TEXT: DEVIAIUT SCUM
  Deviant scum is a catch-alf term for the misguided , crazed and hereticaf
  madmen that dwell in the underhive. Deviant scum are drawn to the
  Underhive like a magnet and buifd hidden strongholds and secret temptes
  amidst the wastes and ruins. Freed from the intrusive surveitlance of
  lmperial fnquisitors and the Adeptus Arbites, deviant scum can pursue their
  insane schemes to bring about anarchylarmageddon/the downfafl of the
  current world orderlthe destruction of everyone else in the Underhive as
  appropriate. Naturally this makes them rather unpopular with gangs and
  the forces of authority, both of whom fight frequent battles against deviant
  scum and undertake periodic purges around settfements to prevent them
  getting out of hand.
  Weapons. Deviant scum are armed with a vast plethora of
  weaponry and the best rule of thumb to follow is to arm them
  with whatever is depicted on the models you are using. This
  makes it easy for both you and the players to see what's going
  on. About one in every ten deviant scum will be armed with.
  special or heavy weapon of some kind.
  Generally the weapons canied by deviant scum wiil be low-
  tech 
  stubbers, auto weapons and the like - but there might
  be a good case for deviants armed with a stolen consignment
  of bolters, for example. Deviant scum make Ammo rolls like
  anybody else unless noted otherwise.
  BROOD BROTHERS
  Rating: 60
  Brood Brothers are humans who have been implanted by
  Genestealers and who are acting as hosts for their Hybrid offspring.
  The Brood Brothers' mind and willpower have been completely
  extinguished by the Genestealers'brood intelligence, making them
  fanatically dedicated to the aliens'cause.
  Brood Brothers can come from almost any walk of life - clerks,
  factory workers, teachers, 1aw enforcers, hive gangers and the like.
  At first the Genestealers will implant as many victims as thcy c:ur,
  but as time goes by and the Cult grows, they will become
  increasingly selective about their victims and concentrare on
  dominant members of the host species. To this end the Cult
  infiltrates the local authorities and planetary defence forces
  wherever possible. This reduces the likelihood of the Cult being
  discovered, and when the Cult finally reveals itself and attempts to
  seize power, it will have access to military wargear and a body of
  trained warriors to exert its control.
  SPECIAL RULES
  Psychology. Brood Brothers are fanatical disciples of the Culr and
  are subject to the psychology rules for hatred given in the Rules.
  Brood Brothers suffer hatred against the enemy regardless of its
  race or type; their zealous devotion to the Brood and their brethren
  in the Cult knows no bounds.
  SCA\MES
  Rating:25
  Scavvies are the very dregs of the Underhive community, indeed
  many are so defbrmed that they are barely recognisable as human
  beings any more. Scavvies live out in the wastes, scratching out a
  miserable existence amongst the most poisonous and radioactrve
  areas. Their clothes are made up of any filth-ridden scraps that they
  manage to cobble together and their skin is covered with many
  blisters and sores oozing pus.
  Out in the wastes the Scawies have a hard existence, food is often
  scarce and a Scawy will jump at the chance of gorging himself on
  anyone or anything that is stupid enough to wander around on their
  own. Although Scawies tend to travel around in large groups that
  are normally made up of several inbred families, it is not unusual
  for other gang members to stumble upon small groups of foraging
  Scawies.
  SPECIAL RULES
  Ammo Rolls: Scavvy weapons are very unreliable, due to general
  mistreatment and a lack of ammunition. Because of this a Scavvy
  will have to make an Ammo ro11 on a natural to hit roll of I or 6.
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  MUTANTS
  Rating: 35-55
  There are many mutants living out in the wastes. Most are
  hideously defbrmed Scavvies who have slowly changed because of
  constant exposure to toxic waste and radiation, others are natural
  mutations that have come about due to the harsh living conditions.
  Most mutations are simply inconvenient, like webbed fingers or
  strangely coloured skin, but some are useful and can make mutants
  a terrifying opponent.
  SPECIAL RULES
  Ammo Rolls. Mutant weapons are very unreliable, due to general
  mistreatment and a lack of ammunition. Because of this a muranr
  will have to make an Ammo roll on a natural to hit roll of I or 6.
  Mutations. A mutant will have a single mutation chosen from the
  list below. If a mutant is being used you must have an appropriate
  miniature to represent it on the table.
  Claw 
  The mutant gains +1 Strength in hand-to-hand
  combat.
  Extra Arm 
  The mutant may use up to three pistols and/or
  hand-to-hand combat weapons in hand-to-hand
  combat (+2 attacking dice), or hold a basic weapon
  with one hand and still use 2 close combat
  weapons with the others (+l attack dice).
  A mutant with spikes gains an armour save of 5+,
  but may not wear any other form of armour.
  The mutant may re-roll Initiative tests for falling
  and in hand+o-hand combat may grapple his
  opponent to reduce his number of attacks by 1, to a
  minimum of 1.
  Increases model's vision and fire arc to 180", and
  allows them to fire two pistol weapons in the same
  shooting phase.
  Eyestalks 
  The mutant gains a 180'fire and vision arc and
  can squeeze behind cover better. Count an extra -1
  to hit modifier when the mutant is behind cover or
  partial cover.
  Wings 
  The mutant can.lTy up to his normal Movement
  characteristic in a turn, or double that if he charges
  or runs (flaps). The mutant must land at the end of
  his move. Flying upwards costs 2" per 1" up.
  flying down only cost l/2" per 1 " down.
  CULTISTS
  Rating: 50-60
  The daemons of the warp are constantly seeking ways to extend
  their power into the physical universe, whether by possessing
  Wyrds or by more subtle means. To gain pawns in the physical
  universe they lure greedy and gullible individuals into making
  dangerous pacts with them in exchange fbr promises of forbidden
  secrets and unlimited power. These daemon worshippers often hold
  clandestine meetings in the Underhive, and establish hidden
  temples there away from the prying eyes of the authorities, for the
  worship of dark forces is the most heinous of crimes in the
  Imperium of mankind. Covens of worshippers may even summon
  daemons from the warp through bloody sacrifices and arcane rites.
  Such insane practices can lead to whole worlds becoming infested
  with daemons if the Cultists succeed in establishing a permanent
  portal from the realms of the warp into real space.
  SPECIAL RULES
  Daemon-gift, Cultists may be blessed with powers by their
  daemonic patrons. Either choose a mutation fbr them from the list
  above or roll a Wyrd minor power fbr any Cultists so blessed.
  BEASTMEN
  Rating: B0
  Beastmen are a weird form of stable mutant strain like the Scalies,
  featuring strong characteristics of, we11, beasts. Beastmen are
  always strongly associated with daemon worship and the spread of
  evil. Most often such creatures come up from the depths of the
  Abyss or the shores of the Sump but whispered tales also tell of
  Cultists transformed into Beastmen by their daemonic masters, or
  first-bom children being hideously cursed by the dark gods and
  mutated into Beastmen.
  Redemptionists and House Cawdor gangs regularly scour the
  Underhive for deviant scum whose appearance is as blasphemous
  as the Beastmen. Cultists revere Beastmen and keep them safe from
  the fanatics who would burn them alive. Cultists consider a
  Beastman to be a gift from the dark gods and believe them to be a
  sign of their coming power.
  SPECIAL RULES
  Mutants. 
  Beastmen are often mutated and if you have an
  appropriate model for one you can select a mutation from the list
  given above.
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  Spikes
  Tentacle
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  Two Heads
  
  ALIETS
  Mankind is not alone in the galaxy, Between the miflion worfds of the human
  lmperium whole systems lie under alien control. The lmperium has no friends
  among the stars, it treats all aliens with hostility and suspicion. Nonetheless some
  aliens find their way onto Necromunda for their own reasons: seeking lost
  artefacts, spying out defences, escaping pursuers, buying information and so on.
  ELDAR SCOUTS
  Rating:250
  ORKS
  Rating: 95
  The Eldar are an ancient race who live upon vast spacecraft called
  Craftworlds which are doomed to wander the galaxy forever. The
  Eldar are the most technologically advanced race in the galaxy and
  long ago they discovered a network of stable wormholes or tunnels
  which criss-cross the galaxy through the warp. The Eldar call this
  network of access points and tunnels the Webway, and it allows
  them to move rapidly from one point in space to another many light
  years away. Although the Webway is limited compared to the
  infinite destinations of the warp, it has entrances and exits at certain
  places which cannot be moved. The Eldar are always on the
  lookout for lost or hidden Webway gates, so that they can expand
  the number of worlds they can reach.
  One of the many important tasks and missions that Eldar Scouts
  canJ out is to search for hidden or lost Webway gates, and as such
  Eldar Scouts are very important to an Eldar Craftworld. Not only
  do Eldar Scouts infiltrate enemy lines and raid enemy positions, but
  they also investigate alien worlds, recover lost artefacls such as
  spirit stones, and keep an eye on important events on planets across
  the galaxy which might affect the Eldar race. Eldar Scouts could be
  upon Necromunda for any of these reasons and only the Scouts
  themselves 
  will know what their mission is.
  Eldar Scouts are masters of infiltration and sniper work. They meld
  into the background thanks to their cameleoline cloaks which hide
  them from all but the most observant of enemies. They are armed
  with the deadly needle sniper rifle which they fire with unnerving
  accuracy.
  SPECIAL RULES
  Eldar Scout Skills. Marksman. Ambush. Infiltration.
  Weapons. Eldar Scouts are armed with a needle sniper rifle (see
  the Rules for a full description). Eldar usually carry fine1y made
  laspistols as secondary weapons.
  Armour. Eldar Scouts always wear mesh armour.
  Wargear. Eldar Scouts wear concealing cameleoline capes which
  mimic the colours and textures of their surroundings. Because of
  these anyone shooting at an Eldar Scout has an additional -1
  oenaltv to hit.
  Orks are big, green and tough! Legends about Orks invariably
  revolve around how they can keep fighting with a bolter round
  through their head and a gut full of shrapnel. This is because they
  are a bio-engineered warrior race which was so successful that they
  eventually enslaved their creators and spread unchecked
  thoughout the galaxy. Orks are undoubtedly the most widespread
  aliens in comparison with humans, though Ork space is split into
  hundreds of tiny empires which are ruled by rival Warlords and
  bosses.
  Orks love to fight more than anything else, and spend most of their
  time fighting each other. However, once in a while a powerful Ork
  leader will start a Waaagh! - a surge of Ork invasions and
  conquests like a cross between a religious crusade and a gold rush.
  During a Waaagh! the anarchic hordes of Orks are unified into a
  terrifying war machine which even the Imperium can only hope to
  stop after a long and bloody war. In times past the fury of the
  Waaagh! has beaten against the armoured hives of Necromunda
  and it's possible that some Orks may still be lurking in the
  Underhive, or there may be bands of Ork pirates pursuing some
  nefarious deal with outlaw crime lords.
  M W S B S S T W I A L d
  SPECIAL RULES
  Not Pinned. Because of their tough nature Orks are never pinned.
  Armour. Orks always wear flak armour.
  Weapons. Orks are usually armed with bolt pistols, axes and Frag
  grenades.
  GRETCHIN
  Rating: 40
  Gretchin are not as strong and tough as their larger cousins, the
  Orks, but they are of the same race and share the same love of
  fighting. In normal Ork society Gretchin serve as a slave caste that
  performs ali the boring, humdrum tasks the Orks can't be bothered
  with. Gretchin follow the larger Orks to war in an attempt to
  emulate their big brothers' deeds and earn some glory for
  themselves. On Necromunda Gretchin accompany the Orks on
  raids against gangs to get themselves food and equipment.
  SPECIAL RULES
  Weapons. Gretchin are usually armed with autoguns.
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  GENESTEALERS
  Rating: 280
  Genestealers are exceptionaily dangerous alien creatures that are
  sometimes found on derelict space hulks, drifting through the
  interstellar void. Genestealers 
  are intelligent and very cunning but
  they do not make use of tools or weapons of any sort. Instead they
  are able to implant their genetic material into a victim of a different
  "host" species (like humans). Once infected, a victim can be
  controlled by the psychic brood intelligence of the Genestealers,
  becoming completely dedicated to their cause and worshipping
  them.like gods.
  The implanted germ cell grows inside its host until it is ready to
  emerge. The Genestealer's genetic attributes are passed on in part
  to the offspring, creating inonstrous hybrids whose own spawn will
  either be purestrain Genestealers 
  or more human-seeming Hybrids.
  Genestealers themselves are almost bestial in appearance with a
  crouching stance, two powerful legs and four arms terminating in
  claws which are strong enough to tear through steel. They are
  preternaturally quick and deadly in hand-to-hand combat.
  The Genestealers' slaves help to conceal and transport them to
  planets where they can implant more victims. The spread of
  Genestealer influence is slow and insidious as they are careful to
  avoid the attention of the authorities until they have gained enough
  power to try to take over a planet. Genestealer cults have been
  uncovered and mercilessly crushed several times on Necromunda
  by Imperial Inquisitors, but the Underhive remains an area which is
  impossible to cleanse thoroughly.
  SPECIAL RULES
  Psychology. Genestealers are immune to all psychology. They
  never test fbr fear, terror, or any of the psychological factors
  described in the Rules. Note, however, that Genestealers are stiil
  affected by Leadership tests like other fighters.
  Pinning. Genestealers are never pinned by shooting hits because of
  their incredible reflexes and alien detemination.
  Chitinous Armour. Genestealers have thick chitinous hides which
  can absorb considerable damage. This gives a Genestealer an
  armour saving throw of 5 or 6 on a D6.
  Fear. Genestealers are frightening alien creatures that cause
  fighters to test for fear as described in the advanced rules of the
  Rules.
  GENESTEALER
  MAGUS
  Rating: l90
  The Genestealer Magus is a special mutation that develops within
  a 'Stealer brood after several generations. The Magus is almost
  human in appearance, although invariably bald and heavily boned.
  He is also highly inteliigent, and because Genestealers instinctively
  seek out and infect latent psychically gifted individuals, he
  invariably has potent psychic powers. The Magus acts as the
  figurehead of a Genestealer cult, apparently leading the
  organisation while he in fact receives his instructions from the
  Genestsalers' 
  brood intelligence.
  The Magus directs the brood's operations, sending Hybrids out to
  raid human habitations and dispatching Genestealers to implant
  their seed in more victims. He may well send some of the brood's
  more human members to infiltrate the planet's government or its
  defence fbrces, eroding its ability to hght and paving the way for
  the expansion of the brood.
  SPECIAL RULES
  Wyrd Powers. The Magus has one Wyrd primary power and three
  Wyrd minor powers.
  GENESTEALER
  HYBRIDS
  Rating: 80-90
  When a Genestealer implants its seed into a human, or any other
  creature, the resultant germ cell incubates within its host until it is
  ready to emerge. The hybrid child does not consume its parent, but
  as it develops it absorbs paft of its host's brain. The parent becomes
  a slave of the infant it has spawned, and will go to any lengths to
  protect and nurture the monstrous thing. In this way the
  Genestealers infect human society with their monstrous brood. The
  Hybrids flock together and interbreed, producing more Hybrids
  and Genestealers.
  Hybrids look like a cross between Genestealers and their parent
  humans, with between two and four arms, and combining attributes
  of both races to a varying degree. Some Hybrids are nearly entirely
  human in appearance, tending only to baldness and heavy bone
  structure. Others are almost pure Genestealers. Whilst Genestealers
  lack any kind of creative intelligence, Hybrids combine human
  intelligence with alien cunning, and are able to use weapons and
  interact secretly with humans. Hybrids may even exhibit Wyrd
  powers if they were spawned from a psychic host and the
  Genestealers will actively seek such hosts in order to strengthen
  their brood.
  Hybrid 
  Neophyte
  Ilybrid Acolyte
  M W S B S
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  SPECIAL RULES
  Psyker. Roll a D6 for each Hybrid Acolyte: on a roll of 6 the
  Acolyte has one Wyrd primary power and one Wyrd minor power.
  On a roli of 5 the Acolyte has just one minor power, and on a roll
  of 1-4 the Acolyte has no Wyrd powers.
  CHAOS
  SPACE MARINES
  Rating: 300
  Millennia ago, the legends tell of a time when the Imperium was
  riven by civil war. Brother turned against brother in the bloodiest
  conflict mankind has ever known and even the Emperor's own
  warriors, the mighty Space Marines, betrayed him and fbllowed
  their Warmaster to besiege the Imperial palace on Earth. The
  traitors were led astray by daemons from the warp, seduced with
  dreams of power and pride which drew them ever further along the
  path of damnation.
  The pure and righteous followers of the Emperor defeated the
  Traitor Legions, but only at great cost to the Emperor himself. The
  defeated renegades fled to the Eye of Tenor, a place where
  daemons walk and rule over enslaved mortal souls. The energies of
  the wary make time flow strangely in the Eye, and Chaos Space
  Marines live to this day, filled with bile and hatred against the
  Emperor and the Imperium they once helped to forge. Chaos Space
  Chaos creatures are beings from the warp, daemons and foul
  apparitions that can exist in real space for a limited period of time.
  Such entities can only enter real space by possessing the soul of a
  vulnerable Wyrd or through the arcane summonings of Cultists, but
  once they have breached the divide they can harm the fabric of
  reality and make it easier lbr others to follow. The terrible dangers
  such entities pose to the whole planet make it imperative for the
  authorities to hunt them down as quickly as possible, and even
  gangs may be deployed in the search.
  Daemons come in all sorts of shapes and sizes but they are
  primarily aligned to one of the four great powers that exist in the
  warp, the dark gods of Chaos who seek the downfall of reality. The
  daemons of each of these powers are summarised below. First,
  however, there are some special rules which apply to all Chaos
  creatures because of their unique nature.
  CHAOS SPECIAL RULES
  Daemonic Aura, All daemons are surrounded by an aura of warp
  energy which sustains thsm in the material universe and fortifies
  them against physical harm. The aura works by giving the daemon
  a saving throw of 4 or more on a D6 against any shooting or close
  combat hit, damage from falling, etc. The 4+ saving throw is not
  modified by weapon or Strength saving throw modifiers - a roll of
  4,5 or 6 always saves. Because the daemonic aura is formed from
  warp energy it offers no protection at a1l against attacks using Wyrd
  powers.
  Never Pinned. Daemons are never pinned by shooting attacks - did
  you really think they would be?
  Injury. Daemons ignore flesh wounds, but 'down'and 'out of
  action' results affect them normally, representing a serious
  disruption of their manifested form. Daemons make recovery rolls
  Marine warships frequently slip past the Imperial blockade around
  the Eye of Terror to terrorise the space lanes, ravage worlds and
  wreak their vengeance upon mankind.
  Hulking, heavily armoured Chaos Space Marines have been
  encountered in the Underhive in the past. It is thought that Cultists
  secretly seek their help in overthrowing the dynasty of Helmawr.
  The Cultists know that they could never resist the Imperial Space
  Marines that would be sent to destroy them if they seized power,
  but with the deadly Chaos Space Marines as their allies they might
  be able to withstand the Emperor's wrath.
  SPECIAL RULES
  Weapons. Chaos Space Marines usually cany boltguns, bolt
  pistols and Frag grenades. Their weapons are well looked after and
  as such automatically pass Ammo rolls.
  Armour. Chaos Space Marines wear power armour which confers
  a 3+ saving throw. Power armour is neurally linked to its wearer so
  it does not penalise his Initiative like carapace armour.
  Skills. Rapid Fire - Bolt Weapons, True Grit.
  Never Pinned. Chaos Space Marines are never pinned.
  at the end of their turn like any other model. Note that the rules for
  possessed Wyrds are different from these but they represent a very
  powerful daemon taking control of a Wyrd's body, not an entity
  manifesting itsslf from warp energy.
  Fear. Daemons are obviously very dangerous, powerful
  supematural creatures which will cause any mortal fighters to test
  for fear as described in the Rules.
  KHORNATE DAEMONS
  Khorne is the power in the warp associated with bloodshed, anger
  and violence. Khornate daemons are murderously violent and
  aggressive, with skins the colour of blood, twisting horns and sharp
  fangs. Khornate cultists summon daemons to slaughter their foes in
  bloody massacres, terrorising their enemies into obedience.
  Flesh Hound
  M W S B S S T W
  A 
  Ld 
  Rating
  r0 
  350
  Bloodletter
  M W S B S S T W f A L d R a t i n g
  l 0
  300
  SPECIAL RULES
  Flesh Hound. Every Flesh Hound wears a collar of Khorne said to
  be forged from the heat of Khorne's rage. The power of the collar
  is to suck the energy of the warp from around it, fortifying the
  daemon and also protecting it from the psychic attacks of other
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  CHAOS CREATURES
  1 0
  
  foes. As a result no Wyrd or Ratskin Shaman power will affect a
  Flesh Hound.
  Bloodletter. Bloodletters are armed with a deadly sword called a
  Hellblade. A Hellblade drips constantly with blood and glows with
  the heinous energies of Chaos. A Hellblade allows the Bloodletter
  a parry and causes not 1 wound on its victim but D3.
  SLAANESHI DAEMONS
  Slaanesh is the prince of pain and pleasure whose mortal followers
  are drawn to him by vice and lust. Slaaneshi daemons are
  seemingly delicate and yet deadly apparitions which can lure in the
  weak and lull the senses of even the strongest. Slaaneshi cultists
  wield power through comrption and blackmaii, but their daemonic
  patrons are always on hand to eliminate those who cannot be
  seduced.
  Daemonette
  M W S B S S T W
  A 
  Ld 
  Rating
  i 0
  270
  Fiend
  M W S
  B S S
  T W
  A L d
  Rating
  Daemonette. Daemonettes exhibit the power to manipulate warp
  energy in subtle ways. Rol1 a power for each Daemonette on the
  Wyrd Minor Power Tab1e. If the Daemonette rolls a primary power
  it will always be a Telepath power.
  Fiend. The Fiend exudes a sweet odour which overwhelms the
  mind of their opponent with waves of soporific pleasure. Any foe
  in hand-to-hand combat with a Fiend counts any fumble rolls at
  double value - ie, any attack dice which score a 1 add not +1 but
  +2 to the enemy's combat score. At the same time, any critical hits
  caused by the Fiend's enemy are ignored.
  TZEENTCHIAN DAEMONS
  Tzeentch is the Chaos god worshipped by those who scheme for
  power and change. Tzeentch j.s a master of manipulating warp
  energy and secret patron to many of the most powerful Wyrds.
  Tzeentchian daemons are fickle and anarchic, crackling with warp
  energy and impulsiveness.
  Pink Horror
  M W S B S S T W
  A 
  Ld 
  Rating
  i 0
  320
  Blue llorror
  M W S B S
  T W
  A L d
  Rating
  Flamer
  M W S
  B S S
  T W
  A L d
  Rating
  t 0
  440
  SPECIAL RULES
  Ilorrors. Horrors can manipulate warp energy with a snap of their
  hngers. Roll a power for each Horror on the Wyrd Minor Power
  Table. If the Horror ro1ls a primary power it can be of any kind.
  Also, when a Pink Horror goes down or out of action it divides into
  two Blue Horrors immediately. Remove the Pink Honor model and
  replace it with two Blue Horrors. These fight on in the place of the
  Pink Honor until they go out of action and are removed. Note that
  neither the Pink nor the Blue Horrors receive the normal daemon
  saving throw on behalf of their aura.
  Flamers. Flamers move by bounding - they can move over any
  obstacles or intervening models without penalty. Flamers can leap
  up a single 1evel on a building but they don't need to use a ladder
  because they jump. Each level they leap up like this takes up the 3"
  of movement as per normal. Flamers can shoot flame in the
  shooting phase. The flame has a range of 6" and any target struck
  sustains D6 Strength 3 hits. Flamers also use their flames to engulf
  and destroy enemy in hand{o-hand combat. To represent this, each
  wounding hit from a flamer causes not i wound but D3 wounds.
  NURGLE DAEMONS
  Nurgle is the lord of pestilence and decay. His mortal servants are
  foul, disease-ridden wretches who pray for release from their
  torment. Nurgle daemons are grotesque monstrosities covered with
  weeping lesions, bright swellings and dripping sores. The threat
  posed by the servants of Nurgle to the densely packed population
  of a hive is almost too terrible to contsmplate.
  Plaguebearer
  M W S B S
  T W
  A 
  Ld 
  Rating
  r0
  270
  Beast
  M W S
  B S S
  T W
  A L d
  Rating
  3 D 6 6
  320
  SPECIAL RULES
  Plaguebearer. Plaguebearers wield swords that drip with viru1ent,
  diseased slime. Any model that suffers a wound from the
  Plaguebearer's sword will be taken out of action on a D6 ro11 of 4
  or more regardless of the number of wounds it has remaining. The
  Plaguebearer is surrounded by a black cloud of flies that feed upon
  his putrid skin. When the Plaguebearer is fighting these vile
  creatures fly into the eyes and mouths of their enemies, clogging
  their ears and crawling up their nostrils. Any enemy fighting a
  Plaguebearer must deduct -1 from his hand-to-hand combat score
  due to the distraction of the Plaguebearer's flies.
  Beast of Nurgle. The Beast of Nurgle has D6 attacks in hand.to-
  hand combat from its slimy tentacles. This is determined every
  combat round. The slime automatically penetrates any armour that
  the victim has, so no armour saving throw is permitted for models
  wounded by the Beast. As the Beast of Nurgle moves it leaves a
  noisome (and poisonous) slime trail behind it. This makes it
  impossible for a large number of foes to attack the Beast without
  becoming caught up in the slime trail. To represent this factor,
  multiple attackers do not receive the usuai bonuses when attacking
  the Beast: they do not receive the +1 attack dice for each attacker
  after the first, nor the +1 close combat modifier for each attacker
  after the first.
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SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Hired guns/deviant_scum & aliens.pdf