TEXT: NECROMUNDA RULEBOOK
  ERRATA
  PAGE 42 - MODELS & FIGHTER CARDS
  Amend Jelena (Leader)’s Fighter card as follows:
  • Needler: Add the ‘Toxin’ trait.
  • Shock Whip: Change the STR characteristic from ‘4’ to 
  ‘S+1’.
  PAGE 50 - FIGHTER STATUSES
  Amend the first paragraph of the PINNED entry as follows:
  Fighters are generally Pinned as a result of being hit by 
  enemy fire, and will need to spend an action to stand up, 
  becoming Standing and Active. If a Prone fighter that is 
  Pinned ever becomes Engaged by an enemy fighter, they will 
  immediately perform a Stand Up (Basic) action, becoming 
  Standing and Engaged, without having to spend an action 
  to do so. A fighter can never be both Prone – Pinned 
  and Engaged.
  PAGE 64 - SHOOTING
  After IMPROBABLE SHOTS, add the following:
  ROLLS OF A NATURAL 1: If, when making a ranged attack, 
  the hit roll is a natural 1, the attack automatically misses, 
  regardless of any modifiers that may apply.
  PAGE 67 - SHOOTING
  Amend the TWIN GUNS BLAZING entry as follows:
  If a fighter is armed with two weapons with the Sidearm 
  trait, they can choose to attack with both of them as part 
  of a single Shoot (Basic) action. Make the hit roll for each 
  weapon before resolving any hits scored. Both attacks must 
  be made against the same target and the hit roll for each 
  suffers a -1 modifier.
  FREQUENTLY ASKED QUESTIONS 
  AND ERRATA
  Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn’t as clear as 
  it could be. This document collects together amendments to the rules and presents our responses to players’ frequently asked 
  questions. We’ve also taken the opportunity to listen to player feedback and to update several rules accordingly. All new text 
  is highlighted in magenta, and deleted text is highlighted in blue.
  PAGE 69 - CLOSE COMBAT
  After 5. MAKE HIT ROLL(S), add the following:
  ROLLS OF A NATURAL 1: If, when making a ranged attack, 
  the hit roll is a natural 1, the attack automatically misses, 
  regardless of any modifiers that may apply.
  PAGE 75 - PSYCHIC POWERS
  Amend the second sentence of the MAINTAIN CONTROL 
  (SIMPLE) entry as follows:
  Continuous Effect expires at the beginning of this 
  fighter’s activation.
  PAGE 115 - TWO-DAY EVENTS
  Amend the second sentence of the EQUIPMENT entry 
  as follows:
  Additionally, gangs may purchase any item from the Rare 
  Trade chart at the cost specified that is Rare (11) or below…
  FAQ
  Q. When Reinforcements arrive, does their presence count 
  towards a Bottle Test?
  A. No. When making a Bottle Test it is only the number of 
  fighters in your Starting Crew that matter, regardless of how 
  many Reinforcements have since turned up.
  Q. What happens if a Blast marker scatters off 
  the battlefield?
  A. If the centre of the Blast marker ever leaves the 
  battlefield, the Blast marker is removed.
  
  Q. Can a Flame template be placed so that it touches 
  fighters within, or even beyond, a Smoke cloud?
  A. Yes. A Smoke cloud does not prevent a fighter from 
  placing a Flame template as normal.
  Q. When using the Pitch Black rules, does a fighter have to 
  be able to see an enemy fighter in order to make an attack 
  with a weapon with the Template or Blast trait?
  A. No. Template and Blast weapons target a point on the 
  battlefield and so can be used whether a fighter can see 
  another fighter or not. In Pitch Black conditions, the fighter 
  could easily have heard a noise down a corridor and decided 
  to risk throwing a grenade or flaming the surrounding 
  battlefield in the hope of hitting an enemy that they know is 
  there, but they can’t pinpoint.
  NECROMUNDA: 
  GANGS OF THE UNDERHIVE
  ERRATA
  PAGE 63 - BOUNTY HUNTER SPECIAL 
  RULES
  Amend the final sentence of the CLAIMING BOUNTIES 
  special rule as follows:
  “If the Captive is later sold to the guilders, the capturing 
  gang receives an additional D6x10 credits.”
  PAGE 124 - BASIC WEAPONS
  Amend these weapons as follows:
  • Cawdor Polearm with blunderbuss
   - Blunderbuss: Add the ‘Template’ trait to both the 
  grape shot and purgation shot profiles.
  PAGE 126 - SPECIAL WEAPONS
  Amend this weapon as follows:
  • Grenade Launcher: Add the ‘Blast (*)’ trait to the smoke 
  grenade profile.
  PAGE 127 - GRENADES
  Amend these grenades as follows:
  • Smoke Grenades: Add the ‘Blast (*)’ trait to the smoke 
  grenades profile.
  • Stun Grenades: Add the ‘Blast (3")’ trait to the stun 
  grenade profile.
  PAGE 128 - CLOSE COMBAT WEAPONS
  Amend this weapon as follows:
  • Brute Cleaver: Change the Acc: L characteristic from ‘-’ 
  to ‘+1’.
  FAQ
  Q. In the Bounty Hunters entry, it says Bounty Hunters may 
  purchase up to 150 credits worth of weapons and Wargear. 
  Do I have to pay for this?
  A. Yes, you have to pay for things you wish to purchase.
  Q. Is the Exotic Beast limit (0-X) listed next to the beast’s 
  name per gang, or per fighter?
  A. Per fighter.
  Q. If an Exotic Beast becomes Broken due to ending its 
  activation more than 3" away from its owner, and then later 
  Rallies by ending a later activation within 3" of its owner, 
  does it gain XP for Rallying?
  A. Technically, yes. However, it is possible for unscrupulous 
  players to abuse this by having a fighter and their beast 
  repeatedly end their activations more than 3" apart, causing 
  the pet to become Broken, then having the pet return to its 
  owner to Rally for some free XP.
  Rather than simply say ‘no, Exotic Beasts do not gain XP in 
  this way’, Arbitrators should be on the look out for such 
  behaviour and, if they spot it, disallow any XP earned by an 
  Exotic Beast in this way.
  Q. Are booby traps reusable and can a gang have multiples 
  of them?
  A. Yes and yes.
  NECROMUNDA: BOOK OF PERIL
  FAQ
  Q. For the Howling Winds Badzone Event, can you clarify 
  how it works in conjunction with weapons with the 
  Smoke trait?
  A. After placing the Smoke marker in the desired location, 
  roll the D6; if a 4+ is rolled, remove the Smoke marker as the 
  smoke cloud is swept away by the Howling Winds.
  Q. What does it mean by a Brainleaf Zombie not being 
  Broken when subject to the Blaze condition?
  A. It means that, apart from the damage they suffer at the 
  start of their activation, the Brainleaf Zombie can function as 
  normal and does not move in a random direction, as dictated 
  in the Blaze trait.
  Q. Staying with Brainleaf Zombies, when are they activated?
  A. In a game with an Arbitrator, Brainleaf Zombies are 
  activated during a round as the Arbitrator chooses. If playing 
  a game with Brainleaf Zombies without an Arbitrator, 
  players may choose to activate a Brainleaf Zombie instead of 
  activating one of their own fighters. The Zombie still moves 
  towards 2D6" towards the nearest fighter (of either gang).
  
  Q. How does the Unstable trait work on grenades?
  A. When a fighter throws a grenade, the Firepower dice 
  does not need to be rolled because it is assumed that the 
  Ammo symbol has been rolled and an Ammo check is 
  made automatically. That being the case, the Unstable trait 
  functions as normal.
  NECROMUNDA: 
  BOOK OF JUDGEMENT
  ERRATA
  PAGE 15 - IMPERIAL IMPOSTERS
  Add the following sentence to the end of the 
  AN HONOURABLE WORD entry:
  If a gang that is allied with an Imperial Imposter changes 
  alignment in a Law and Misrule campaign, it must Test the 
  Alliance but does not add 3 to the dice roll.
  PAGE 20 - SMUGGLER SHORE PARTY
  Amend the fighter profile as follows:
  Bosun: Change the WS characteristic from ‘5+’ to ‘4+’.
  PAGE 25 - MIND-LOCKED WYRD SPECIAL 
  RULES
  Replace the second sentence of the PYROMANCY – 
  SCOURING (BASIC) entry as follows:
  For as long as this Wyrd Power is maintained, the psyker 
  counts as being armed with the following weapon:
  PAGE 29 - GANG COMPOSITION
  Amend the seventh bullet point as follows:
  • During the course of a campaign, gangs may gain new 
  equipment, either by purchasing it from the gang’s House 
  Equipment List or from the Trading Post.
  PAGE 31 - PALANITE CAPTAIN (LEADER) 
  & PALANITE SERGEANT (CHAMPION)
  Add ‘Magnacles’ to the EQUIPMENT entry for both the 
  Palanite and the Enforcer.
  PAGE 32 - PALANITE PATROLMAN 
  (GANGER) & PALANITE ROOKIE 
  PATROLMAN (JUVE)
  Add ‘Magnacles’ to the EQUIPMENT entry for both the 
  Palanite and the Enforcer.
  PAGE 47 - ADVANCEMENT TABLE
  Amend the second row as follows:
  Improve the fighter’s Leadership or Cool characteristic by 1.
   
  PAGE 66 - STAND ALONE (NINE OF 
  DIAMOND)
  Amend the first sentence of the CRITERIA entry as follows:
  Choose one friendly Leader or Champion that is taking part 
  in the battle.
  PAGE 76 - XENOS BEAST TRAFFICKING 
  (SIX OF HEARTS)
  Amend the second heading under ENHANCED BOONS 
  as follows:
  Replace ‘Special’ with ‘Income’.
  PAGE 81 - GAMBLING EMPIRE (FOUR OF 
  CLUBS)
  Amend the heading under ENHANCED BOONS as follows:
  Replace ‘Income’ with ‘Special’.
  PAGE 86 - THE RESURRECTION GAME 
  (QUEEN OF CLUBS)
  Amend the first sentence of the Special ENHANCED BOON 
  as follows:
  Whilst this gang controls both of the linked Rackets, any 
  gang in the campaign may pay this gang to return a dead 
  fighter from the grave.
  PAGE 86 - PEDDLERS OF FORBIDDEN 
  LORE (KING OF CLUBS)
  Amend the first sentence of the Special ENHANCED BOON 
  as follows:
  Whilst this gang controls both of the linked Rackets, its 
  Leader and all Champions gain a 4+ saving throw that 
  cannot be modified by a weapon’s Armour Piercing value.
  PAGE 87 - ESTUS JET
  Amend Estus Jet’s Fighter card as follows:
  • Throwing Knives: Change the S characteristic from ‘S’ to 
  ‘-’. Add the ‘Silent’ trait.
  PAGE 92 - VUNDER GORVOS
  Amend Vunder Gorvos’ Fighter card as follows:
  • Stub Gun: Replace ‘Stub gun’ with ‘Stub Gun (x2)’. 
  Remove the ‘Reckless’ trait and replace the ‘Pistol’ trait 
  with the ‘Sidearm’ trait.
  • Wargear: Replace ‘2x Gold Plated and Master Crafted 
  stub guns’ with ‘flak armour’.
   
  
  PAGE 94 - THE BLACK MARKET TRADING 
  POST, IMPERIAL WEAPONS
  Amend each entry within the HEAVY WEAPON section by 
  adding an asterisk (*) as follows:
  • Autocannon*
  • Grav Cannon*
  • Mole Launcher*
  PAGE 94 - THE BLACK MARKET TRADING 
  POST, XENOS WEAPONS
  Amend each entry within the HEAVY WEAPON section by 
  adding an asterisk (*) as follows:
  • Demiurg Energy Drill*
  PAGE 94 - THE BLACK MARKET TRADING 
  POST, CORRUPTED WEAPONS
  Amend the Goredrinker Axe entry within the CLOSE 
  COMBAT WEAPONS section as follows:
  • Goredrinker Axe ....................................40 credits
  PAGE 98 - GAEN ‘THE GUNK QUEEN’ 
  GORVOS
  Amend Gaen ‘the Gunk Queen’ Gorvos’ Fighter card 
  as follows:
  • Throwing Knives: Change the S characteristic from ‘S’ to 
  ‘-’. Add the ‘Silent’ trait.
  PAGE 99 - JONNY RAZOR
  Amend Jonny Razor’s Fighter card as follows:
  • Throwing Knives: Change the S characteristic from ‘S’ to 
  ‘-’. Add the ‘Silent’ trait.
  PAGE 100 - BASIC WEAPONS
  Amend these weapons as follows:
  • Subjugation Pattern Grenade Launcher
   - Smoke Grenades: Add the ‘Blast (*)’ trait to the smoke 
  grenade profile.
   - Stun Grenades: Change the name to ‘Stun Rounds’ 
  and remove the ‘Grenade’ trait.
  PAGE 101 - HEAVY WEAPONS
  Amend this weapon as follows:
  • Heavy Concussion Ram: Add the ‘Blast (3")’ trait to 
  the profile.
  PAGE 101 - GRENADES
  Amend these grenades as follows:
  • Smoke Grenades: Add the ‘Blast (*)’ trait to the smoke 
  grenades profile.
  • Stun Grenades: Add the ‘Blast (3")’ trait to the stun 
  grenade profile.
  PAGE 104 - BASIC WEAPONS
  Amend this weapon as follows:
  • Rak’Gol Razor Gun: Change the Str characteristic from 
  ‘3’ to ‘-’.
  PAGE 105 - SPECIAL WEAPONS
  Amend this weapon as follows:
  • Neural Flayer: Change the ‘Concussive’ trait to 
  ‘Concussion’ in both profiles. Remove the ‘Fear’ trait from 
  the Short Blast profile.
  PAGE 107 - PISTOLS WEAPONS
  Amend this weapon as follows:
  • Withertouch Pistol: Remove ‘Toxin’ trait from the profile.
  PAGE 108 - CLOSE COMBAT WEAPONS
  Amend these weapons as follows:
  • Desire’s Needle: Change the Acc: S characteristic from 
  ‘+1’ to ‘-’ and change the Acc: L characteristic from 
  ‘-’ to ‘+1’.
  • Whisperbane Knife: Change the Acc: S characteristic 
  from ‘+1’ to ‘-’ and change the Acc: L characteristic from 
  ‘-’ to ‘+1’.
  PAGE 111 - GAS SHELLS
  Amend these weapons as follows:
  • Shotgun
   - Gas Shells: Change the Str characteristic from ‘4’ to ‘-’.
  • Combat Shotgun
   - Gas Shells: Change the Str characteristic from ‘4’ to ‘-’.
  • Sawn-off Shotgun
   - Gas Shells: Change the Str characteristic from ‘4’ to ‘-’.
  • Bolter
   - Gas Shells: Change the Str characteristic from ‘4’ to ‘-’.
  PAGE 117 - GYRINX CAT
  Amend the first heading under SPECIAL RULES as follows:
  Replace ‘Small Target’ with ‘Stealthy’.
  PAGE 121 - THREADNEEDLE WORMS
  Amend the second row of the first column as follows:
  Replace ‘3-4’ with ‘2-3’.
  FAQ
  Q: Why does Estus Jet's stiletto knife have +1 to hit 
  modifier? This does not match the profile for a stiletto knife 
  given in Gangs of the Underhive.
  A: Certain Dramatis Personae have modified weapon profiles 
  to represent their unique abilities or modifications to their 
  weapons. As such, if a weapon has a different profile on a 
  Dramatis Personae’s Fighter card compared to the standard 
  weapon, the change is intentional unless corrected in an 
  errata otherwise.”
  
  Q. Can I include a Palanite Enforcer Rookie Patrolman in my 
  starting gang?
  A. No. The Rookie Patrolman represents a replacement sent 
  when casualties are taken as a quick fix. Starting Enforcer 
  Patrols are formed from fully trained Enforcers.
  Q. Can an Enforcer buy and use weapons from the Trading 
  Post and/or Black Market?
  A. Yes. Enforcers can use the Trading Post just like any 
  other gang.
  However, given the more structured nature of the Enforcers 
  upon Necromunda, some Arbitrators may wish to keep a 
  close eye on the activities of Enforcer gangs in relation to 
  their use of non-standard or illegal equipment – after all, 
  too much deviation suggests the gang might be thinking for 
  themselves a bit too much! As such, Arbitrators may wish to 
  create a smaller list of purchasable equipment that Enforcers 
  can purchase from the Trading Post compared to other 
  gangs, to fit the Enforcer narrative more closely.
  Q. Does a fighter that is subject to the Restrain (Simple) 
  action (from the Restraint Protocols skill) go Out of Action, as 
  if a Coup de Grace had been performed?
  A. Yes.
  Q. On page 53 of the Book of Judgement, it says both 
  players should read the text on each card. Does this mean 
  both players read all six cards, or that they only read their 
  three cards, as seen on page 63?
  A. The latter. Players should read the three cards they have 
  drawn and then place them face-down.
  Q. Many of the Intrigues require a fighter to perform a 
  special action. Is this done in secret, or should I tell my 
  opponent what I’m doing and why?
  A. You should always tell your opponent what action(s) 
  a fighter is performing and, if making a test, you should 
  always tell your opponent what you are testing for and what 
  you need to pass.
  Think of Intrigues as a story unfolding, a story your opponent 
  is perhaps only just finding out about as the details matter 
  to your gang perhaps more than theirs. In some cases, such 
  as when vandalising terrain, your enemy is bound to spot 
  what is going on, so keeping your actions secret doesn’t 
  make sense. In others, such as when hacking a console, 
  your enemy is likely to spot some surreptitious behaviour, 
  but won’t necessarily know what is going on. It’s quite likely 
  they will be able to guess, and they will be able to prevent 
  you fulfilling your goal, but you are not obliged to tell them 
  which Intrigue you are trying to claim by performing a 
  certain action. Ultimately, your opponent knows far more 
  about what is unfolding than the fighters on the battlefield, 
  and this is part of the fun. Intrigues are designed to add 
  exactly this sort of unfolding narrative.
  Another option, if the Arbitrator is willing, is to let them 
  fulfil the role of a traditional Games Master. In this way, both 
  players are free to keep secrets from one another as long 
  as the Arbitrator knows what is going on. Dice rolls can be 
  made in secret and witnessed, and, in general, Intrigues can 
  become most… intriguing!
  Q. Why does the Desire’s Needle have the Power trait; the 
  Power trait increases the Damage of the weapon by 1 on a 
  natural 6 but a Toxin weapon doesn’t do damage.  
  Is that intentional?
  A. The inclusion of the Power trait is intentional. The extra 
  damage is not the only effect of the trait in question – it also 
  means that attacks made with Desire’s Needle cannot be 
  Parried and, on a natural 6, no save roll can be made against 
  the weapon.
  NECROMUNDA: 
  DARK UPRISING RULEBOOK
  ERRATA
  PAGE 23 - FIGHTER STATUSES
  Amend the first paragraph of the PINNED entry as follows:
  Fighters are generally Pinned as a result of being hit by 
  enemy fire, and will need to spend an action to stand up, 
  becoming Standing and Active. If a Prone fighter that is 
  Pinned ever becomes Engaged by an enemy fighter, they will 
  immediately perform a Stand Up (Basic) action, becoming 
  Standing and Engaged, without having to spend an action 
  to do so. A fighter can never be both Prone – Pinned 
  and Engaged.
  PAGE 38 - SHOOTING
  After IMPROBABLE SHOTS, add the following:
  ROLLS OF A NATURAL 1: If, when making a ranged attack, 
  the hit roll is a natural 1, the attack automatically misses, 
  regardless of any modifiers that may apply.
  PAGE 41 - SHOOTING
  Amend the TWIN GUNS BLAZING entry as follows:
  If a fighter is armed with two weapons with the Sidearm 
  trait, they can choose to attack with both of them as part 
  of a single Shoot (Basic) action. Make the hit roll for each 
  weapon before resolving any hits scored. Both attacks must 
  be made against the same target and the hit roll for each 
  suffers a -1 modifier.
  PAGE 43 - CLOSE COMBAT
  After 5. MAKE HIT ROLL(S), add the following:
  ROLLS OF A NATURAL 1: If, when making a ranged attack, 
  the hit roll is a natural 1, the attack automatically misses, 
  regardless of any modifiers that may apply.
  
  PAGE 47 - ADVANCEMENT TABLE
  Amend the second row as follows:
  Improve the fighter’s Leadership or Cool characteristic by 1.
  PAGE 113 - BASIC WEAPONS
  Amend these weapons as follows:
  • Subjugation Pattern Grenade Launcher
   - Smoke Grenades: Add the ‘Blast (*)’ trait to the smoke 
  grenade profile.
   - Stun Grenades: Change the name to ‘Stun Rounds’ 
  and remove the ‘Grenade’ trait.
  PAGE 114 - PISTOLS WEAPONS
  Amend this weapon as follows:
  • Stub Gun: Replace the ‘Pistol’ trait with the ‘Sidearm’ 
  trait.
  PAGE 114 - HEAVY WEAPONS
  Amend this weapon as follows:
  • Heavy Concussion Ram: Add the ‘Blast (3")’ trait to 
  the profile.
  PAGE 114 - GRENADES
  Amend these grenades as follows:
  • Smoke Grenades: Add the ‘Blast (*)’ trait to the smoke 
  grenades profile.
  • Stun Grenades: Add the ‘Blast (3")’ trait to the stun 
  grenade profile.
  NECROMUNDA: 
  BOOK OF RUIN
  ERRATA
  PAGE 13 - HIRING HYBRID JUVES
  Amend the page reference as follows:
  (see pages 44 and 45)
  PAGE 17 - GANG COMPOSITION
  Amend the seventh bullet point as follows:
  • During the course of a campaign, gangs may gain new 
  equipment, either by purchasing it from the gang’s House 
  Equipment List or from the Trading Post.
  PAGE 43 - CULT ALPHA (LEADER)
  Amend the final sentence of the Cult Alpha’s EXTRA ARM 
  special rule as follows:
  Additionally, a Cult Alpha with an Extra Arm may carry a 
  fourth weapon and may attack with three weapons with the 
  Sidearm and/or Melee traits rather than the usual two.
  FAQ
  Q. If a Corpse Grinder Cult Initiate (Juve) is promoted to 
  become a Cutter (Champion) during a campaign, do they 
  lose any ranged weapons they are equipped with? 
  A. No, any ranged weapons they had as an Initiate (Juve) are 
  kept. However, as their type changes to Cutter (Champion) 
  upon promotion, they cannot be equipped with any new 
  ranged weapons in the future. 
  Q. Similarly, if a Corpse Grinder Cult Initiate (Juve) is 
  promoted to become a Cutter (Champion) during a 
  campaign, do they lose the Infiltration special rule and with 
  it the Infiltrate skill?
  A. Yes. As the Infiltrate skill is granted by a special rule, it is 
  lost when the fighter’s type changes from Initiate (Juve) to 
  Cutter (Champion).  
  Q. In that case, when a Corpse Grinder Cult Initiate (Juve) 
  is promoted to become a Cutter (Champion) during a 
  campaign, do they gain the Dervish special rule?
  A. Yes. 
  Q. The Corpse Grinder Cult gang composition rules 
  state that they may only ever include a maximum of 0-3 
  Champions (Cutters). Can I go above this?
  A. No, that’s why the limit is there. Your gang can only take 
  on new Champions (Cutters) if it currently contains fewer 
  than three. 
  Q. So what happens if, during Down Time, my gang includes 
  three Cutters and an Initiate with five or more upgrades?
  A. That’s up to you. You may retire a Cutter during any 
  post-battle sequence, including side battles during Down 
  Time, thus reducing the number in your gang and allowing 
  the Initiate to be promoted, or you may forego the Initiate’s 
  promotion as promotion in this way is neither automatic 
  nor compulsory.
  OTHER ERRATA
  NECROMUNDA: RAGNIR GUNNSTEIN
  Amend Ragnir Gunnstein’s Fighter card as follows:
  Skills: Add the Munitioneer skill.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/05 Necromunda - Dark Uprising/FAQ's/Necromunda - FAQ 2019.pdf