champions
  or Leaders.
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  BLIND SNAKE POUCH
  Ratskin shamans are strange underhive mystics believed to be able to commune
  with the spirits of the hive. Whether or not this is true, the fetishes they make are
  highly sought after and reputed to be able to protect a fighter from harm.
  A fighter with a Blind Snake Pouch gains the Dodge skill. If they already have the
  Dodge skill then they will successfully dodge attacks on a D6 roll of 5 or 6 rather
  than just a roll of 6. In addition, when making a dodge against an attack made by a
  fighter using the Overwatch skill, the dodge will succeed on a D6 roll of 4, 5 or 6.
  GUILDER CARTOGRAPH
  Guilder cartographs are detailed maps of the trails between settlements,
  showing local hazards as well as safe campsites. Up-to-date cartographs are
  much sought after by travellers, as they mean the difference between reaching
  their destination alive or ending up as one more corpse in the underhive.
  While a gang is in possession of a Guilder Cartograph, they may alter the
  Environment when using the Badzones Environments Events Cards or chart
  (on page 50). After determining the Environment at the beginning of the game,
  the gang with the Cartograph may immediately discard it and generate a new
  Environment. If both players have a Cartograph, they should roll off to see who
  gets to use theirs for this scenario.
  In addition to changing the Environment, Cartographs often show the location
  of Guilder supply caches. During deployment, a gang with a Cartograph can
  place four loot caskets anywhere on the battlefield.
  Of course, the underhive is changing, and maps can become outdated. After
  each game in which a gang used their Guilder Cartograph, their player should
  roll a D6. On a 4+, the information it contains is still good, otherwise it is of no
  further use and should be deleted from the gang roster.
  ‘Treat Rex like one
  of his explosives.
  Wind him up, send
  him on his way and
  then stand far back.’
  ‘Slippery’ Yonda,
  Manacled
  Mavericks, House
  Escher
  NIXOREM VYLKUR,
  COLDFIRE CABAL,
  HOUSE VANSAAR
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  MUNG VASE
  Mung vases are extraordinarily rare collectors objects. Few hivers know where
  the exquisite vases originate, only that they can be worth astronomical sums of
  money to the right people. This knowledge is widespread enough that over the
  centuries, Necromunda has become flooded with millions of fake Mung vases,
  ranging from crudely fashioned knock-offs that wouldn’t fool a blind sump-
  farmer, to exceptional facsimiles that are works of art in their own right.
  A Mung Vase is a type of Status Item. However unlike other Status Items, rather
  than being given to a Leader or Champion to carry, the Mung Vase is kept in
  the gang’s Stash. When a gang in possession of a Mung Vase recruits a Hired
  Gun, they can reduce the Hire Gun’s cost by D6x10 credits, to a minimum of 10
  credits. The vase is shown off as an example of the gang’s wealth and success,
  and the Hired Gun believes that agreeing to a reduced fee now will earn them
  favour with this potentially prosperous employer. There is, however, a chance the
  Hired Gun will simply try to steal the vase when they leave! After a game in which
  a Mung Vase was used to reduce the hiring cost of a Hired Gun, roll a D6. On a
  1, both the Hired Gun and the vase disappear, never to be seen again.
  In the post-battle sequence of any battle, a gang can sell the vase. If they do,
  roll a D6 on the Mung Vase table to see what it is worth (players should resist
  the temptation to roll on this table unless their gang is attempting to sell a Mung
  Vase – you don’t need to know your vase is a fake, ignorance is bliss!).
  MUNG VASE TABLE
  D6 Type
  Effect
  1
  Dismal Fake
  A truly sad knock-off. The vase nets the gang
  D3x5 credits.
  2-3 Passable Fake
  A nice conversation piece. The vase nets the
  gang D6x10 credits.
  4-5 Impressive Fake
  A fine example of the counterfeiters’ art. The vase
  nets the gang D6x20 credits.
  6
  Outstanding Fake?
  Make an Intelligence check for the gang Leader.
  If they fail, count this result as an Impressive
  Fake. If they pass, they realise what they have
  just in time – add D6x50 to the gang’s Stash.
  Finally, if the gang Leader is killed and removed from the gang roster, the
  vase is lost too – no one else in the gang knows where the vase has been
  kept hidden!
  ‘Psykers give
  me the creeps.
  Sanctioned or not,
  should put a bullet
  in all of ‘em.’
  Markus Hered,
  Jaws of the
  Emperor, Venator
  Bounty Hunter
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  INDUSTRIAL RESPIRATOR
  Respirators are a common sight in the underhive, offering some measure of protection against airborne
  hazards. Most are ancient things, their filters clogged with years of filth and barely functioning. Sometimes
  gangers might get their hands on a batch of newly minted respirators, and even some of the rare heavy
  industrial breathing apparatus reserved for Helmawr’s personal guard or outerhive work crews.
  An Industrial Respirator adds 3 to a fighter’s Toughness, or 4 if combined with a Hazard Suit, against
  attacks from weapons with the Gas trait. In addition, an Industrial Respirator contains a limited air supply.
  Once per game, when a fighter with an Industrial Respirator is activated, they can declare they are using
  its air supply. Until the fighter is activated again, they gain immunity to Gas attacks, can act normally while
  on fire (though they may still take damage) and may ignore effects keyed to breathing or air quality.
  NECROMUNDA GIANT RAT
  The fighter is accompanied by a Necromunda Giant Rat. These are common hive critters, highly intelligent
  and show a great ability to learn and surprising loyalty.
  The Necromunda Giant Rat is an Exotic Beast available to all gangs as described on page 104 of
  Necromunda: Gangs of the Underhive and has the following profile:
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  Cl
  Wil
  Int
  6"
  4+
  -
  3
  3
  1
  3+
  1
  10+
  8+
  10+
  9+
  Range
  Acc
  Weapon
  S
  L
  S
  L
  Str AP
  D
  Am
  Traits
  Jaws
  -
  E
  -
  -
  3
  -
  1
  -
  Melee, Backstab
  SPECIAL RULES
  Small Target: Necromunda Giant Rats are quick, making them difficult to target in the perpetual gloom of
  the underhive. Ranged attacks against Necromunda Giant Rats are at -1 to hit. In addition, a Necromunda
  Giant Rat is never a potential target when working out the effects of a Stray Shot.
  Nimble: Necromunda Giant Rats have almost preternatural reflexes, seemingly sensing danger before
  they strike. A Necromunda Giant Rat has a save of 4+, which is never modified by Armour Penetration.
  Rat Cunning: Rats are among the most resilient organisms on Necromunda, and they have a sixth
  sense when it comes to their environment. A canny fighter learns how to read the mood of their rats and
  react to danger accordingly. A fighter with at least one Necromunda Giant Rat gains a special 5+ save
  against damage from environmental effects. Take this save before any other kind of save. Alternatively,
  a fighter may sacrifice one of their rats to completely ignore damage from an environmental effect. The
  Necromunda Giant Rat is then removed from the gang’s roster.
  SKILL ACCESS
  A Necromunda Giant Rat has access to the following skill sets:
  ISOTROPIC FUEL ROD
  Power is life down in the underhive, keeping the lights on, running water-stills and allowing for the
  cultivation of edible slimes. A fully charged fuel rod can turn a rad-washed waste into a fertile settlement,
  and the foundation for a burgeoning community.
  A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory. Doing so uses up
  the Isotropic Fuel Rod, so it should be deleted from the gang roster, and permanently changes the Territory.
  Agility
  Brawn
  Combat
  Cunning
  Ferocity
  Leadership Shooting
  Savant
  Necromunda
  Giant Rat
  Secondary
  -
  -
  Primary
  -
  -
  -
  -
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  RADCOUNTER
  Radiation is a common hazard in the underhive. While a few hard rads are
  just part of life in and among the Badzones, when your hair starts falling out
  and your skin starts to glow, odds are you’ve wandered too far into the wilds.
  Underhivers use a variety of means to detect radiation, from homemade
  auspexes to sniffer slugs, collectively referred to as radcounters.
  A fighter equipped with a radcounter can never be the random target of an
  Event (see page 50) unless there are no other fighters to choose from.
  RATSKIN MAP
  Ratskins have a well-earned reputation as trackers and scouts, their familiarity
  with the underhive verging on the supernatural. Maps made by Ratskin tribes
  are rare and valuable artefacts, sometimes leading to great treasures or secret
  pathways to lost domes. Of course, first a fighter must decipher the Ratskin’s
  strange scrawl-like language, not to mention the fact that for every authentic
  Ratskin map, there are at least a dozen fakes.
  Before a gang with a Ratskin Map rolls to determine the scenario as part of
  the pre-game sequence, they can declare they are using their Ratskin Map.
  If both gangs have a Ratskin Map, they should roll off to see whose gang
  gets to use theirs for this game – capitalising on the map’s information before
  their opponent can. The player then rolls on the Ratskin Map table to see how
  valuable the information on it is. Note, once the type of map is determined, it
  remains the same, and provided it is worth something, a gang may use it again
  in the pre-game sequence of subsequent games.
  RATSKIN MAP TABLE
  D6 Type
  Effect
  1
  Fake
  Instead of rolling for the scenario as normal, your
  opponent chooses the scenario for this game.
  Remove the Ratskin Map from your gang roster.
  2
  Worn and Incomplete
  After making the roll to determine the scenario,
  you may add or subtract 1 from the result.
  3
  Treasure Map
  Roll another D6. On a 1-5, the map is a Fake (see
  above). On a 6, it is a genuine treasure map. If your
  gang wins the scenario, they can add D6x20 credits
  to their Stash in addition to any other rewards.
  4
  Ancient and Faded
  After making the roll to determine the scenario,
  you may add or subtract 2 from the result.
  5
  Secret Pathways
  D3 Fighters in your gang gain the Infiltrate skill for
  the duration of this scenario.
  6
  Recent and Accurate
  After making the roll to determine the scenario,
  you may add or subtract up to 3 from the result.
  ‘You know you’ve
  made it when
  the Venators are
  coming for you,
  cos you’ve got
  a whole band of
  angry fellows after
  your guts. Course,
  you’ll probably be
  seein’ those guts
  soon enough.’
  Metalfang,
  Foundry Born,
  House Goliath
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  SECOND BEST
  Second Best, as the name suggests, is what you
  drink when you don’t have the creds for anything
  better. The exact contents of a bottle of Second
  Best vary from settlement to settlement, but are
  usually a cocktail of drinking-hole dregs, fermented
  fungi and gun oil (to make it go down smooth!). A
  few swigs of Second Best will bolster a fighter’s
  courage, but too much can lead to blindness,
  unconsciousness and even death.
  A fighter with a bottle of Second Best can make
  the Take a Swig (Simple) action. After they take
  this action, roll a D6. On a 1, 2 or 3, the bottle is
  empty; remove it from the fighter’s card. Every time
  a fighter makes this action, place an Intoxicated
  marker on their card and remove one of their Flesh
  Wounds (if they have any). Intoxicated markers
  remain until the end of the game. The effects of the
  booze are dependent on how many markers they
  have on their card.
  SECOND BEST INTOXICATION TABLE
  Intoxicated
  Markers
  Effect
  1
  Feeling Good: -1 to ranged attack hit
  rolls, +1 to the result of Cool checks.
  2
  Getting Unsteady: -2 to ranged
  attack hit rolls, +2 to the result of Cool
  checks. If the fighter makes two Move
  actions in a row, they must pass an
  Initiative check after completing the
  second action or become Prone.
  3+
  Blind Drunk: -3 to ranged attack
  hit rolls and -1 to melee attack hit
  rolls, +3 to the result of Cool checks.
  When the fighter makes a Move
  action, instead of using the fighter’s
  Movement characteristic, move the
  fighter D6" in a direction determined
  by the Scatter dice.
  SUSPENSOR HARNESS
  Underhivers are nothing if not resourceful when
  it comes to repurposing gear for their needs. The
  suspensor harness is such a device, a collection
  of belts and components from a heavy weapon
  suspensor array allowing the wearer to carry
  excessive amounts of equipment. While Guilder
  slaves and Badzones prospectors might use them
  to carry heavy loads, gangers mainly use them to
  sling extra weapons on their back.
  A fighter equipped with a suspensor harness may
  carry four weapons rather than three, while a Hired
  Gun Bounty Hunter with a suspensor harness
  may carry six weapons rather than five. As usual,
  weapons marked on the Equipment List with (*)
  take up the space of two weapons.
  WILD SNAKE
  About the ‘finest’ booze around, Wild Snake is
  the go-to drink for underhivers with creds in their
  pocket and an iron liver. Each bottle contains the
  skinned and pickled remains of a ‘snake’, giving
  the liquor both its name and a sharp bitter taste on
  account of the snake venom. Gangs prize bottles
  of Wild Snake both because it is a quick and easy
  path to inebriation, but also because of the fabled
  ‘Snake Courage’ it can imbue!
  A fighter with a bottle of Wild Snake can make the
  Take a Swig (Simple) action. After they make this
  action, roll a D6. On a 1 or 2, the bottle is empty;
  remove it from the fighter’s card. Every time a
  fighter makes this action, place an Intoxicated
  marker on their card and remove one of their Flesh
  Wounds (if they have any). Intoxicated markers
  remain until the end of the game. The effects of the
  booze are dependent on how many markers they
  have on their card:
  WILD SNAKE INTOXICATION TABLE
  Intoxicated
  Markers
  Effect
  1
  A Good Buzz: -1 to ranged attack hit
  rolls, +2 to the result of Cool checks.
  2
  Seeing Double: -1 to ranged attack
  hit rolls, +3 to the result of Cool
  checks. When making ranged attack
  hit rolls after choosing a target,
  randomise the actual target of the
  attack between the intended target
  and any model (friend or foe) within
  6" of them.
  3+
  Snake Courage!: -2 to ranged
  attack hit rolls, automatically pass
  any Cool checks.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  WEAPON TRAITS
  WEAPON TRAITS
  Presented here are the new Weapon Traits
  introduced within this supplement.
  DEFOLIATE
  Carnivorous Plants hit by a weapon with the
  Defoliate Trait immediately take D3 Damage.
  Brainleaf Zombies hit by a weapon with the
  Defoliate Trait lose a wound and are removed from
  the battlefield if they suffer an Out of Action result
  on the Injury dice.
  GUNK
  A fighter hit by a weapon with the Gunk Trait
  becomes subject to the Gunked condition. Gunked
  fighters reduce their Movement characteristic by
  1 to a minimum of 1 and don’t add D3" to their
  movement when making a Charge action. In
  addition, they subtract 1 from the dice roll when
  making an Initiative check. Gunked fighters are also
  more flammable and catch fire on a 2+, rather than
  a 4+, when hit by a weapon with the Blaze trait.
  The Gunked condition lasts until the End phase
  or until the fighter catches fire after being hit by a
  weapon with the Blaze Trait.
  FLARE
  A fighter who takes a hit from a weapon with the
  Flare Trait, or who is touched by a Blast marker
  fired from a weapon with the Flare Trait, is Revealed
  if the battlefield is in darkness (see Pitch Black
  from page 120 of the Necromunda Rulebook). If a
  weapon has both the Flare Trait and the Blast Trait
  after determining where the Blast marker ends up,
  leave it in place. In the End phase, roll a D6. On
  a 4 or more, the flare goes out and the marker is
  removed, otherwise it remains in play. While the
  Blast marker is on the board, all models at least
  touched by it are illuminated as if they had a Blaze
  marker or a Revealed marker.
  Another Custodes Libris share. Buy the stuff if you like it!
  
  HIRED GUNS
  Another Custodes Libris share. Buy the stuff if you like it!
  
  Another Custodes Libris share. Buy the stuff if you like it!
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/04 Necromunda - 3rd Edition (2017)/Rule Books/Necromunda - The Book of Peril.pdf