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INQUISI MUNDA

The Imperium of Man has stood proud under the rule of the God-Emperor of Terra for one hundred centuries, against the multitudinous foes of mankind and the gaze of the uncaring stars. It's war-fleets patrol the vacuum of space with the power to urn worlds, it's armies drown foes in lood and steel, it's In!uisition hunts in the darkness and it's appetites tolerate no refusal, stripping planets are of resources and polluting verdant worlds into uninha ita le rocks. "n empire of a million worlds, it survives # gorging itself on the flesh of thousands of human sacrifices, fighting constant wars for it's ver# survival on ever# front. $iven # corruption, crippled # neglect and ignorance it is humanit#'s shield against forces that would see it snuffed out, and all %uman works erased from the face of the gala&#. 'or all it's horror and unrepentant cruelt# the Imperium is the onl# hope of survival for the %uman species. There are however wonders too in the Imperium of Man. (ne of these are the %ive-cities of )ecromunda. *hining cit#-spires rising miles into the sk# on wide-spread foundations rising out of the ancient ash-deserts. Towering cit#-manufactoria tirelessl# producing arms and supplies for the Emperor's fleets and armies. The %ive-cit# has a darkness hidden eneath it's splendid spire and it's impressive production totals. The underhive, the ruins of the oldest levels of the hive, crushed # the weight of those a ove are lawless places of deca#ed ma+est#. %ome to

slavers, heretics, mutants, criminals, unscrupulous merchants and murderous no les. This hell eneath the shining spires and heaving cit#-manufactoria is the home of the desperate, the destitute and the most foolhard# adventurers. " man-made frontier etween the grinding industr# of stale civilisation and the promised riches of ancient ruin. Even in the vastness of the Imperium of Man there are few places as depraved, dangerous and dilapidated as the underhive of )ecromunda. There are fewer still which hold the promise of greater riches for those willing to rave its hazards. The underhive is an open mouth sitting under the hive threatening to swallow all who would dare enter. *till there are those who dare venture down in search of their fortune.

Inquisimunda
The premise behind Inquisimunda is to open up the setting of the Necromundan hive to alternative and more narrative goals unavailable in the Necromunda game system by integrating parts of the Inquisitor game system and improvising a few elements to fill gaps. The aim of this project is to provide greater freedom to decide how you wish to pursue the goals of your character in the underhive. In order to play Inquisimunda you must first create your characters and make their models to represent them in play. Insquisimunda uses 28mm models so you can use models and parts from any Necromunda gang or !k army to spice up your games. "haracters will most likely be lifelong hivers# but they can be any kind of individual you can adequately justify being in the underhive to your $%. It&s advised to make two or three characters to watch each other&s backs in battle# or if you want to try something different maybe you could to team up with another player&s character or characters.

Character
The basics of a character is a name# traits# background and statistics so we&ll start there. Name

The name of your character is entirely up to you# but most players would agree that something like 'bounty hunter (rilin )re*+ is rather a lot more interesting than ',ob.+ -o why not try to come up with something a bit off the wall# something that fits the kind of interesting character you want to portray. Traits Traits are ready made templates of abilities. These can help you define your character to your $% and other players. Traits can help players write their backgrounds by giving them a foundation. ,ackground Now the background of your character can be as comple* or as simple as you like. It can be an e*haustive biography# a time line# short story of their recent e*ploits or a snapshot of their present# but it is important to define broadly their motivations for coming to a life in the shadows of the underhive# where they learned their skills and abilities and a outline of their personality. It is important to state if your character is right or left handed. .uite aside from giving a better idea of what your character is about# a detailed background will aid the $% in rewarding faithful role playing and possibly help make your character more powerful. Try to avoid phrases like 'the best+ and 'the greatest+ in your backgrounds# and remember nobody is good at everything. / $% will not be swayed by a flawless character background. -tatistics This is where the foundation of the gaming rules comes in# most of this will be familiar to players of $ames 0orkshop games but in order to understand the game more fully we&ll go through a summary of the statistics now. 1hysical -tatistics 0eapon -kill20-34 / character&s ability to attack others and defend themselves in hand5to5hand combat. ,allistic -kill 2,-34 The ability to hit a target with unaimed projectile. -trength 2-34 1ure brute strength# the ability to carry heavy equipment and land punishing blows. Toughness 2T34 The measure of resilience and the ability to avoid harm. %ental -tatistics Initiative 2I34 6ow quick on the uptake the character is# their general level of coordination. 0illpower 20p34 The character&s determination and mental fortitude. -agacity 2-g34 The measure of pu77le solving intelligence and schooling.

Nerve 2Nv34 The measure of how cool under pressure a character is. 8eadership 28d34 The discipline of persuading others. -peed4 The measure of how quickly an individual reacts to unfolding situations# and how quickly they can achieve simple tasks. /ll statistics 2or stats3 in Inquisimunda are measured on a scale of 959!! this is the range of ability in an unaltered human. -ome bionics and drugs can cause one or more of a character&s stats to e*ceed 9!! and some non5humans are naturally gifted far beyond the range of human ability to begin with. The average stats for an untrained human in the hive city and below is :; in every regard.

Making a Character
0hen you make a character you must create a name and background as detailed earlier. )rom this background your $% will give you a number of d9! 2ususally <3 to add to the baseline totals. Instead of adding d9! to a stat a player can spend them on skills# e*otic abilities and traits. The ma*imum starting statistic is <;# for every ; points over this there must be justify to the $% in your character&s background why they have this level of ability. The -peed stat is a little different# it is determined by dividing the initiative stat by 9! 2rounding down.3 8ets take a sample character. Ex-bounty hunter Krilin Frex (rilin )re* was born a slave# trained from birth to be a bonded bounty hunter for the %erchant&s $uild of Necromunda. 6e was trained in marksmanship and physical restraint from early childhood# he was schooled selectively by his masters to be an effective# methodical# hunter and little else. This left him na=ve# selfish and bereft of social skills in the hope it would make him loyal and incapable of going rogue. >n his first mission into the underhive he was required to retrieve a tithe absconder. 6aving tracked and hogtied his target (rilin realised that his quarry had led him into a brothel. -eeing the pleasures available beyond the servitude his masters imposed (rilin collected the tithes and absconded himself. That was three months ago# and without contacts or charisma (rilin has not found life easy. (rilin is ?ight handed These are (rilin&s statistics.

0s :@ 2A 3

,s ; 2A9!3

9 2A<3

T 2 2AB3

I :;

0p 2 2AB3

-g :;

Nv 2A@3

8d :;

-peed :

Traits Cvery character gets the chance to take traits at character creation# these are ready5made packages of stats and special abilities that modify a character. Dou might want to generate traits before writing your background to help decide what kind of character you want. / character may choose not to take a trait and additional traits may be awarded later by the $%. Traits are sorted into advantages and disadvantages# both minor and major. / minor trait is a small modifier to one or more stats# a major trait is an additional skill# ability or large modifier to a character&s stats. / character&s traits must be balanced# a major advantage requires a major disadvantage or two minor disadvantages to balance it. / character may never take more advantages then disadvantages. Advantages Bladesman4 %inor4 Dou learned to swing with the best# if it cuts# crushes or lashes you&re the man. >f course the gala*y in littered with the bones of fighters who were too sure of their skills. A9! 0eapon -kill Ex- anger4 %inor4 Dour time in an underhive gang has taught you to keep your weapons close. A; 0eapon -kill and ;A ,allistic -kill. !sychic Blank4 %ajor4 ?oughly one in a billion people manifests psychic blankness to some degree. These people are instinctively reviled and hated as soulless monsters. )ew are ever seen at liberty as the Imperial authorities have many uses for blanks. Epon taking this trait a character gains the 1ariah e*otic ability. !syker4 %ajor4 The power of the warp bubbles behind your eyelids. Dou have managed to remain at liberty under the radar of the authorities. Dour ability has cost you a normal life# but power# as they say# is it&s own reward. "haracter gains the 1syker e*otic ability. "#ire-born4 %inor4 Dou were born in a better place# albeit probably as a servant# but a good upbringing can grant dividends. Not to mention the superior medicine and education available in the -pire.

-pire5born characters gain A; to T and -g. Moneybags4 %ajor4 Dou# unlike many of your peers have enough stashed away to afford you some financial freedoms. Fouble starting credits. "cummer4 %inor4 Dou have spent much 2if not all3 of your life in the underhive. Dou have a lifetime of contacts and knowledge that others would be hard pressed to attain. -cummers gain an e*tra d< when searching for rare items. $ight%eight4 %ajor4 -ome metabolic quirk makes your resistance to the effects of "hems less than that of others. "hems durations increased by half 2to a minimum of one e*tra turn.3 &''-(orlder4 %inor4 Try as you might Necromunda will never be home. Dour off5world origin does have benefits though. Ice 0orlder4 -urviving in sub57ero temperatures improves stamina A; -trength and Toughness. Feath 0orlder4 1oisons and predators take all but the toughest A9! Toughness. Goid5born4 ,eing born in the hustle and bustle of a void craft or orbital station improves coordination and reaction speed A9! Initiative. )orge5worlder4 Initiation into the "ult %echanicus at an early age allows schooling of the mysteries of the machine early on .A9! -agacity. Big uy4 %ajor4 This character is big# very big. -ome say they are at least half >gryn.

8arge target A2!H# A9! -trength and Toughness. Mutie4 %ajor4 Dour FN/ doesn&t sit in the normal human range# you might say your double heli* is really twistedI The upside of this is that you have an e*tra ability beyond the scope of others# the downside is that you are reviled by the rest of humanity and puritans will call for your death. "haracters with the %utie trait roll d9!! and consult the table below. 959! J C*tra /rm 9952! J C*tra eyeKearKnose. 295:! J )angs :95 ! J TentacleK1rehensile Tail 95;! J "laws ;95<! J -pit /cid <95B! J -caly B958! J )earsome 895@! 5 Gampirism @959!! 5 ?egenerate )isadvantages

Addict4 %ajor4 -ome take "hems because they like them you take them because you 8>GC themI /n addict must buy and use "hems as often as possible# for every turn the character is not using any "hems they suffer hideous withdrawl symptoms reducing them to shambling idiots. 59 -peed and 59! -agacity when not using "hems. *ard-u#4 %ajor4 Dou have no head for numbers# you let your bar tabs run away with you and never seem to manage to pay your debts on time# as a result you&re always somewhat short of ready creds. 6alf starting credits. !ananoid4 %inor4 %aybe you spent too long alone in the bad7ones maybe you watched your friends die# maybe you&re just nutsI In any case you suffer from severe paranoia. 59! Nerve. "#oilt4 %inor4 Dou may have been a $uilder or -pyrer once# maybe you were kept pampered in some noble whorehouse. -uffice to say you are a weak willed fop# unused to earning your keep. 59! 0illpower. "ickly4 %inor4 %alnourishment is common in the lower reaches of the hive. 0hen the choice is cannibalism or starvation not everyone has the stones to eat $randma. 5; -trength and Toughness. "lo%4 %inor4 There&s no two ways about it# you&re not the swiftest of fellows. Dou struggle to keep up with the fast paced world around you. 59! Inititive. )ullard4 %inor4 -ome are born to to be academics# scholars and adepts. Dou however were born to struggle with basic mathematics. 59! -agacity $ittle guy4 %ajor4 This character has suffered from unusually stunted development# they are only half the si7e of the regular hiver. ,eing small in the hive makes you prey# you have had to find other ways to survive. -mall target 52!H# 59! -trength and Toughness. (ilder4 %inor4 Dou spent too much time out in the 0ild7ones alone# and are practically feral. Lust because you&ve came in from the cold doesn&t mean you&ve become a social butterfly. 5; -agacity and 8eadership. Am#utee4 %ajor4 Dou&re missing a limb# maybe it was a sump rat... or maybe you were just hungry. ?egardless of why the character is missing an arm or leg. /rm4 / character with a missing arm uses half his strength when determining weight penalties.

8eg4 / character with one leg takes 59 inch off of all movement but sneaking. In addition the location starts at injury level ')lesh 0ound.+ The player has chosen to give (rillin the Ex-ganger and Wilder traits 0s 2A@3 ,s ;! 2A9;3 9 2A<3 T 2 2AB3 I 35 0p 2 2AB3 -g :! 25;3 Nv 2A@3 8d :! 25;3 -peed 3

These traits have changed (rillin&s stats. %aking him an even better fighter# but making him a bit less clever and persuasive.

+he +urn
The Inquisimunda turn is taken in order of -peed. "haracters with high speed may act first or defer their actions until later# in the event that two characters wish to act simultaneously they are resolved in Initiative order. In the event of two characters having the same Initiative plaers should dice5off or ask the $% to resolve who should act first. /ctions Cach turn a character may attempt a number of actions equal to their -peed statistic. This represents decisive# competent high speed characters getting quite a lot done in the same length of time as less capable# lower speed characters manage to do only a little. / character may never make more than < actions in a turn. /fter all there&s only so much a person can doI C*cept for certain circumstances to be e*plained later the player must declare all of his actions and then roll a number of dice equal to his -peed to see if he manages to get them done. /ll action rolls succeed on a A on a d<. ?isky actions %ost actions require luck and bravery# but some actions like throwing a grenade# running over a collapsing bridge or using plasma weaponry are often doomed to failure. /ctions of this type called risky actions and fail if more 9&s than <&s are rolled on the characters action rolls for that turn. In the event that a risky action fails the $% should be consulted as to what has gone wrong.

Krilin Frex pulls a grenade out of his pack, planning to annihilate his hated foe Jeff and pulls the pin.

FisasterI (rillin&s player has rolled three 9&s and one I 6e fails the risky action to throw the grenadeI The $% rolls on the mishap table. : the grenade scatters. The grenade slips out of (rilin&s hand# bounces off of his right foot and rolls away. 8ooks like he&ll have to find another way. "ombined actions It is possible to combine actions like jumping and shooting or opening a door and drawing a pistol. If a character combines an action that requires a test the chances of success are halved. -ome actions cannot be combined. )or e*ample if (rilin )re* is climbing a ladder he cannot reload a gun as his hands are full. /s with all actions the $% is the final authority on what is possible. 1ause for breath / pause for breath is a special action that represents a character stopping for a moment to take stock of the situation# look around and decide what to do ne*t. 0hen a player declares a pause for breath action he does not have to declare any further actions he has successfully rolled for that turn. "hanging actions -ometimes thing just don&t go to plan4 sometimes a gun jams or a character fumbles the grenade they were going to throw. In this case he $% should be consulted as to whether the player should get to change their declared actions.

Movement
In Inquisimunda characters need to stay on the move. /ngling to get that perfect shot# or steal the loot before their opponent grabs it for themselves. -tance the models used to represent characters obviously do not have the same range of articulation as human beings. They can&t duck into cover or lean out of hiding behind a wall or hang out a window to get a perfect shot. 6owever just because models can&t doesn&t mean characters can&tI / character may be in one of three stances4 -tanding# "rouching and 1rone it take one action to change stance or can be freely combined as part of another action without penalty. /s a rule of thumb a crouching model is treated as being invisible above it&s waist height and a prone model at it&s own knee height. )acing

/ character can only face in one direction at a time if a character moves he will end up facing the direction he moved unless the player specifically states otherwise# similarly a character shooting someone will be facing the direction they are firing in. %ovement actions %ovement actions work differently to other actions because the controlling player declares the destination and the speed of travel not how many action he intend to move for. /s an e*ample a player must declare their character is running across the room rather than running for two actions distances for movement are measured after declaring and rolling for the actions. %ovement -peeds "rawlingKsneaking4 2 inches per action. The character moves carefully to make best use of cover. If a "haracter is prone they may only crawl. -neaking is a risky action and if failed the character is seen and heard as if walking normally. 0alking4 : inches per action. The character moves at a reasonable pace# making use of cover and remaining aware of their surroundings. Cvading4 inches per action. The character keeps is head down# dodging and weaving to throw off his opponent&s aim# this makes it hard to pay too much attention their surroundings as they are on the look out for cover and waiting enemies. ?unning4 < yards per action. The character put his head down and legs itI Ignoring his surroundings and all their attendant dangers the character is only aware of what&s directly ahead on them. Lumping4 / character may jump a number of inches equal to his strength divided by 2!. /dd ;!H for every action before the jump spent running. Fragging / "haracter may drag a prone character or heavy object 9 inch per action if two or more characters are dragging a person or object then all dragging characters move in each character&s turns in most cases only tree characters can drag an object. The movement speed whilst dragging is dependent on the $%# as some objects are considerably heavier 2power armoured space marine for e*ample3 and some are lighter 2a friend who is unsteady on his feet.3

"hooting
There&s plenty of gun5play in the underhive# this section will guide you through the basic mechanisms of shooting in Inquisimunda. 0eapon profiles 0eapons differ greatly in the underhive. -ome fire many shots in a blink# while some just fire once in a blue moon. These weapon stats will tell you what to e*pect from your guns. Type

These are pretty obvious divisions4 !istol4 these are handguns small enough to be effectively used in one hand# they are the only guns that can be used in close combat. Basic4 These are your rifle# and sub5machine guns they are usually used in both hands but some foolish or especially enthusiastic individuals use them in one hand# usually with far less effective results. *eavy4 These are devastating heavy support weapons# they are so heavy they require two hands to operate at all. ?ange type Cvery weapon has a range type denoted by a letter# this is used to determine it&s accuracy over a distance. )iring mode This is how many shots a gun can fire in a singe action. "ingle "hot4 / single# generally more accurate shot. "emi-Automatic4 / short burst of shots. ,racketed numbers ne*t to this mode e.g. -emi 2:K;3 are the choice of how many shots are fired. Cach shot fired in this way is progressively less accurate. Fully-Automatic4 / wild barrage of fire power. )ull auto shooting is dealt with differently to other shooting and will be covered in the special weapons types entry later. /ccuracy This is the inherent accuracy of the weapon in question for better or worse. Famage The number and type of damage dice rolled if the target is hit. -hots 6ow many shots the weapon can be fired before needing to be reloaded. 0eight This is how heavy the weapon is# if the weight of the weapon is higher than the strength of the character using it the chances of hitting are reduced.

$ine o' "ight


If before letting loose a hail of bullets# bolts and las blasts it is best to check if you can actually see

a target. In Inquisimunda true line of sight is used# that is to say if a player can look over the haead fo their model and see a target# it can be shot at. 6owever there are limits to this# such as if the part of the model that is seen is the head of a model that denotes a character that is crouching or is a weapon or a coat tail. >bviously in real life people would tuck these features in when they are hiding rather than waving them around. /rc of vision and facing In Inquisimunda all models have a @!M degree arc of vision directly in front of them any and all target must be within this arc. / character may turn and fire as part of the same action without penalty.

*itting the +arget


Lust because you have a gun and can see a target doesn&t mean you can hit itI If a character wants to shoot another character he must make a successful 'to hit+ roll. / character&s ,- gives the basic percentage to hit a target at range# this is modified by many factors that will be e*plained below. /utomatic hits and misses -ometimes the hive spirits will take a hand in proceedings against all the oddsI /n unmodified roll of 95; on a d9!! will always hit# and an unmodified roll of @<59!! will always fail regardless of skills# modifiers# gear or anything else. To 6it %odifiers 0hen shooting the following things apply modifiers to a character&s ,-. Movement4 If firing as a combined action with walking# crawling or sneaking a modifier of 5;H should be applied for every inch moved if the character is evading or running the chances of hitting follow the normal rules for combined actions and are halved before applying other modifiers. %ovement modifiers are doubled if the character is using a heavy weapon. The movement of the target also affects the chance to hit# this is determined by the speed if any of the target&s last action. The modifier is 52H for every inch moved# if the target evaded the modifier is 52!H no matter how far they moved. If the target did not move there is no modifier. (ea#on accuracy4 add or subtract the modifier on the weapon&s stats ,ange4 "heck the distance between the firer and the target and check the range chart# this will provide you with the range modifier. ,ange Chart ,ange Immediate --. "hort /-01 Mid 02-34 $ong 35-63 Extreme 66-4,idiculous 407

A B C ) E F

A; 5 5 A2! 5 5; 59!

5 5 5; A9! 5 5 52!

59; 5; 59; 5 5 A; 5:!

5:! 59! 52; 52! 59! A9! 5 !

5 ; 52! 5:; 5 ! 52! A; 5;!

5<! 5 ! 5;; 5<! 5:! 5; 5<!

(ea#on (eight4 If a weapon is too heavy to use comfortably it will effect it&s accuracy. )or every point of weight over the character&s -trength stat a weapon is there is a 59 penalty to hit. Note that if a weapon is used in one hand# only half the character&s -trength stat is used. (rilin draws his 8aspistol with his right hand and tries to shoot his fleeing foe Leff# he snaps off a single shot at mid range. (rilin&s ,- is 5- and his 8aspistol has a range type of / which gives him a -05 to hit at mid range# Leff is running# making him harder to hit -03. 5- 2,-3 -05 2?ange type modifier3 -03 8%ovement modifier3 5--05-039 03 making the to hit roll 2:I / tricky shot# (rilin&s player rolls :2 to hit. (rilin has missedI /iming If a character has taken the time to aim at his target chances of hitting hugely improve. If a character wishes to aim at a particular target they must make an aiming action. This cannot be combined with any other action. /iming actions are cumulative# there is limit to how many can be taken and the benefits carry over between turns as long as the target remains in line of sight. Cvery aiming action adds a A2!H bonus to the to hit roll. If there is a closer enemy character within ; inches# and the character is not aiming at that character# he must pass a Nerve test to aim 2with a 59!H modifier for each additional enemy character within ; inches3. If the test is failed# the character immediately fires at the closest enemy in sight# counting it as an unaimed snap shot. "overing fireKoverwatch /s well as aiming at a target in sight# a character can also choose to cover an area of the battlefield# waiting for an enemy to present himself. This is often referred to as overwatch. The character must specify which area within his line of sight he is aiming at. This area could be anything# such as a window# a gap between two buildings# even the space around a friendly

character# but shouldn&t be more than about inches across. If covering an area# the character may take a shot as soon as a target appears in the area he is aiming at. This shot is treated in all respects as a snap shot# so the aiming does not grant any positive modifier to the shot. 8osing your aim /s soon as the aiming character moves# or fails a Nerve test# is hit by an enemy or shot# or does anything other than aim or fire a single shot at the target# any aiming bonuses are lost. Note that as long as the target does not spend more than one action out of view# aiming is not lost due to enemy movement 2although any movement will incur the usual to hit penalties for the distance moved3. If the target spends more than one action outside the aiming character.s view# the benefits of aiming are lost. >ther modifiers In addition to these modifiers4 / character firing a weapon in their off5hand suffers a 52!H chance of hitting. characters may use an action to rest a weapon on any suitable flat surface or in the case of pistols they can rest the weapon on a their free hand if it is empty for a A9!H modifier in either case the character must make an action to rest their weapon. The si7e of a target can effect the chance hitting it# obviously it&s easier the hit an >gryn than a ?at. /sk the $% to clarify bonuses or penalties in any such instance. -emi auto shots are progressively less accurate. )or e*ample. The first shot in a semi5auto burst is fired at 59!H to hit# the second at 52!H# the third at 5:!H and so on. 1laced shots There is a chance that a character lands a hit just where they wanted it. This is called a #laced shot. / character scores a placed shot if his To 6it roll was equal to or less than one tenth of the To 6it number required. )or e*ample# if a character has a <<H chance of hitting# any To 6it roll of BH or less is a placed shot 2<<K9!NB3. 0hen a character scores a placed shot the player may add or deduct up to 2!H from the 6it 8ocation roll 2see the Injuries section.3 Note that a character who can only hit with the minimum ;H chance detailed above cannot make placed shots. In addition# a character&s odds of making a placed shot after aiming is increased. when the character has aimed at least once the chances of a placed shot then becomes the To 6it number required minus the range to the target. )or e*ample# if the target is 2; yards away# and the To 6it number is B;H# then any roll of ;!H or less 2B;52;3 indicates a placed shot. -pecial 0eapon types -emi5/utomatic

-emi auto shots are progressively less accurate. )or e*ample. The first shot in a semi5auto burst is fired at 59!H to hit# the second at 52!H# the third at 5:!H and so on. )ully5/utomatic )ully automatic shooting uses a different system to usual shots#t he firer nominates a target or group of targets within 2 inches of each other. Cmpty spaces may be nominated to chain more distant targets together. The shoter then divides the number of shots fired equally between them. Cach shot is then resolved at the firers ,- divided by ;# ignoring the normal modifiers for shooting. )lame 0eapons 0eapons of this type release a torrent of flame# energy or corrosive chemicals. /s such it is a profoundly bad idea to combine firing a flame weapon with any movement action faster than walking. )lame weapons work in a similar manner to fully5automatic weapons but instead of firing many shots only one roll to hit is made for each target on the firer&s ,- divided by . / target hit by a flame weapon takes a number of hits depending on the range. Flame (ea#on Chart ,ange 8Inches:
25; <59! 9959; 9<52! 29A

;umber o' hits


d<A2 d< d:A2 d: 9

6its from a flamer hit random locations each should be rolled separately. In addition to these rules all characters in the target group must take a pinning test without the usual A2!H bonus it no hit. /mmunition for flame weapons is per burst fired# not per character fired at or number of hits. In addition# each location hit by a flamer weapon has a ;!H chance of being set on fire. If a force field absorbs all the damage from a flamer weapon# there is no chance of the target catching fire. /t the end of every turn# there is a 2;H chance that the location stops burning 2roll before recovery3. If it does not# then the location suffers damage again 2use the Famage value of the weapon that set them alight3# with the usual deductions for armour 2but not force fields3. / burning character may do nothing else e*cept put the fire out. Cach action spent putting the fire out has a 2;H chance of succeeding. -pecify the location the character is trying to smother before rolling any dice for the success of the action. >ther characters within 9 inch may also spend actions to help the burning character# and they too have a 2;H chance of putting each fire out. Thrown weapons /lthough the 9st millennium has given rise to many awesome weapons of destruction# often a well placed throwing a*e can end an argument as well as a ,oltgun.

Thrown weapons are resolved e*actly like other shooting with the e*ception that a character can draw and throw such weapons with a free hand as part of a single action. Thrown weapons have a ma*imum range of half of the character&s -trength minus the weapon&s weight# 2/ weapon with 0eight 9! thrown by a character with -trength ! would have a ma*imum range of !K259!N9! inches.3 This is the range at which they have a reasonable chance at hittingO at further ranges the attack automatically misses. If characters wish to throw other things 2chairs# barrels# small alien mammals3 then the $% should give them a weight characteristic and probably a hefty accuracy penalty and a poor ?ange characteristic. $%s may want characters to be able to pick up a thrown weapon and use it themselves# or they can be recovered by their original owner. If this is the case# a thrown weapon which hits is assumed to be lying ne*t to 2or inI3 the target. If it misses# mark a spot F< inches away in a random direction to show where it has ended up. ,last weapons ,last weapons are handled differently to normal weapons because it&s still important where a grenade or missile goes even if it&s missed the targetI 0hen using a blast weapon place a counter where you want to aim# this can be a character# a terrain feature# or even an empty space# then roll to hit as normal. If the to hit roll is successful the blast e*plodes where it was aimed. If roll fails the aiming point scatters in a random direction d< inches# plus 9 inch for every 9!H or part of 9!H that the test was failed by. The blast cannot scatter more than a quarter of the range from the firer to the original target point. ,last weapon have two e*tra characteristics4 /rea and ,last. Area4 The distance from the aiming point that the blast e*tends. /ny characters in this area are automatically hit. Blast4 The number of hits suffered by a target at the aiming point. 59 hit for each inch away from the centre a character is. )or e*ample# If a character is : inches from the centre of an e*plosion with a blast value of < they take <5:N: hits. The number of hits taken from an e*plosion is halved if the hit character is prone. /ll characters in a blast radius are automatically pinned regardless of their nerve or any special rules. They are simply thrown to the groundI Thrown grenades P other e*plosives $renades of all types are a variant of blast weapons# known as thro%n blast %ea#ons. "haracters equipped with these may throw them a distance up to no more than half their -trength minus the grenade.s weight in inches. It takes one action to draw and prime a grenade# and one action to throw it.

Throwing a grenade is a ?isky action. If the ?isky action is failed# the grenade goes off prematurelyI ?oll a F<4 )1 roll 0-3 6-4 5-1 ,esult
The grenade goes off in the character&s hand. ?esolve the e*plosion centred on the character. The character drops the grenade. It scatters F9! inches from the character before e*ploding. The grenade is a dud and does not e*plode.

/ssuming that the character hasn&t blown himself sky5high already# mark the target point which the character is aiming for as you would with other blast weapons# then measure the range. If this is greater than half the character&s -trength minus the grenade&s 0eight# the throw automatically misses. In this case# move the aiming point directly back towards the throwing character until it is in range. The grenade then scatters 2F9! inches from this point. /ssuming the target point is in range# follow the normal to hit procedure for blast weapons given above.

Close Combat
/s with ranged weapons# close combat weapons are also rated by a series of characteristics4 ,each< This is an indication of how long the weapon is# or from how far away the character can make its attack. The longer a weapon&s reach# the harder it is for an enemy with a shorter weapon to defend against it. )amage< This is the number and type of Famage dice rolled if the target is hit. !arry #enalty< -ome weapons are better designed for blocking enemy attacks and launching a counter5attack. The parry penalty of a weapon reduces a character&s chances of parrying a successful enemy attack and launching a counter5attack. Cngaging in close combat 0arriors don&t just wander into close combat with each other# one of them will purposefully initiate the fighting. In Inquisimunda# a character wishing to attack another character in close combat must make a special charge action. In order to engage in close combat. / character who is charging makes run actions until they are base to base with their enemy# and then makes one close combat attack as part of the last run action. Note that this is like any other run action and the character is treated as running in all respects# even if they only start a couple of yards away from their target. Furing a charge# the free. /ttack suffers no penalty for being a combined action# and in fact gains a A9!H chance of hitting. / character can change weapons as part of a charge action 2drawing a sword for e*ample3 but if he does so he loses the A9!H charge bonus. "lose "ombat

(hen t%o enemy characters are in base to base contact %ith each other= they are said to be in close combat. >nce a character is engaged in close combat# the action sequence is altered slightly. "haracters in close combat do not declare actions in speed order as usual# instead they act at the speed of the highest speed character engaged in the combat in initiative order. / character who declares a charge as an action while partway through a turn does not have to declare any other actions for that turn just yet. /ny remaining actions are resolved In close combat actions are declared sequentially# roll the character&s /ction dice as normal to see how many actions he can perform. Then declare his first action and resolve it# then the second and resolve its effects# and so on. In close combat# there are far fewer options available to a character. The most common are listed below# though a player may devise something new and interesting which he would like to attempt# which the $% should adjudicate as normal. The character who is taking his actions is known as the attacker# while the other character is the de'ender. /ttack The most simple of close combat actions. The character simply attempts to hit his opponentI If a character is carrying a close combat weapon in each hand# he may attack with both as part of one action# though his chances of hitting are reduced as e*plained in the section on to hit modifiers. -tep ,ack The character takes a couple of steps back to put a little more distance between him and his adversary. This is usually prior to firing a pistol or trying to break from combat. 0hen a character elects to step back# he is moved 9 inch directly away from the defender. /lso# a character may dodge when being attacked# in which case the combatants will end up more than 9 yard apart. In this situation# the characters are still engaged in close combat# but are too far apart to attack each other e*cept with pistols and very long weapons. They are said to be fighting at arm>s length. -tepping back doesn&t finish a close combat. The only way to end close combat is to make a specific break from combat action# as described later. Dou cannot simply step back and then step back again. If the characters are at arm&s length# the attacker may either break from combat# fire a pistol# attack with a weapon of ?each or more# or advance and attack. )ire 1istol 1istols may only be fired at the enemy in close combat when the combatants are at arm&s length. )iring a pistol in such close confines requires a cool head more than accuracy# and so the attacker rolls to hit using his 0- rather than ,-. >ther than this# there are no modifiers. The defender may only parry using a dodge# and he moves 9 inch to the left or right 2chosen by the defending player3 instead of away from the attacker 2because they are already at arm&s length3. The defender gains a A2!H dodge bonus to his parry# but no other modifiers are applied for weapons#

higher ground# etc. There are no placed shots when firing a pistol in close combat. ,reak >ff / character may spend an action breaking off from combat. To do this he must pass an Initiative test and adds A2!H to his Initiative if the combatants are at arm&s length. If the character passes# he makes one run action out of the combat# in a direction nominated by the attacking player but not taking him past his foes unless this is otherwise impossible. If this break off move is used to take the character within 9 inch of another enemy# it is treated as a charge and he may make an attack against this fresh foe just as if he had charged. If the test is failed# the character fails to get away and the action is wasted. In addition# breaking from combat can invite disaster. If the character scores more than double his Initiative for the test# he fails and the enemy gets a free action. / defender can always elect to allow the attacker to break from combat without a test once the opposing player has announced their intentions.

Making Close Combat Attacks


/ character may make one close combat attack for each action he spends. 6e can only make attacks within the @!M arc of vision to his front. / character holding a close combat weapon in each hand can make one attack with each weapon as part of a single attack action# with a 52!H penalty. The basic percentage chance of a close combat attack hitting is equal to the character&s 0-. This to hit chance is modified as shown below. If the attacker rolls equal or less than the required score he has scored a hit. /utomatic hits and misses /s with shooting sometimes fate will take a hand in proceedings and twist the oddsI /n unmodified roll of 95; on a d9!! will always hit# and an unmodified roll of @<59!! will always fail regardless of skills# modifiers# gear or anything else. "harging The shock and sheer impetus gained when charging into an enemy allows a character to literally bowl his enemy over# giving him a distinct advantage. / character&s chance to hit is improved by 9!H if the attack is part of a charge action and he did not draw a weapon as part of his charge action. 0eapon ?each It is easier to hit your enemy if the weapon you are using is longer than theirs. )or every point of ?each which the attacker&s weapon has over the defender# he gains a A9!H chance to hitting# or# for every point lower# he suffers a 59!H to hit penalty. )or e*ample# a weapon with ?each 2 against a weapon with ?each : suffers a 59!H to hit modifier.

1osition ,eing higher than your adversary is a distinct advantage in close combat# especially if your opponent is lying on the ground. If the defender is prone# the attacking character gains a A2!H bonus to his to hit chance. / character who is at least Q an inch higher up than the defender benefits from a A9!H to hit modifier. Note that a character does not also gain the higher ground advantage against a prone opponent. ?emember# unless he has a ?each weapon# a character cannot attack from a distance more than 9 inch away. Two 0eapons and >ff5handed /ttacks >nly the most skilled masters of hand5to5hand can fight effectively with two weapons# or with a weapon in their off5hand. To represent this# a character attacking with his off5hand suffers a 52!H chance of hitting# and suffers a 52!H hit modifier if he attacks with more than one weapon as part of a single attack action. "ritical 6its There is a chance that a close combat attack will strike home with particularly deadly force# and this is known as a critical hit. The chance of a critical hit is one tenth of the attacker&s required To 6it number. )or e*ample# if a character has a ;;H chance of hitting# any To 6it roll of <H or less inflicts a critical hit. "ritical hits do double damage# doubled after any dice are rolled and modifications for -trength and weapon are made# but before any deductions for armour# etc. "haracters that can only score hits with the minimum ;H chance cannot inflict critical hits.

(rilin has finally managed to close in on Leff# "6/?$CIII Leff unsheathes a knife and stands ready. (rilin covers the distance to Leff easily and makes his unarmed charge attack. (rilin&s unarmed attack is reach ! wheras Leff&&s knife is reach 9. This put krilin at a 59! to hit however due to charging (rilin gains a A9!. to hit4 45 20-3 A 0- 2charge bonus3 5 0- 2reach difference3 N to hit ;A9!59!N 45 to hit (rilin&s player rolls :. / hitI

!arrying
/ fighter doesn&t stand idly by while a frothing berserker attempts to lop his limbs off with a chain5 a*eI

To represent this# a character hit by a close combat attack has a chance to parry it. The chance of parrying an attack is equal to the defender&s 0- for the first parry in a turn. The defender&s basic 0- is then halved again for each successive parry in one turn# so that the second parry is at half their 0-# the third is at a quarter of his 0-. This is further modified as shown below. If the defender rolls equal to or less than the required number then the close combat attack is parried and has no effect. /utomatic 1arries and )ailures There is always a chance that even the most limp5wristed of foppish fencer will turn aside a killing blow. /n unmodified roll of 95; on a d9!! will always suceed# and an unmodified roll of @<59!! will always fail regardless of skills# modifiers# gear or anything else. 1arry 1enalty -ome weapons are just simply better at parrying than others. )or e*ample# a balanced long sword is e*cellent for warding off incoming blows whereas a clumsy# top heavy "haina*e is nowhere near as nimble. To represent this all weapons have a parry penalty which is applied to all attempts to parry with the weapon. ?each /s with hitting the enemy# a character attempting to parry gains or loses 9!H for every point of difference between the ?each value of their weapon and that of their attacker. 1osition / character who is at least Q an inch higher up than the defender benefits from a A9!H modifier to parry. / defender who is prone suffers a 52!H to their chance of parrying. >ff5hand parries 1arries attempted with the off5hand suffer a 52!H penalty. Fodging -ometimes you# don&t want to parry# you just want to get out of the wayI / character can elect to dodge instead of a normal parry# in which case the procedure for parrying is followed as normal e*cept that the defender does not use the parry penalty of his weapon and gets a A2!H modifier to his chance of success. / character who dodges is moved 9 inch directly away from his attacker and may not make a counter5attack. If the defender is prone# he rolls 9 inch to the left or right# 2controlling player&s choice3. If a character dodges while at arm&s length 2see above3 he is moved 9 inch to the left or right remaining within 9 inch of the attacker. This movement takes place whether the defender

avoids the attack or not. If a character successfully dodges# he does not count as parrying the attack 2for e*ample# against power weapons which can destroy weapons which parry them3. 1arrying with two weapons / character with two close combat weapons has a choice of different ways to parry. 6e may parry with both at the same time# in which case roll to parry once# but with a A2!H chance of parrying. Ese the best reach and parry penalty for determining the parry chance# and the best counter5attack chance 2details of counter5attacking later.3 /lternatively# the character may use one weapon at a time# in which case he makes a normal parry. 6owever# in this case# you count the number of parries made by each weapon in the turn# rather than the character# to determine what proportion of the defender&s 0- is used. If a character elects to parry with one weapon against one attack# and both weapons against the ne*t attack# both weapons count as being used the highest number of times. "ounter5attacks It is possible that a character will parry so well that he makes an opening for a counter5attack. The chance of a counter5attack is one tenth of the required parry roll. / counter5attack is worked out just like an ordinary close combat action# so you can attack# fire a pistol 2if at arms length3# advance and attack# step back# break from combat# and so on. If you elect to attack# roll to hit as normal# the enemy gets a chance to parry# has a chance to counter5attack himself# and so on. / counter5attack# just like a parry# is a free action and does not use up any of the character&s actions that turn and can be done even if the character has already used all of their actions for that turn. The counter5attack does not have to be with the same weapon that made the parry. Note that a character who can only parry with the minimum ;H chance detailed above 2because normally he would need less than ;H3 cannot make counter5attacks. -hooting into close combat )iring into a close combat is a risky business# as the characters fighting dodge back and forth and get mi*ed up with each other. If a character fires into a close combat and hits# randomise which of the combatants have actually been struck. Normally this is resolved on a 95: or 5< on a d< consult the $% to resolve any modifiers to this. There are no placed shots when firing into close combat. Cnding combat There are two ways in which a close combat will end4 a character breaks from combat# or a character is defeated. 0hen a combat ends and a character has actions left that turn# the character&s ne*t action must be spent as a pause for breath action. This then allows him to declare any other unused actions for the turn# as described earlier. /t the start of the ne*t turn# a character can declare and perform actions as normal. /dditionally# if the combatants end up more than 9 inch apart# the attacker has a choice. 6e can either end the combat

as described above# or he can use his ne*t action to charge# following the normal rules for charging Enarmed P Improvised attacks 0hile it is rare for a person in the underhive to be totally unarmed it can happen# and unless specially trained# a character not armed with a dedicated close combat weapon can be at a real disadvantage against a properly armed opponent. / character who is not holding any kind of weapon# or just a pistol# is considered to be unarmed. /ll unarmed attacks have ?each ! and do Famage of d:A9. Enarmed characters can only parry armed attacks 2including improvised attacks3 with a dodge. / character who is carrying a basic weapon or other similarly solid object has an improvised weapon. They can attack with the butt of their rifle# hit the enemy with a chair# etc. / character with an improvised weapon has a ?each of 9 an Famage of d:A2 and a 5:!H parry penalty.

In?uries @ ,ecovery
/ny character unlucky enough to be hit be it by a lasbolt or chainblade may still be lucky enough to only suffer a scratch# then again they might well be 2as seems to be the case seeing as how they were hit3 seriously injured or even crippled. In this section we look at how being injured affects characters. 6it 8ocation Taking a bullet in the arm and being shot square between the eyes are very different things# the difference can literally be that between life and deathI 0hen a target is hit you must determine where they have been hit and what amount of damage has been taken# to determine hit location roll a d9!! and consult the hit location Table.

*it $ocation +able ,oll


952; 2<5:< :B5<2 <:58@ @!59!!

$ocation
8egs $roin /rms "hest 6ead

/s you may recall# (rilin hit Leff earlier# but where did it hit himR (rilin&s player rolls a d9!! and gets a :;. Leff has been hit in the groinI >uchI "lose combat hit location >bviously it&s easier to hit somebody in the head# shoulders and chest if you are right ne*t to them an attacker may elect to add A9!H to hit location in close combat. If they are positioned at least Q

an inch higher an e*tra A9!H however# if the attacker is Q an inch lower the hit location roll is taken without any modifiers. Famage ?olls / hit may only leave a glancing gra7e or it might be a solid hit breaking bones and ruining organs. This is represented by the random Famage value specified in a weapon&s profile as a number of dice to roll to determine how much damage has been done. Famage from close combat and thrown weapons "lose combat weapons have a Famage value the same as guns. 6owever# unless otherwise noted# an additional point of damage is done for every full 9! points of -trength over ;! the character has. Enarmed close combat attacks inflict F:A9 plus damage for additional -trength as noted above. Improvised weapons do F:A2 damage# plus the -trength bonus. Thrown weapons such as daggers and spears also gain this -trength bonus. /rmour )ew warriors go into battle without some form of protection. /rmour offers some measure of protection to a location that it covers# this is represented by its value. The higher the /rmour value on a location# the less damage will be suffered if that location is hit. >nce the amount of damage has been rolled# deduct the /rmour value of the location from this to find out the number of Famage points that have actually penetrated through the armour to hit the character. )orce )ields Not all armour is a physical barrier# some characters are protected by psychic wards# deamonic powers or other energy defences# all of these are collectively called force fields. These are treated e*actly like armour but have a random armour value which is generated for each hit it takes. -imply roll the shown number of dice each time a location covered by a force field is hit. )orce fields are projected a small distance from the character&s body to prevent them hitting it themselves. This makes them useless in close combat e*cept at arm&s length. "over If a location is behind cover then a shot may be deflected by the additional armour of the obstruction. 0hat locations are covered depends on the character&s positioning and stance. In the event of a dispute the $% should rule what locations are covered. "over is essentially another layer of armour. The $% should decide how much protection is afforded by what. Exam#les o' cover +y#e o' Cover
0ooden )enceK$lass 1ane

Armour Aalue
2

"rate ,arrel ,rickK-tone 0all ?ockrete 1lasteel /rmaplas

: ; 8 9! 92 9;

E''ects o' In?ury


,eing injured has a different effects on a character. These are split into two types# $ocation In?ury# and In?ury +otal. 8ocation injury / character can only sustain so much damage to a location before it starts to have negative effects on them. The amount of damage a location can withstand is based on the character&s Toughness# it is called a Base In?ury Aalue this value is the character&s Toughness divided by ;# -o a character with a Toughness of :; has a Base In?ury Aalue of B. If a hit inflicts the character&s base injury value the location hit increases it&s In?ury $evel by one 2from unhurt to flesh wound for e*ample.3 If a hit does twice the character&s base injury value the location&s injury level increases by two 2from unhurt to serious wound to use the same e*ample3 and so on. 8ocation injury levels are calculated from individuals hits. Not total damage taken to the location# as such only the injury level needs to be recorded for each location# not the number of individual points per location. Injury Cffects The effects of location injury are split into immediate and #ersistent effects. Immediate effects are applied as soon as the injury is inflicted but# once applied# are not applied again. 1ersistent effects continue to affect the character for the rest of the game# unless the injury is recovered from 2see ?ecovering later3. Note that only the persistent effects from the current injury level are applied# although in some cases the specific location may state that there is a cumulative effect on top of any lesser injury results -tunning -ome injuries or attacks may stun a character. / stunned character immediately falls prone. 6e misses the indicated number of turns 2if he has not yet acted this turn# then this turn counts as the first turn missed.3 Furing this time he may perform no actions at all but may defend himself in close combat# 0hen

defending# he is at half his normal 0- and may parry and dodge as normal but may not make counter5attacks. -tunned characters do not take 1inning tests 2although they may sometimes wish they had.3 -ystem -hock -ometimes the pain just gets too much and causes a character to pass out. -ome location injury levels cause system shock.

In?ury +otal
-o# what happened to those damage pointsR 0ell# every character has a stat called an injury total this is where a player records all the damage suffered by their character. / character&s injury total is how badly hurt they are in general terms. Cffects of injury /s well as the effects given on the 8ocation Injury tables# there are three other ways for injury to affect a character4 Consciousness4 -ooner or later pain and loss of blood will cause a character to black out if he continues to be injured. / character&s Consciousness value is equal to his Toughness value. If the character&s injury total e*ceeds his "onsciousness value# then he passes out and is taken out of action. $oing out of action 0hen a character falls casualty he is said to be out of action. )alling unconscious or by suffering automatic system shock because of a location injury. / character who is out of action cannot normally recover and plays no further part in the game# although his position may be pertinent and so the miniature should be left lying in place where the character fell. / character who is out of action is at the mercy of other characters# and can be captured# robbed or otherwise suffer immense mischief at the hands of the enemy# so be careful. ?emember that sometimes it is better to run away and fight another dayI / character who is out of action can be dragged away as noted in the %ovement section. )amage +ables *ead In?ury
Enhurt )lesh 0ound -erious wound 5 Immediate

roin In?ury E''ects


5 Enhurt 5 )lesh Immediate 0ound

E''ects
-tunned d: turns

In?ury
5 )alls prone

Immediate -tunned d: turns# Ad< injury total 1ersistent 59 -peed# T test against system

-erious Immediate -tunned d: turns#Ad: to injury total wound 1ersistent 59 -peed#

shock "rippled Immediate /utomatic -ystem -hock "rippled Immediate /utomatic -ystem -hock

Chest In?ury
Enhurt )lesh 0ound -erious 0ound "ritical 0ound "rippled Immediate Immediate Immediate 1ersistent Immediate 1ersistent

E''ects
5 "haracter falls prone# -tunned d: turns# Ad: injury total -tunned d: turns# Ad< injury total 59 -peed -tunned d:A2 turns. T test against -ystem -hock at end of every turn.

Arms In?ury
Enhurt )lesh 0ound -erious wound "ritical 0ound 5 Immediate &Tis but a scratch J not effect

$egs In?ury
Enhurt 5 Lust a scratch J no effect )alls prone 59 speed )alls prone# Ad: injury total all movement halved T test against system shock 59 -peed# %ay only crawl )lesh Immediate 0ound

E''ects

Immediate - test or drop held item 2pick arm3 -erious Immediate wound 1ersistent 0- and ,- halved. 1ersistent Immediate 1ersistent 1ersistent Frop help item 2pick arm3 >ne arm cannot be used T test against -ystem -hock "ritical Immediate 0ound 1ersistent "rippled Immediate 1ersistent

"rippled Immediate

(rilin hit Leff in the groin# but how much damage did he doR (rilin&s unarmed attack does d:A9 damage. (rilin&s player rolls : for a total of groin. -orry %ateI damge to Leff&s

,ecovery
/lthough a character may be injured# some effects may be temporary# or he may receive medical treatment to aid him. To represent this# characters get a chance to recover from their injuries. /t the end of every turn# an injured character may take a Toughness test. This test represents the character&s raw fortitude and determination# disregarding his suffering to get on with the fightingI

If he passes this ?ecovery test# F: Famage points are removed from his injury total. /dd A9 to this score for every full 9! points his Toughness value is over ;! 2a character with a Toughness value between <!5<@ recovers F:A9 Famage points# a character with a Toughness value between B!5B@ removes F:A2 points# and so on.3 This automatic recovery has no effect on location injury effects. ?ecovery actions / character may also spend actions endeavouring to recover# representing him using improvised bandaging# tying a tourniquet with a belt# or just gritting his teeth and ignoring the painI Dou must specify a location he is trying to recover first and then make a Toughness test. If this test is passed# the character recovers damage from his injury total in the same way as described above. In addition# the specified location is healed back one injury level. / character cannot normally reduce a location&s injury level by more than two levels from the worst injury suffered to that location so far during that game. >ther characters may help an injured character to recover by spending actions as above. Injuries P ?ecovery Enless otherwise noted# a character can always attempt to recover at the end of the turn# even if stunned or otherwise unable to perform any actions. /n out of action character does not normally get to recover. 0hen a character is down# he stays downI Injury level effects and recovery 0hen a character recovers an injury level from a damaged location he does not suffer any immediate effects again# and his level of persistent effects drops to that given for the injury level he has recovered to.

A%areness
In essence# a person can only react to things which he is aware of. 6owever# a gamer is omniscient and omnipresent# able to see everything that is going on all across the tabletop. The principle behind these awareness rules is that players should not perform actions with their characters which draws upon their knowledge as a player rather than what the character would reasonably know. $ood intentions are the best start# but it is still easy to get carried away in the heat of battle and start reacting as a player rather than from a character&s point of view. In this respect# the $% must be strict about how players perform actions with their characters. "haracter&s awareness is based on their Initiative. %odification is dependent on distance and cover. >nce a character is spotted they can be seen unless they make and effort to hide# or pass out of line of sight. -ample modifiers 52H per inch between characters. 5;H per location in cover.

ear

Now we know how characters are made and what they can do we need to clothe# armour and arm them. /s a naked unarmed person isn&t gong to last long in the underhiveI Cach character has 9;! credits to buy equipment# this represents the collected scrapings together of the character2s.3 Cncumbrance No matter how rich or successful a character becomes they can only carry so much. / characters has an encumbrance value of double their -trength and toughness added together. ?arity $iven the nature of Necromunda as a maker of weapons and armour for the armies of the Imperium almost anything can be found if you know where to look. Cvery item has a rarity rating if the rating is listed as Common it can be attained easily without e*tra effort. 6owever more powerful weapons will have a rarity rating of ,are this will be followed by a number which is it&s rarity rating. /ttaining rare items To buy a rare item a character must be sent to look for it. 6e will roll two d< and add his -agacity and 8eadership divided by 9!. This represents the character&s ability to find useful contacts and sweet talk traders into selling the good stuff. If the rolled number is equal to the rarity rating the item is found and can be bought as normal. If the number is less than the rarity rating he character has failed to find the item# in both cases the character may be offered additional items at the $%&s discretion.

"lothes P /rmour They say they make the man# they certainly can&t hurt. "lothes can cover all locations e*cept the head unless specifically noted to# their weight is only applied once. Clothes ;ame
-cummer ?ags 8ightweight "lothing 6eavy ?obes 5 >veralls $uilder ?obes 6ive city Cnvirogear

!rotection
5 9 2 9 2

"#ecial
"annot be upgraded with weaves 5 ?obe4 6ood can cover head 5:!H trade costs 6ood4 can cover head A !H resist poisons

(eight
! ; 9! 9; 2!

,arity
"ommon "ommon "ommon ?are 9 ?are 9<

Cost
free ; 9! 8! <;

Ephive -lum5wear

A2!H resist poisons 59!H trade costs "annot be carapace plated.

9;

?are 2!

9!!

>n top of their clothing the discerning underhiver might wish to add some armour. /rmour is purchased per location and it&s weight is cumulative. In most cases armour is an upgrade for worn clothing weaves are an e*ample of this. >ther times they are an item of clothing in themselves. )eel free to mi* and match types. Armour ;ame
)lak jacket )lak weave %esh weave "arapace "uirass "arapace plating 8 <

!rotection
; :

$ocation
"hest only /ny# must be clothed /ny# must be clothed "hest only /ny e*cept head# must be clothed

(eight
2! 9! 5 ! 2!

Cost
! 2! ;! @! B!

1rotecting your head is always a good idea. Cspecially when others are trying to reduce it to a fine crimson mist with a variety. *elmets ;ame
?einforced headgear )lak helmet "arapace 6elm

!rotection
2 ; 8

(eight
5 ; 9!

Cost
2! :! ;

0eapons There is a veritable gala*y of weapons available in the underhive if you know where to look and who to talk to. 6ere is a basic list of weapons. $%&s and players should feel free to create and edit their own too. $uns )irearms are a way of life in the underhive from the snap of old homemade -tubbers of the juvies to the throaty roar of the ,oltgun the sound of gunfire is common. $as (ea#ons These are common weapons of the servants of the Imperium. They favoured by underhivers as they are light and reliable# requiring only basic maintainence and common energy cells. (ea#on +y#e ,ange Mode Acc )am "hots ,eload (eight "#ecial ,arity Cost

8aspistol

1istol

/ , "

-ingle -ingle -ingle -emi 22K:3 -ingle

5 5 5

2d< 2d< 2d<

:! <! ;!

2 2 2

9; 2; :!

5 5 Epgrade to %ars pattern 8asgun

"ommon "ommon ?are <

9; 2; 9!

8asgun 2%ars3 ,asic 8asgun ,asic 2Necromunda3 8asgun 2Triple*3 8ong58as %ultilaser ,asic

"

2d<

<!

2;

A: dam for : ?are 9! shots A< dam for < shots ?are 92 ?are 2!

:;

,asic 6eavy

C )

-ingle -emi 2 K<3 )ull 2923 -ingle

; 59!

F9! :d<

! :!

2 :

! <;

! :!!

8ascannon

6eavy

59!

d9!

2!

<

B;

?are !

;!!

"tandard (ea#ons These are solid5shot weapons we would recognise in the present day. They are favoured by many for their ease of manufacture# and the psychological effect of a booming gunshot over quieter '7ak+ of 8as weapons. ?eload numbers in brackets show how many shots are reloaded per reload action (ea#on +y#e ,ange
/utopistol 1istol /utogun ,asic $ "

Mode
-ingle -emi 2 3 -ingle -emi 2 3 )ull 29!3 -ingle -ingle -emi 223 -emi 2 K<3 )ull 29!3 -emi 2<3 )ull 29!3 -ingle -ingle -ingle -ingle -emi 223S -ingle -emi 223S -ingle -emi 22K:3 -ingle -emi 22K;3

Acc )am "hots ,eload (eight "#ecial


5 5 2d< 2d<A2 2! :! 2 2 2! :!

,arity Cost
"ommon "ommon 9; 2!

?evolver -tubber 6eavy -tubber /ssault "annon 6unting ?ifle Naval 1istol Fuelling 1istol -hotgun -awn5>ff -hotgun 1ump -hotgun "ombat -hotgun

1istol 1istol 6eavy 6eavy ,asic 1istol 1istol ,asic ,asic ,asic ,asic

/ / " $ C " , F $ F /

5 5 5 5 5 5; A9! 5 59! 5 5

2d<A2 2d<A2 :d< 2d9!A2 2d<A 2d<A 2d< 2d<A2 2d<A2 2d<A2 2d<A2

< 9; ! ; 9! < 2 9 2S 9 2S 8 2!

2:3 2 : < 223 293 223 293 223S 293 223S 223 :

9; 9; ; B; ! 2; 2! :! 2; :; ! Improvised weapon

"ommon "ommon ?are 9< ?are 2; ?are 9< ?are < ?are 92 SIf double "ommon barrelled SIf double barrelled ?are 8 ?are 92 ?are 9<

9! 9; 92! :!! <! 9; ;! 2! :!S 2; :;S :! ;

Bolt (ea#ons )rom the thundering triumphs of the /startes to the back streets of Necromunda a boltgun is the ultimate statement of hand held Imperial firepower. (ea#on +y#e ,ange Mode Acc )am "hots ,eload (eight
,olter %kII -traight %ag ,olter %kII ,elt )eed ,asic , -ingle -emi 223 -ingle -emi 223 -ingle -emi 223 -ingle -emi 223 -ingle -emi 223 -emi 22K 3 -ingle -ingle -emi 2 3 5 2d9!A 9; 2 !

"#ecial

,arity Cost
?are 92 ;;

,asic

"

2d9!A

:!

%kII upgrade ?are 9< ?isky action to fire ?are 9

9;

,olter ,asic %kIG -ickle mag ,olter %k IG Frum %ag ,asic

2d9!A

2!

<!

2d9!A

%kIG upgrade ?isky action to fire

?are 98

2!

,olt 1istol 1istol

2d9!A

92

2;

?are 8

:;

-torm ,olter ,olt "arbine 6eavy ,olter

,asic ,asic 6eavy

" C )

5 5 5

2d9!A 2d9!A :d9!

:! 2! !

: 2

;; :; B!

?are 2< ?are 9 ?are :!

8! ; :!!

Melta (ea#ons These weapons use magnetic containment to create microwave agitation which vaporises the target in a blast of intense heat. They are inaccurate# get few shots and are hard to reload# but are immensely destructive at short range. %elta weapons lose 9F9! of damage for every full 9! inchess to the target. (ea#on +y#e ,ange Mode Acc )am "hots ,eload (eight
%eltagun Inferno 1istol %ulti5 %elta Thermal 8ance ,asic 1istol 6eavy ,asic $ $ " $ -ingle -ingle -ingle -ingle 5; 59! 5; 5 ;d9! d9! Bd9! d9! ; : ; 9 8 < ; 2; B; ;

"#ecial

,arity Cost
?are 2! ?are 2< ?are :! ?are98 @; 9 ; :8! B!

!lasma (ea#ons 1lasma weapons unleash a devastating blast of energy. They are difficult to manufacture# arduous to maintain and frequently malfunction. Cven if the weapon doesn&t e*plode# cooling vents are built in to evacuate e*cess heated gases# which can cause considerable damage.

1lasma weapons can be fired on a sustained setting. In this case they fire at semi 223 and have -hots4 2# but do F9! less damage. It takes one action to change the setting. Enderlined reload numbers are recharge times between shots. )iring a plasma weapon is a ?isky action. If it goes wrong# roll a F< and consult the table below. (ea#on +y#e ,ange Mode Acc )am "hots ,eload (eight
1lasma 1istol 1lasma $un 1lasma ,laster 1istol ,asic ,asic , " $ -ingle -ingle -ingle 59; :d9!A; 59! :d9! 9 9 9 2 : ;; 2; <!

"#ecial

,arity Cost
?are 9< ?are 22 ?are 28 ;! B; 99!

59; :d9!A;

!lasma Mal'unction +able d1


952 :5 ;5<

,esult
Ex#lodesB "haracter counts as shooting himself in his arms# resolve injuries normally. 0eapon is destroyed. Critical &verheatC "haracter drops the weapon P takes 2d< damage to his arms. 0eapon is too hot to pick up for d; turns. &verheatC "haracter drops the weapon.

+hro%ing (ea#ons -ophisticated weapons are not always available and are hard to maintain# and when caught in a tight spot a well5thrown knife can be just as effective. -uch weapons arouse little suspicion on many Imperial worlds. (ea#on +y#e ,ange Mode Acc )am "hots ,eload (eight
Throwing Thrown /*e Throwing Thrown (nife Throwing Thrown -tar Lavelin Thrown " / " C -ingle -ingle -ingle -emi 223 -ingle 59! 5; 5 5; d9! d< d:A9 2d< 5 5 5 5 5 5 5 5 9; 9! ; 2!

"#ecial
Improvised 0eapon

,arity Cost
?are < 9; ; 9! 9!

Improvised "ommon 0eapon Improvised 0eapon ?are 8 "ommon

!rimitive (ea#ons >n many worlds there are places which with have no access to advanced technology# in these the 8asgun is replaced with the ,ow and the "rossbow replaces the ,olter. (ea#on
,ow "rossbow %usket

+y#e ,ange Mode Acc )am "hots ,eload (eight


,asic ,asic ,asic C " $ " $ -ingle -ingle -ingle -ingle -ingle 5; 5; 59! 2d: 2d:A2 :d: 9 9 9 9 9 : 9 9 2 9; 2; ;! 2; ;

"#ecial
?equires two hands

,arity Cost
"ommon ?are "ommon "ommon 9! 2! 9; 2! ;

,lack 1owder ,asic 1istol -ling ,asic

59! 2d:A9 59; d<

Fouble penalties for combined

?are <

actions

Exotic (ea#ons C*otic weapons are non5military weapons# rare individual pieces often the tools of assassins or private security forces. (ea#on
Needle ?ifle 0eb 1istol 0ebber 6andbow

+y#e ,ange Mode Acc )am "hots ,eload (eight


/ ) $ 29!3 22;3 " -ingle -ingle -ingle )lame )lame -ingle 5 A; 5 5 5 5 2d< 2d< * * * 9 < < < : 2 : 2 9; :! ;; 2; ! 9; ,asic 1istol ,asic 1istol

"#ecial

,arity Cost
?are 22 ?are 2< ?are 28 ?are 22 ?are 28 ?are 9< 8! 92! 9 ! <! @! :!

Needle 1istol 1istol $raviton $un ,asic

"lose "ombat 0eapons / gun is fine when you have room to use it but a chairleg never runs out of ammo and sometimes a quiet blade to the ribs is a lot more practical. "tandard (ea#ons )rom the most ancient of days of Terra humanity has made a bewtildering array of items to bludgeon and eviscerate each other with. This trend continues. ;ame
Enarmed Improvised weapon (nuckle Fusters /rmoured $auntlet ,ayonet (nife -hort -word -word /*e )lail -pear -taff 6alberd 6ammer $reat ,lade 2 :

,each
! 9 ! ! 2K:S 9 2 : 2 2

)amage
d:A9 d:A2 d:A: d:A d< d< d9! 2d< 2d<A2 d<A9 d9! d< d9!A2 d<A2 :d<

!arry !enalty
5 5:! 5:; 5:! 52! 52; 59; 59! 52! 5 ! 59; 59; 59; 52! 59;

(eight
5 5 5 9! ; ; 9! 9; 2! 2; 9; 9! 2! 2! :!

"#ecial
5 5 5 5 S1istolK,asic P 6eavy 5 5 5 5 F: locations hit Two handed Two handed Fouble stun durations Two handed

,arity
5 5 "ommon ?are < ?are 8 "ommon "ommon ?are < ?are 9! ?are < "ommon "ommon ?are 92 "ommon ?are 92

Cost
5 5 ; 9; 9; ; 9; 2; 2! 2! 9; 2! :! 2! :!

$reat /*e $reat 6ammer ,astard -word

2 2

:d<A2 2d<A2

52! 52;

:; !

Two handed Two handed# Fouble stun duration S

?are 92 ?are 92

:! :!

S"an be used as a -word or $reat ,lade

2;

?are 9

Chain (ea#ons The addition of a chainsaw blade has made many a weapon into a roaring harbinger of death. ;ame
"hainsaw ,ayonet "hainsword "haina*e "hainbade Cviscerator

,each )amage
2K:S : 2 2d< 2d9! 2d9!A2

!arry !enalty
52! 59; 52!

(eight
9! 2; ! ; ;!

"#ecial
S1istolK,asic P 6eavy 5 5 S Two handed

,arity
?are 9< ?are 92 ?are 9< ?are 22 ?are 2!

Cost
:! 2; :! ;! !

S"an be used as a "hainsword or Cviscerator : 2d9!A2 52!

!o%er (ea#ons The ultimate in melee destruction# a power weapon is the pinnacle of the age old question 'how can I make it hurt them moreR+ ;ame
1ower -word 1ower /*e 1ower )ist 1ower 6alberd 1ower 6ammer 1ower (nife 1ower ,astard -word 1ower $reat ,lade 2 9

,each )amage
: 2 9 :d9! :d9!A 2d9!A; d9! 2d9!A :d<

!arry (eight !enalty


59! 52! 52; 52! 52; 5:! 2! 2; :! 2; 2; 9! 2; :!

"#ecial

,arity
?are 98 ?are 2!

Cost
! ;! 8! 9!! 8! B! 9:! 92!

$rab attack4 d9! damage Triple stun duration S Two5handed

?are 2 ?are 22 ?are 2! ?are 98 ?are 28 ?are 2<

S"an be used as 1ower -word or 1ower $reat ,lade : d9! 52!

"hock (ea#ons The last word in non5lethal solutions# shock weapons deal severe burns and render most targets senseless n short order. /ny damaging hit from a shock weapon will stun the target for one turn unless they pass a Toughness test. ;ame ,each )amage !arry !enalty (eight "#ecial ,arity Cost

-hock %aul -hock Fuster Clectro )lail

2 ! 2

d<A: d<A2 2d<

52! 5:! 5 !

2! 9! :! F: locations

?are 9 ?are 9! ?are 2!

:! 2! ;!

$renades Cveryone love to blow up their foesI $renades (ea#on +y#e


)rag (rak 1lasma $as -moke $renade $renade $renade $renade $renade

,ange
" " " " "

Area
9 : < <

Blast
< < 5 5

)amage
d9! :d< :d9! 5 5

,arity
?are 9! ?are 92 ?are 98 ?are 9 ?are 9!

Cost
2! :! ! ;! 9;

$as types4 ,loodfire4 Ad< injury total every turn until T test is passed. "hoke4 T test or stunned# Test each turn# if stunned for turns fall unconscious. 6allucinogen4 *allucinogen e''ects
9 BD "BB "haracter falls prone screaming and clawing at their imaginary insects. "haracter is stunned. 2 My handsCCC "haracter watches their hands turn into... other things. "haracter immediately drops any held items. : +hey>re coming out o' the %allsB "haracter spends all actions ne*t turn shooting the closet nearby piece of terrain. If a character is in the line of fire resolve shooting against them normally ;obody notices meCCC "haracter believes they are invisible and wanders about pulling faces. "haracter must spend all actions ne*t turn walking in a random direction. ; Eou got meB "haracter believes the gas is lethal and 'dies.+ "haracter is stunned. < ame over manB It&s over. "rushing paranoia overcomes the character and they run for itI /ll actions ne*t turn must be spent seeking cover. @ I>m only littleB The character believes that he has shrunk to half his normal si7e# and everything else is so big and frightening now. /ll other characters are terrifying to the character until the end of the turn. 9! +he (&,MB The character desperately tries to remove a massive fanged worm which they think is slowly winding its way around their leg. "haracter attacks their legs with whatever weapon is in his hands. If their hands are empty they draw one and attack.

B I can 'lyB "haracter believes he is a flying 1etra5squirrel and tries to fly The character rums about jumping up and down. If they comes to a ledge he will hurl himself from it. I>ll take you all onB "haracter is filled with psychotic rageI "haracter gains )ren7y ne*t turn

"am#le Im#erial Item


>veralls )lak Lacket )lak 6elmet )lak weave 2/rms3

uardsman Cost
9! :! 2! 9;

(eight
; 2! ; 9!

)lak weave 28egs3 8asgun 2%ars3 8aspistol (nife

9! 2; 9; ;

9; 2; 9; ;

+otal (eight /5 Equi#ment

+otal Cost 065

"hems )ew deni7ens of the underhive are completely free of the touch of chemical entertainment but some take it further than a little recreational usage. "hems come in two forms Frugs and -timms. Fispensers +ab< -ome substances must be consumed in quantity order to get their effects. >r are simply too dangerous to administer in a liquid form. It takes one full action to consume a drug in this form and effects are immediate. "moke< / few deep breaths is all it takesI /nnounce at the start of the turn that the inhaler is used. The chem is effective immediately but wear off automatically ne*t turn. In?ector </n injector is an implanted device that is the resort of the long term or truly committed user. It takes one action to activate which may be combined without penalty and is effective in the character&s ne*t turn# it will continue to function until it runs out of doses or is turned off. land< / chem gland is the ultimate in chem use. It is permanently effective and produces anti5 to*ins to counteract any side affects of the chem on a successful Toughness test each turn. Frugs Frugs are the lubricant of the underclass and the holiday of the privileged. If there is one trait that can be said to have flourished as humanity swelled out into the gala*y it is the ability to find a way to get high. (alma 5Tab 9! "reds J Injector Implant 2! "redits5 %akes users feel calm and peaceful and suppresses psychotic urges. 8asts d: turns user cannot be affected by fren7y# A 2d9! to nerve# 5d9! to 0- and ,-# 59 -peed Twitch 5Tab :! credits5 "auses users to feel revitalised at the cost of a heavy crash later. Ad: speed for : turns# d< damage to head and chest per added speed after duration ends. 8ho 5-moke ; credits5 "auses users to feel a general sense of well being# dealing with stress and making users feel confident. -ome say it may cause cancer and shortness of breath. A; nerve and leadership ;!H chance of taking d< damage to chest after running. &?oid 5Tab 2! credits 5 Injector ! credits5 $land 92! credits 5 / musculature enhancer# favourite of house $oliath causes enhanced strength but interrupts natural healing. A2d9! strength# no healing in recovery phase for F: turns. -pook J Tab ;! credits5 / psychoactive fungus from the hive bottom can give users psychic abilities temporarily. Eser gains the 1syker e*otic ability for F: turns and generates d: minor powers.

-timms These are specifically designed drugs# often made for combat arenas or the Imperial authorities. &-laught 5 Injector 5 -laught is a performance enhancing drug that boosts the speed and cognition of the user# this makes the user capable of acting with great speed and accuracy. Ad: speed. 5d9! all mental stats. 1sychon J Injector 5 $land J / true combat cocktail psychon bypasses the portions of the brain that deal with rational thought and ignites the adrenal system granting the user greater strength and endurance but reducing them to a frothing maniac. 2d9! -PT# )ren7y -pur 5injector implant ! credits J $land 92! credits 5 A ! to 952 0- :5 ,- ;5< I Ad< injury total. Fe5to* 5 A2!H to to*in resistance for one turn. 1rotective gear )ilter plugs resistance testsA9! ?e5breather resistance tests A:! -ynskin resistance tests A;! $unsights ?ange finder J half range penalties Infrascope J no penalties due to poor visibility can target a hidden character within 9+ of a wall 8aser sight 5 A9!H chance to make a placed shot. %otion predictor J no modifiers for target movement. -ervo skulls / servo5skull is a drone5like device created by the /deptus %echanicus from the skulls of pious Imperial servants. They are fitted with small anti5gravity engines which enable them to float# and each is designed to perform a specific task. -ervo5skulls always remain within 2 inches of the character. They count as having -peed 9 and always get one action# without having to roll. They can be shot and attacked separately 2they cannot parry3# and are small targets 25:!H to hit3. They have an /rmour value of 8 but are destroyed if they take any damage. / servo5skull only has a mechanical brain# it has no mind as such# which renders it immune to many kinds of psychic powers# gases and to*ins# and so on. / servo5skull performs a single function# some e*amples of which are4 Gun-skull . The servo5skull is fitted with a small weapon# equivalent to one of the pistol types listed earlier. It can always make one shooting action. It has a ,- of ;! and will always target the closest enemy character it can see. Med-skull . These are servo5skulls fitted with drug5filled syringes and small manipulative appendages for stitching and cauterising. The %ed5skull can perform one healing action on the character as if it had a medi5pak. Combat-skull . The combat5skull&s whirling blades and lacerating knives allow it to dart forward and slash at the character.s enemies. The combat5skull can make a close combat attack action against enemies in contact with the character or at arm.s length. It counts as being armed with a chainsaw bayonet combat accessory with ?each 9 and 0- ;!. Hunter-skull . The skull is fitted with a battery of detectors to locate the character&s enemies. The

skull has one or more of the auspe*es detailed below# and uses them once per turn as its action 2it is always active# never passive3 the character is aware of anything that the servoskull is aware of. /uspe*es ,ioscanner The auspe* detects the life signs of biological creatures. It can detect any living creature# but cannot detect any non5organic object. ?oll a F9!! for the bio5scanner when you make a Fetection test. This is the range in yards that it can detect any human5si7ed life forms. ?educe or increase this range according to the relative si7e of other creatures 2ie# half range for smaller animals# double range for large monstrosities.3 %otion tracker /s you might e*pect# a motion tracker detects movement# and the faster a character is moving# the more likely they are to be detected. To make a Fetection roll for the motion tracker# there is a percentage chance of detecting any character or creature moving within ;! inches. The chance of detection is equal to ;!H# minus the range# but plus the following modifiers4 Target is climbing# crawling# sneaking A;H Target is walking A9;H Target is running A:;H %iscellaneous %edipack. $rappling hook. Bionics -ome characters may have artificial limbs and organs to replace diseased or damaged parts# or simply to improve their abilities. ,ionics include partial and full replacements of body parts# brain implants# cybernetic weaponry and other devices. ,ionics is not an e*act science in the Imperium# and many are clumsy and inefficient machines# while the best can replicate or even improve upon the performance of the original limb or organ. )or the sake of space# where this makes a difference the bionic is rated as crude# average or advanced. >f course# some bionics may be crude in one respect and advanced in others# and so on# so $%s creating characters should feel free to mi* and match abilities. )or e*ample# a bionic leg may well add A9 to a character.s armour in that location but may also cause him to suffer 59 yard to his %ovement rates. BI&;IC !A,+" /lthough bionic parts are not living as such# many of them do use the user&s bloodstream# their nerve endings# etc. This means that they suffer injuries just like their flesh and blood versions. !air o' legs Crude . No effect Average . A9 armour and add 9 yard to all %ovement rates e*cept crawling and climbing. Advanced . A2 armour and add 2 yards to all %ovement rates e*cept crawling and climbing.

Arm Normally the -trength of one arm is equal to half a character&s -trength value# but a bionic arm has its own -trength. The character&s -trength in his other arm is therefore equal to his total -trength minus the -trength of the bionic arm. In campaigns# a character who has an arm replaced with a bionic arm will therefore have a -trength equal to half his original -trength plus the bionic arm.s -trength. Crude . -trength 2!5:! and reduces 0and ,- by 9!. Average . -trength :!5<! and A9 armour. Advanced . -trength B!A# A2 armour and may be used to parry when unarmed. *ead / bionic head is really just an armoured head unless the character also has implants in his brain# dealt with separately. ,ionic heads should be rated in terms of additional armour on the head location# ranging from A9 for a head partially covered in crude bionics# to A; for a head totally covered in advanced bionics. BI&;IC &, A;" $ungs Crude . A;H resistance to gas weapons. Average . A2!H resistance to gas weapons. Advanced . A !H resistance to gas weapons. *eart Crude . "haracter suffers 59 -peed and 59!H Toughness. Average . No effect. Advanced . "haracter has A2!H to all gas and to*in ?esistance rolls. Brain Crude . "haracter suffers 59 -peed# and 52! from all mental characteristics# 0and ,-. Average . 9!H chance of a glitch at the start of every turn. If this happens the character suffers the penalties for a crude bionic brain for the whole of that turn.

Advanced . 9H chance of a malfunction# as above. Highly advanced . The character.s -peed is increased by 9 and his -agacity by A:!H. BI&;IC "E;"E" "haracters may have bionic ears# eyes# noses and even touch and taste. This will affect their awareness with that particular sense. Crude . The character is partially deaf# blind# etc. /ll tests for detection using that sense are at 5:!H chance of success. Average . The character suffers no penalties but gains no benefits. Advanced . The character has A2!H to any relevant Fetection tests. The character adds A2!H to his chances of avoiding being blinded by photon flash flares and similar attacks if he has bionic eyes. /verage and advanced bionic eyes may also incorporate any of the gunsights listed later# or multiple types of gunsight. 6owever# unlike a gunsight the character does not have to aim to use a bionic eye. /verage and advanced bionic eyes may also include one or more auspe* types as well. -ome bionic eyes also have built5in weapons# so an advanced bionic eye may include the equivalent of a single digi5weapon IM!$A;+" !si-booster / psi5booster increases activity in the part of the brain responsible for controlling psychic powers. / character with a psi5booster halves the range to his target when calculating the modifiers for a 1sychic test. MID / %ind Impulse Enit# or %IE# is a neural link5up between a character and a piece of equipment# allowing him to operate the machine with thought alone. %IEs are used in some types of vehicle# particularly the gigantic Titans of the /deptus %echanicus# and are rarely used elsewhere. >f these other uses# the shoulder5mount weapon is one of the

most practical applications# allowing the character to fire a weapon whilst keeping both hands free. The shoulder mount weapon is fired e*actly as normal. /n %IE can also be used to control a familiar. Cach %IE only performs one operation. IM!$A;+ (EA!&;,E /ny pistol# basic or one5handed close combat weapon can be implanted to replace a character.s hand. The weapon functions e*actly as normal# although the $% may decide that certain implant weapons can.t be reloaded during the course of a normal game. >bviously# the character has no hand and this will limit him with some actions. /lso# a character may still use their other hand to help support the weapon# and does not always have to fire one5handed 2assuming they have another handI3.

"#ecial Abilities
-pecial abilities show innate talents# learnt skills and other capabilities a character may possess which cannot be reflected in his profile. This section includes many e*amples of different special abilities# but $%s should feel free to invent their own for characters they have created for a scenario. There are three kinds of special abilities4 +alents4 C*tra skills related to stats. / character may only have one skill for each 9! points of the associated stat. Exotic4 Truly strange innate abilities and bi7arre mutations !sychic4 The power of the warp manifested as mystical powers. Talents Martial Art - (ea#on "kill )eint J "an fake an attack action# opponent counts as having parried this turn. )irst -trike J "an draw a weapon and attack without penalty. 6ead 6unter J C*tra damage dice on close combat hit to the head. )urious /ssault J "an make two attacks per action at 59; to hit. Fisarm J opponent take - test 59; or drops chosen held weapon. un#lay - Ballistic "kill )ast Fraw J "an draw and fire a gun as one action. Feadeye -hot 5 AK5 9!H to hit location roll. $unfighter J %ay fire two pistols as one action without the usual penalty. ?ock -teady /im J No penalty for moving and shooting

.uickload J ?educes ?eload time by half. Musculature F "trength ,rute )orce J C*tra d< damage in close combat. -teel ,iceps J 6alf penalties for weapon weight. $ranite )ists J 2!H "hance to stun with unarmed and improvised attacks. 1ack ?at J Ignore ammo weight. -trong /rm 5 "an throw twice as far as normal. Man o' Iron - +oughness Luggernaut J T test to ignore location injury effects each turn. -carred Geteran 5 A9 to base injury value. Iron Law J 6alf stun duration from head wounds 2rounding down.3 6ardy "onstitution J Fouble healing from recovery phase. To*5immunity J re5roll failed T tests against poisons. Agility - Initiative /crobat J C*tra d< jump distance# may jump d:A: upward. ,lack "at J ?educes falling damage by half. Fodger J A9! to Fodge actions in close combat. 8ightning ?efe*es J )ree pause for breath action every turn. Feflect -hot J "an use I deflect one shot per turn. "trength o' Mind - (ill#o%er )orce of 0ill J Ignores )earsome# treats Terrifying as )earsome. %ental ,astion 5 A2; to resist psychic powers. Fetermination J 01 test to ignore stun 2each turn affected.3 %ind >ver %atter J Ignore movement penalties from injury. 1sychic 1otential J "haracter gains a minor psychic power in addition to any others he may have. Academics - "agacity %edic J Fouble healing from recovery actions 2both injury total and location injury.3 6andloader J "an reload one clip for free between games. $unsmith J "an improve one $un&s accuracy by A; to hit for one game. ,ladesmith J "an improve one weapon&s 1arry penalty by A; for one game. ,ack5-treet -urgeon J ?e5roll long term injuries. Bravery - ;erve Nerves of -teel J /utomatically recover from pinning. -ub5Tero J /utomatically put out one burning location per action. "ool Ender )ire J Ignore pinning if not hit. ,rave 0ords J )riends within 8+ gain A9! to their Nerve. Insane "ourage J ignore )earsome. "ilver +ongue F $eadershi# %aster Trader J additional d9! to rarity rolls. 6aggler 5 Trade costs 52d9!. 8eader of %en J $ive up an action to give a friendly character in 92+ one free action in their turn. ?allying "ry J /ll friends in 8+ can use "haracter&s 8d to recover from pinning. 8ead by C*ample J ;!H chance to ignore risky actions. C*otic

"ompanion The character has bonded with a small creature of the underhive# and it follows them as a loyal companion. They may command the companion by using their 8d. "ompanion4 0s ,s T I 0p -g Nv 8d -peed 2; ! 9; 9; 2! 9; 5 5 5 2 "ompanions have no hit locations or location injuries and are taken out of action by their Injury total reaching 9;. 1si5)amiliar The character is mentally linked with a flying psi5familiar# and so can command it# see and hear through its senses and use it to channel his powers at a 59! penalty. / 1si5)amiliar must stay within 92+ of it&s master. / 1si5)amiliar can be targeted by shooting at a 52! penalty 2due to being a small target3 but it cannot be engaged in close combat. If the 1si5)amiliar is damaged# psychic feedback will hurt the master as well. Cvery time the 1si5)amiliar suffers damage# add AF: to the main character&s Injury total. If a 1si5)amiliar take 2! damage it is taken out of action. )earsome "haracter is very unnerving# either from psychic aura# air of lethal menace or their hideous appearance. / character wishing to charge a fearsome character must make a nerve test to do so. If he fails he stands rooted to the spot for the rest of his turn. If a character is charged by a fearsome enemy or fighting one at the start of his turn they must pass a nerve test. If they fail they must reduce their 0- by 2!. )earsome characters are immune to fearsome and treats terrifying character as if they were fearsome Terrifying / terrifying character is the embodiment of your worst nightmares. They are peril incarnate# e*uding an almost tangible aura of death and destruction. /ll terrifying characters follow the rules for fearso e characters e*cept that all Nerve tests are taken with an additional 5 !H modifier. /ny character who rolls double their modified Nerve value or more will immediately begin to flee. -tarting with his ne*t action# he must attempt to get away from the terrifying character as quickly as he can# including breaking from combat if necessary. / terrifying character is immune to the effects of other terrifying or fearsome characters. )ren7y )ren7y is not so much a special ability as a psychological defect# which a character may suffer from for a variety of reasons# such as drugs# psychopathic derangement or mental conditioning. / character with fren7y must always move as rapidly as possible towards the closest visible enemy and attack him in close combat. 6e can only attack in close combat 2or step forward and attack if necessary3 and must continue to fight until his opponent has been taken out of action. If there are no enemies within sight# a fren!ied character will act at half -peed until an enemy can be seen. ?egeneration The character heals rapidly# their flesh and bones knitting before the eyes of onlookers. This allows them to survive wounds that would kill other less gifted mortals. / character with regenerate gets a

free location recovery action at the end of every turn they remain conscious. In addition a character with regenerate is not limited to healing a location by two levels from it&s worst wounding it&s possible for a location to go from crippled to unhurtI -pit acid The character produces corrosive to*ic saliva# which can be used to attack opponents. / character with spit acid can use this skill as a close combat action. ?oll to hit as normal# counting the spit as having a ?each of 2so it can be used at arm&s length3. It can be dodged but not parried. ?oll for hit location in the same way as other close combat attacks. The attack does d< damage# if not stopped by armour the acid does an additional d< damage. Gampirism The character can leech power from his enemies by drinking their blood# absorbing their psychic aura or otherwise drawing energy from them. This can only be done by physical contact. To use this skill. The character must make a successful unarmed close combat attack to touch his opponent. / successful vampirism attack stuns the victim and adds F< to the victim&s Injury total 2with no deductions for armour or other defences3 and deducts the same from the Gampire&s Injury total. This has no effect on location injuries. 0ord of the Cmperor The character is versed in all the liturgies of the Cmperor# and speaks as if with his voice. The character may spend actions preaching the word of the Cmperor# filled with fiery 7eal and dedication. /ny enemy character within earshot must pass a Nerve test or spend their ne*t successful action recovering from their nervousness. Faemonic creatures which hear the 0ord of the Cmperor must pass a 0illpower check or they are stunned for F: turns. TentacleK1rehensile Tail The character has a tail or tentacle. This is treated as an arm and may hold a close combat weapon# but due to it&s lack of fine de*terity it cannot operate miscellaneous equipment or guns. C*tra eyeKearKnose The character possesses e*tra sensory organs and uses them to best effect A9; on awareness tests. )angs "haracter has the fangs of a beastI They may make a bite attack in close combat# ?each !# 2d< damage this attack maybe dodged but not parried C*tra /rm This character has additional appendage# it&s up to you whereI This arm is treated as normal all arms 2no matter how many you have3 are treated as one location for the purposes of being hit. "laws The character&s hands end in cruel talons# perfect for ripping flesh# or for surprise attacks when seemingly disarmed. "haracter counts as being armed with a (nife that has no weight and cannot be dropped. -caly The skin of this character is thick and hardened# a suit of natural armour. >f course thick skin does you no favours when it&s been shredded. ,ase injury value increased by 2 until flesh wounded.

1ariah The character is a truly rare form of mutant they are psionically negative and immune to the direct effects of psyker abilities and anathema to deamons and warp beasts. The psychic vacuum of a pariah&s soul is intensely uncomfortable for normal humans and almost unbearable for psykers. 1ariahs are completely immune to all 1syker effects helpful or ha7ardous but suffer a 52; penalty to leadership. Faemonic Faemonic characters have one or more daemonic attributes# some e*amples of which are given below. Invulnerable: The character is almost impervious to harm e*cept from blows to the heart or head. The character counts double Toughness on any location other than the chest or head. 6owever# his Toughness is halved when working out damage to these locations. Shadow: The character is not wholly corporeal. The character counts as having F< force field armour on every location e*cept against psychic attacks. /ll psychic attacks do double damage. Impervious: The character is highly resistant# but vulnerable to silver andKor holy weapons. The character can never suffer more than one level of damage from any one hit# and never has more than A9! points added to their injury total from a single hit. 6owever# silver andKor blessed attacks always do an e*tra level of location injury and an additional F9! points are added to the character&s injury total. Cloak o !arkness: The character is surrounded by a swirling miasma of power# frequently referred to by Inquisitors as a cloak of darkness. / character with a cloak of darkness is near impossible to spot in dark conditions# and even in ordinary light all enemy are at half chance to see him. 6owever# sunlight harms him# so at the end of every turn that the character is in direct daylight# he adds F< points to his injury total. 1hoton flash flares count as frag grenades against characters with this ability. "oid-chill: -ome daemonic creatures possess a characteristic which has been described as chill of the void. The air is misty and free7ing nearby. -uch creatures do not show up on heat5detection auspe*es and sights. /ny character fighting them in close combat must past a Toughness test at the end of every turn or add F< to his injury total from frostbite. These daemonically cold creatures# as might be e*pected# are easily hurt by heat5based weaponry such as flamers# plasma and melta weapons# and pyromancy psychic attacks. -uch attacks do an e*tra F9! damage to the creature 1syker /ll humans touch the warp# this is just part of human nature# they are however largely unconscious of this# a psyker is a person whose mind touches the warp actively. / "haracter must have this e*otic ability to to use psychic abilities. 1sychic /bilities There is psychic potential in most of the human race. In the intensified breeding environment of the hive city as many as one in ten individuals has a latent psychic talent# this ability lies dormant in

most. 6owever it wakes in some individuals and causes them to become a fully fledged psyker. 1sykers are the ne*t step in human evolution they wield powers beyond reason. They are also a gateway to blackest foes of humanity. Their abilities stem from their open channel to the warp# the realm of "haos. Thus their blessing is it&s own curse. Esing psychic abilites / character can spend one or more actions using a psychic power. -uch a power requires one action to use# unless otherwise stated in the individual descriptions that follow. / character can spend additional actions previous to using an ability to concentrate# improving his chances of using the power successfully 2like aiming before taking a shot3. /s with shooting and close combat# a test is required to successfully employ a psychic ability. The basic percentage chance of an ability working is based upon the character&s 0illpower. This chance is increased and decreased as follows. %any psychic abilities have additional modifiers# as noted in their individual descriptions. "oncentration "haracters can concentrate before using a psychic power. Cach action spent concentrating adds A9!H to the character&s chance of success. / character can concentrate for several actions# even from turn to turn# but his concentration is lost as soon as he performs any other action# is pinned or stunned# or does anything else other than concentrate. ?anged %ost psychic powers can work over a distance# but the further from a target the character is# the harder the psychic power is to unleash accurately. 1owers which are described as ranged suffer a 59H penalty for every yard between the psyker and the target. 8ine of sight It is easier to target a psychic power at an enemy you can actually see. If a character has line of sight to his target# he has an e*tra 2!H chance of using the power successfully. If the ability has to be at a target within line of sight# this modifier does not apply. Fifficulty rating -ome powers require more energy from the warp# are harder to channel or difficult to control once summoned. This is represented by the psychic power having a difficulty rating. -ome have a rating of !# in which case there is no modifier# otherwise deduct the difficulty of the power from the chances of success. /utomatic success and failure The tides of the warp are unpredictable and can equally allow the impossible to occur or create failure from the certainty of success. /ny unmodified roll of !95!; always succeeds# regardless of the 1syker&s 0illpower and modifications# while a natural roll of @<59!! always fails. 1sychic overloads If a 1syker fails to use a power there is a chance the backlash of the power they have summoned will scourge their mind. If a 1syker fails to use a power by more than 2;H or on a roll of @<59!! the 1syker loses d9! 0illpower and suffers d< damage to their head. %ajor 1owers

These are powerful e*pressions of warpcraft as used by battlefield psykers and adepts of scholasta psykana# in the underhive there is little understanding of this but they are clearly impressiveI %ajor 1owers are sorted into disciplines. / 1syker may never have more than one power per ; points of 0illpower. 1ryomancy4 The manipulation and creation of fire. ,randing 6and )ireball )lame -torm Immolation 0all of flame Telepathy4 The art of mind control. Terrify %ind5puppet Telepathic -cream %ind5-can -hroud ,iomancy4 The mastery and manipulation of biology 0arp -trength ,lood ,oil 1sycho5electric rage 1si 6eal /ura of /gony Telekinesis4 The ability to effect objects mentally. 0arp 0ard 1sy5blast Telekinetic ,arrage 8evitation "rush %inor 1owers %inor powers are tricks and abilities that don&t fit neatly into the disciplines all 1sykers know one minor power automatically# and generate one e*tra minor power by rolling 2d9! for each major power they know. 2Nudge J 1ush enemy in a selected direction :)ool&s luck A9! one test ne*t turn. -care J pin enemy ;?at friend J gain companion for 9 turn <Ten shootist J use 0p rather than ,- to fire a shot B%ind slam J -tun for d: turns. 8%achine empathy J use machines from a distance @1hase J move through walls or floors 9!$a7e of 1ain J ?ange 8 -emi ; Famage 2d< 99-uggestion J %ake target take one action# cannot endanger life. 52; on any stat tests. 920eight of /ges J 6alves enemy movement. 9:0eapon Lin* J Lams enemy weapon 9 )licker J %ake psyker 52; to hit at range.

9;6allucinate J target acts as if under the effect of a hallucinogen grenade 9<&Trip J target falls prone. 9B-pider5born J can climb any surface. 98Log trigger finger J make an enemies weapon fire. 9@%iasma of fear J $ains )earsome for one turn 2!)aith healing J one free recovery action

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