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CONFRONTATION.....................................................................................................................................

3
An introduction to the new skirmish wargame set in the 41st millennium .............................................. 3
THE COMBAT SYSTEM .................................................................................................................... 3
THE BACKGROUND.......................................................................................................................... 4
NECROMUNDA.......................................................................................................................................... 5
IMPERIAL HIVE WORLD ..................................................................................................................... 5
WORLDS OF THE IMPERIUM.......................................................................................................... 5
HIVE WORLDS ................................................................................................................................... 5
NECROMUNDA.................................................................................................................................. 6
LORD HELMAWR .............................................................................................................................. 7
LANDSCAPE ............................................................................................................................................... 9
SOME NECROMUNDIAN CLUSTERS ................................................................................................... 10
The Palatine ......................................................................................................................................... 10
Trazior Hive ........................................................................................................................................ 10
Acropolis Hive .................................................................................................................................... 10
The Temenos....................................................................................................................................... 10
Quinspirus Cluster .............................................................................................................................. 11
The Skull ............................................................................................................................................. 11
THE ASH WASTES ............................................................................................................................... 12
THE SLUDGESEAS .......................................................................................................................... 13
ANATOMY OF A HIVE............................................................................................................................ 14
THE SPIRES....................................................................................................................................... 14
THE SHELL ....................................................................................................................................... 14
HEAT SINKS ..................................................................................................................................... 15
HAB LAYERS .................................................................................................................................... 15
THE FACTORY LEVELS ................................................................................................................. 16
OLD FACTORIES .............................................................................................................................. 16
THE UNDERCITY............................................................................................................................. 17
THE FORBIDDEN CITIES ............................................................................................................... 17
SPOOK................................................................................................................................................ 18
THE SHANTIES................................................................................................................................. 19
GANGS ....................................................................................................................................................... 20
General Characteristics of Hive Gangs ............................................................................................... 20
CLAN WARRIORS ............................................................................................................................ 21
BRAT GANGS ................................................................................................................................... 22
TECH GANGS ................................................................................................................................... 23
SCAVVIES ......................................................................................................................................... 24
NOMADS ........................................................................................................................................... 25
UNDERCITY GANGS....................................................................................................................... 26
MUTANT GANGS ............................................................................................................................. 26
PSYKER GANGS .............................................................................................................................. 27
TRADING EQUIPMENT .......................................................................................................................... 29
TRADED EQUIPMENT .................................................................................................................... 29
HOW TO TRADE BETWEEN GANGS ........................................................................................... 30
TRADING CONTACTS .................................................................................................................... 30
THE TRADING CHARTS ................................................................................................................. 31

1
TRADING MODIFIERS .................................................................................................................... 31
TRADING CHARTS .................................................................................................................................. 33
Creating a gang ........................................................................................................................................... 38
GANG GENERATION SUMMARY ..................................................................................................... 38
CHOOSING A GANG....................................................................................................................... 38
THE TYPE OF GANG....................................................................................................................... 38
GANG DETERMINATION CHART ................................................................................................ 39
THE SIZE OF THE GANG................................................................................................................ 39
GANG MEMBERS CHART.............................................................................................................. 39
GENERATING FOLLOWERS .......................................................................................................... 39
PROFILES .......................................................................................................................................... 40
GENERATING PROFILES ............................................................................................................... 40
GANG TYPE VARIATIONS............................................................................................................. 41
GENERATING EQUIPMENT........................................................................................................... 42
LEADERS INITIAL EQUIPMENT ................................................................................................. 44
HENCHMAN AND HARDENED GANG FIGHTER INITIAL EQUIPMENT............................... 45
RAW RECRUITS INITIAL EQUIPMENT....................................................................................... 46
STASH................................................................................................................................................ 46
AUTO WEAPONS ..................................................................................................................................... 47
AUTOCANNON................................................................................................................................ 47
AUTO GUNS...................................................................................................................................... 47
AUTO PISTOLS ................................................................................................................................. 47
BOLTERS ................................................................................................................................................... 48
BOLT PISTOL.................................................................................................................................... 48
BOLT GUN......................................................................................................................................... 48
HEAVY BOLTER .............................................................................................................................. 48
CONVERSION BEAM PROJECTOR ................................................................................................... 49
DISTORTION CANNON...................................................................................................................... 50
FLAMERS .................................................................................................................................................. 51
HANDFLAMER................................................................................................................................. 51
FLAMER ............................................................................................................................................ 52
LASER WEAPONS.................................................................................................................................... 52
LASCANNON .................................................................................................................................... 52
LASGUN ............................................................................................................................................ 53
LASPISTOL........................................................................................................................................ 53
MULTI-LASER.................................................................................................................................. 53

2
CONFRONTATION
An introduction to the new skirmish wargame set in the 41st millennium
Ever since Warhammer 40,000 was published games title -Confrontation - was establishe d
players have been asking if a more detailed role early on, and it was decided that the setting
playing version was over going to appear. Well, should be a crowded warfare-ridden hive world
the idea was there right from the start - and in a called Necromunda.
sense the 40,000 book provides sufficient The combat system was completed fairly
information for any innovative and reasonably quickly. Like Warhammer Fantasy Roleplay the
experienced gamer to develop a system if they game uses a percentage system to establish
wanted to. I thought wed probably never get whether weapons hit their target and hits
round to producing a special role playing version penetrate armour. By adopting the D100 existing
as wed simply been too busy working on the WH40,000 weapons could be given far more
main WH40,000 game. Then about a year ago detailed and different effects. It also gave us a
Bryan Ansell suggested that we revamp a game broader spread of possible ability levels for the
he had designed some time ago - originally to characters. This is the main advantage of using a
simulate World War 2 and contemporary combat percentage system - it immediately increases the
but later extended into a futuristic setting. range of dice results from 1-100 rather than the
The idea was appealing as Bryans game already very restrictive 1-6 on a D6. With vast and
had a detailed model-based combat system and highly detailed weapon and situation modifier
rules for progressing characters. Taking this charts Confrontation is a very sophisticated
system and adapting it into the WH40,000 game indeed. As we anticipated players would
environment would give us a new game which be using only a dozen or so models a side this
would combine elements of role playing and relative complexity didnt worry us too much.
skirmish wargaming. At the same time we could
The benefit of using detailed systems was to
take the opportunity to write more about the
make the game very directly realistic. To put this
WH40,000 universe by describing one planet in into perspective - if you can do something in real
particular. Finally we decided that because the
life then a character can do it too because the
game would be a cross between WH40,000 and
rules allow for literally any actions on behalf of
role playing it would be released by Flame
your characters. The result is a game which will
Publications who currently publish material for
appeal to experienced players as well as those
Warhammer Fantasy Roleplay.
who are prepared to invest a bit of extra effo rt in
the interests of a more detailed and realistic
THE COMBAT SYSTEM simulation. Of course, this extra detail means
We didnt have much time as many other you have to think more than in the average game
projects were pressing - not the least of which - you must record and conserve your ammunition
was (he new Realm of Chaos book The Lost and rather than just blasting away, and youll find
the Damned - a massive tome which would lake that wounds have an inconveniently
up months and months! The work was divided incapacitating effect on your heroes actions.
up between myself (Rick Priestley) and fellow
designer Nigel Stillman. I was to sort out the
combat rules and convert details of weapons and
equipment from WH40,000 while was to Nigel
concentrate on the background, character
development and scenario generation. The

3
THE BACKGROUND we would have to delve more deeply than ever
before into the way that Space Marines,
Inquisitors and other Imperial troops operate on
The background was evolved by Nigel Stillman
specific worlds of the Imperium.
working closely with Bryan Ansell - the
We wanted a world where warfare was endemic
introductory section is printed in this White
-where characters could indulge in mutual
Dwarf and other material will probably appear in
conflict without any fear of too many social or
future issues as it is readied for publication. We
legal constrictions. The world we settled on is
decided that it would be futile to attempt to
called Necromunda. Necromunda has developed
provide rules and details to cover the entire
into a background not only for Confrontation but
Imperium - so it was decided to set the game
also for forthcoming WH40,000 novels, short
entirely on one world and to concentrate on
stories, and some tremendous artwork by John
developing the cultural background to this world.
Blanche.
This would allow us to explore the relationship
of individual worlds within the Imperium, and

4
NECROMUNDA
IMPERIAL HIVE WORLD
The Imperium of Man stretches across the not know for certain the exact number of worlds
galaxy from rim to rim, encompassing over a within the Imperium. There are approximately a
million habitable worlds and untold billions of million, but the treacheries of space-travel, the
people. It is the most extensive and populous process of time distortion, and the effects of
empire that has ever existed in the history of warp storms which can isolate worlds for
humanity. It is ruled as it has been for the last ten centuries, make an accurate count impossible.
thousand years by the Divine Champion of Man In addition, the galaxy is a dangerous and
and Protector of the Human Race, the Emperor warlike place, whore worlds are constantly under
of Mankind. threat from alien invaders, internal rebellion, and
The Emperor is the greatest of all human treachery by governors. Also, new worlds are
psykers, his mental energies are godlike and his constantly being added to the Imperium: virgin
powers incomprehensible to ordinary humans. It worlds ripe for colonisation or old human worlds
is his mind alone which projects the which have been rediscovered after long periods
Astronomican throughout the galaxy, the psychic of isolation.
homing beam which enables spacecraft to The worlds of the Imperium take many different
navigate through the fabric of warp space. forms. Some are sparsely populated agricultural
Without the Emperor the Imperium would worlds whose sole purpose is to provide food for
collapse and human unity would be destroyed, less productive and more highly populated
leaving the remaining pockets of civilisation planets. Other worlds are dedicated to specific
isolated and vulnerable to the infinite enemies of functions, such as mineral-rich mining planets,
mankind; creatures that seek to destroy or barren research stations, military observation
enslave the human race. planets, and so forth. Most worlds of the
The Emperor has long since ceased to live in any Imperium have a reasonably mixed economy and
normal sense. Ten thousand years ago, following are in most respects self- sufficient. The Adeptus
his titanic battle against the rebel Warmaster Terra has very little to do with such worlds so
Horus, Primarch and Arch-Champion of Chaos, long as their governors continue to pay their
his mutilated and barely alive body was installed tithes and impose the Imperial laws which
inside a sophisticated life-support machine control and contain the emergence of mutant
known as the Golden Throne. psykers.
The Emperor can no longer speak and it is
doubtful if he comprehends events which take HIVE WORLDS
place in the material universe, as his powerful Hive worlds are another extremely important
mind stalks through that nefarious region of pure type of world. Hive Worlds are planets which, in
energy known as the Realm of Chaos, hunting all but a few cases, were settled thousands of
the enemies of mankind. The actual years ago, often before the time of the Imperium,
administration of the Imperium is therefore during the Dark Age of Technology when
undertaken by a vast bureaucracy known as the mankind first spread throughout the galaxy.
Adeptus Terra - or Priesthood of Earth. A Hive World has a population which far
outweighs its own ability to feed or support it,
WORLDS OF THE IMPERIUM often exceeding a thousand billion people on a
Even the Adeptus Administratum, the planet the size of Earth. Such vast numbers of
administrative branch of the Adeptus Terra, does people exert such pressure upon the environment

5
that few hive worlds can sustain life naturally. under huge urban developments of great housing
Many have no free ground surface left because and factory blocks, forming new ranges of man-
they are entirety built over, with new buildings made mountains every bit as tall as the long
constructed on top of old ones, to the extent that since flattened natural land features. These huge
the planet is no more than a huge urban towering urban complexes are known as city
conglomeration. hives, or simply as hives, and their individual
Hive Worlds are tough places: little value is peaks or towers are called city spires or spires. A
attached to human life and air, light and food are close group of hives is known as a hive cluster.
often precio us and rare commodities. Because
Between the hives deserts of industrial ash cover
the populations or Hive Worlds are so large they
the surface of the planet with a mobile, corrosive
are almost impossible to control. As a skin. Over this desert lies a cloud layer of
consequence it is generally the case that hive
airborne pollution, so that the great spires of the
societies are extremely brutal and dangerous.
city hives rise from a drifting mist of tainted
Violence is often institutionalised and accepted,
vapour like islands out of the sea.
and upholding the law is commonly a matter of
Despite being reduced to such a hellish state,
exerting personal power and influence. In such a
Necromunda is still a valuable world to the
situation a man depends upon his friends and
Imperium. Although little of Necromundas
family, those whose livelihoods depend on him original resources remain, the waste-heaps of
and those to whom he can promise support.
previous generations have become a new source
Every hive world has its unique environment,
of riches. Necromunda lives on the accumulated
history, and circumstances. Confrontation is set
wastes of its past: its people have learned to
upon the hive world of Necromunda. This
scavenge, reclaim and recycle everything in
volume contains copious details about the planet order to squeeze a living from their exhausted
of Necromunda, its hives, and its teeming
world.
population. Necromunda is merely one of the Over the millennia, the population of
hundreds of such worlds scattered throughout the
Necromunda has increased well beyond the
galaxy.
planets capacity to support it. As a consequence
it is wholly reliant on synthetic and imported
NECROMUNDA food. Each hive has its recycling plants which
Necromunda was founded 15,000 years ago as a convert used organic matter into synthetic food.
mining and manufacturing colony. The ensuing Real food is imported from off-planet, but is an
millennia have not changed its basic purpose expensive luxury which only the most wealthy
very much; Necromunda is still a world of and prestigious Necromundans can afford.
mines, factories, refineries and processing plants. As generation after generation adds to the
The planet is a vast powerhouse of industry, building and rebuilding of the hives, new layers
making thousands and thousands of different of habitation are created and the hives continue
items for use throughout nearby planetary to grow upwards. These towering hives dominate
systems. the wasteland around them like clusters of
Nothing which can contribute to the planets impossibly gigantic termite hills. Beneath the
output has been left untouched. From the tops of hives and extending around them under the
the highest mountains to the depths of the wasteland itself lies a honeycomb of ancient
oceans, the wealth of Necromunda has been disused factories and a labyrinth formed from the
ripped out. Mountains have been reduced to sewers and service tunnels of an earlier age.
rubble for the ore they contain; oceans have been Necromundas population has never been
turned into little more than chemical sludge counted and the chances are that it never will be
ponds. The once fertile plains have disappeared because the number of people involved is simply

6
too large. There are probably more people on are remarkably silent on the history of
Necromunda than have ever lived in the entire Necromunda during the early days of the
history of Terra up until the end of the twentieth Imperium.
century. An attempted census of Trazior Hive Lord Helmawr occupies the very top of
four thousand years ago revealed an estimated the Necromundan feudal hierarchy. The society
population of a billion in the upper habitation he rules over is divided into many factions which
levels alone - no further attempt has been made continually compete and co-operate with each
to count Necromundas population in Trazior or other, giving rise to endless changes in the feudal
any other of the several thousand hives on the hierarchy. Lord Helmawr is completely
planet. unconcerned with the activities of lesser
The society of Necromunda is reasonably typical powerbrokers. He deals directly with the most
of larger Hive Worlds. No attempt is made to powerful factions, offering them support in
enforce central administration upon the entire return for their loyalty. If a major player in the
population; indeed such a thing would prove power game proves weak or treacherous it is a
impossible on a world where most people remain simple matter for Helmawr to withdraw his
unrecorded by any authority. Instead, a kind of support. The very rumour that he might be about
feudal system has evolved by which individual to do this is often enough to encourage a feudal
people owe loyalty to others, who in their turn inferiors enemies to turn against him and
owe their loyalty to other increasingly more destroy him.
powerful members of the hierarchy. Among the
The Adeptus Terra leaves Lord Helmawr to
more stable elements of the population these
govern his domain as he pleases, as it leaves all
loyalties are owed on a family basis, and closely
Imperial Commanders free to administrate their
related families all support each other under the worlds. The Imperial Commander forms a link in
hegemony of the most powerful member of their
the feudal chain which extends throughout the
family group. galaxy to the heart of the Adeptus Terra. So long
This form of urban feudalism tends to be self
as Helmawr fulfils his feudal obligations to the
regulating. Weaker clans naturally seek the
Imperium his position remains secure.
protection of more powerful neighbors whose
Helmawrs main obligation to the Imperium is to
powerbase then expands until it reaches the limit
provide a tithe which takes the form of a
whereby its numbers and resources are simply percentage of all the goods Necromunda
too few to allow it to expand further. Where rival
produces. As the entire production capacity of
clans meet it is inevitable that their power will be the world is given over to providing
tested in combat; the ability of a clan to exert its
manufactured goods for the Imperium the tithe is
power being the only true measure of its
taken as a straight discount on the revenue
influence. The endless feuds between the warrior
earned. So long as Necromunda continues to
gangs of these clans are the setting for the game
meet these responsibilities, and so long as its
of Confrontation. production capacity is sufficiently high, the
Imperium remains quite satisfied. Of course,
LORD HELMAWR should the Necromundan economy begin to
The governor and ruler of all Necromunda is show signs of flagging then Lord Helmawrs
Imperial Commander Lord Helmawr. His position would be very different indeed.
ancestors are known to have reigned for the past Hive worlds like Necromunda provide the
seven thousand years at least, records of Imperium with another useful resource - namely
government before that time having long since its people. Necromunda produces generations of
disappeared. Even the arehives of the Adeptus tough youths with a strong sense of self-reliance.
Administorum, the bureaucracy of the Imperium, They are highly valued as recruits for the

7
Imperial Guard and even for some of the Space increasingly common on all worlds in the
Marine Chapters. Providing recruits in vast Imperium. On most worlds they can be dealt
numbers is another of Lord Helmawrs feudal with fairly easily, but on a hive world like
obligations. Recruitment brings officials from Necromunda with its vast population the matter
the Imperium to Necromunda to inspect and in is much more difficult.
some cases conduct recruiting drives amongst Psykers are very dangerous indeed - probably
the fighting gangs. Helmawr himself is obliged more so than even they realise. Although some
to provide troops from his personal guard, are able to control their powers and use them for
usually a whole regiment at a time. the benefit of society, the majority are unable to
Because the planet supplies so many troops for control their powers properly with disastrous
the Imperial Guard the name of Necromunda is results. Some become host to daemonic powers
known throughout the galaxy, even by people from warpspace, while others attract psychically
who know nothing about the planet itself. Over sensitive aliens or psychic diseases which can
the centuries Necromundan Regiments have then hop into the minds of ordinary people. If
fought with distinction in the Imperial Guard and psykers were to go unchecked throughout the
have earned a fearsome reputation on many Imperium human society would soon collapse.
battlefronts. Indeed, this is one of the reasons why the
Another important obligation is that Lord Emperor clings so tenaciously to life, as only he
Helmawr successfully controls the numbers of understands the true dangers of possession and
dangerous psychic mutants. These psykers, or psychic destruction.
witches, are a mutation which is becoming

8
LANDSCAPE
Necromunda is very similar to many other hive popular tale that the lowest layers of some hives
worlds of the Imperium. It is a planet devoid of are built from the original transport barges which
any remnant of its original natural beauty; its brought humanity to Necromunda all those
surface reduced to a wasteland of windblown ash millennia ago.
and accumulated industrial waste. Throughout Each hive takes the form of many huge spires
this wasteland lie the hive cities which give such which rise from the base of the city. From a
planets their distinctive character and their distance, a hive resembles a mass of stalagmites
collective name of hive worlds. rising from the cloud strewn wastes. Each hive
The hives are grouped into clusters comprising covers an approximately circular area some fifty
up to a dozen or so individual hives all linked by to a hundred miles in diameter. The tops of the
a network of overground travel tubes and spires can rise to a dozen or more miles above
subterranean passages. These clusters are the ground surface, piercing the festering clouds
scattered over the cloud-strewn surface of the that surround the lower levels of the hive. The
planet. From the top of any hive it is possible to spires usually merge into each other at their
see the tips of distant hive clusters projecting bases, and smaller spires will sometimes grow
from the seas of poison mists like far- flung out and upwards from just above the base,
islands. branching like a cactus and forming multiple
Hive clusters are connected together by roads spires.
across the wastes and transportation tubes The spires are only the top part of the hive,
supported on pylons and suspended from cables. comprising the upper hab zones with factory
With its forest of towering hives interconnected layers on or above the current ground surface.
in a network of tubes, the landscape resembles a The older and partially ruined factory and hab
petrified forest entangled in the web of some layers still exist, although they are buried
enormous spider. Indeed, the spider and the beneath the ash wastes. Though they are hidden,
spiders web are ve ry powerful symbols to the Factories and habs are rarely abandoned until
inhabitants of Necromunda. they are utterly derelict or polluted beyond use
The hives are the result of thousands of years of even by Necromundan standards.
constant demolition and rebuilding. The original The hive-cities of Necromunda retain the ancient
cities of Necromunda lie beneath the hives, names of the cities and settlements from which
many hundreds of yards below the current they grew. Each spire within a hive is also
surface of the pla nets ash wastes. Dark, known by a local name. There are approximately
forbidding ruins, often crushed by the weight of a thousand hive clusters on Necromunda. A few
the hives above them, these old cities preserve of the most important and some typical examples
the layered history of Necromunda. It is a of the various kinds are described below.

9
SOME NECROMUNDIAN CLUSTERS
gangs of Trazior are described in detail later.
The Palatine Trazior was also the scene of one of the most
The largest and oldest surviving hive on prolonged and vicious gang wars in the recent
Necromunda is the dynastic home of Lord history of Necromunda.
Helmawr, Imperial Commander of Necromunda,
known across the planet as The Palatine. The Acropolis Hive
cluster it belongs to is known as the Palatine This is another old and elaborate hive in the
Cluster. The central and tallest spire of the Palatine Cluster. It is located at a very important
Palatine hive forms the palace of the Imperial intersection of several great road tunnels and has
Commander Lord Helmawr. always been a major centre of trade on
The Palatine boasts some of the most grandiose Necromunda. The Acropolis hive is home
and magnificent architecture on Necromunda, territory for some of the most powerful merchant
and also has the only shipyard and landing field clans, whose widespread trading network
large enough to take orbital carriers. It is thus the extends across many of the hives of
planets only spaceport, a physical expression of Necromunda. The Acropolis Hive attracts a
Helmawrs monopoly in off-planet trade. The number of large and sprawling shanties clustered
fortress monastery of the Adeptus Astartes around its base.
contingent and the headquarters of the Adeptus
Arbites on Necromunda are also located in the The Temenos
Palatine Hive. This is another hive in the Palatine Cluster. One
On the edge of the hive is a special spin, - set
spire forms the headquarters of the Ecclesiarchy
aside for the aliens and abhumans who come to
on Necromunda, while another spire forms The
Necromunda from time to time in order to trade.
Temple of the Emperor Deified. Colleges,
Both Squats and Eldar are among these visitors
libraries and chapels occupy parts of the other
and they are housed on separate levels of this
spires. A priory of the Adepta Sororita is located
spire. The Palatine is thus by far mo most
in one of the outer spires. This spire is often
cosmopolitan of all the hives of Necromunda.
called the Sisters Tower as a consequence.
The population of Temenos hive are among the
Trazior Hive most pious and devout followers of the Imperial
Trazior means Three Sisters in the local Cult. Many of the resident clans manufacture
Necromundan dialect. It is so called because of ritual items for the priesthood while others work
its has three huge spires which can be seen from in the scriptorium, translating the wisdom of the
a long way off by any traveler coming across the priesthood into the many dialects of
wastes from the south. Trazior is located on the Necromunda.
edge of the Great Equatorial Waste and is the The Temple spire is an architectural wonder: its
southernmost frontier hive of the great interior is a warren of naves, chapels and crypts,
Palatine Cluster. vaulted ceilings and pillared halls. The diffused
Many important merchant clans are based in this light is stained by refraction through crystal.
hive and it is the main trading depot for convoys Incense and the sound of chanting drift across
going to or arriving from the southern hive the chambers. Here and there statues and
clusters. The nomads who live out in the wastes holograms of the Emperor reside in secluded
and raid the convoys are a constant source of shrines. From here Confessors and missionaries
annoyance to its inhabitants. The clans and

10
are sent off to frontier worlds in the nearby holes and from a distance looks like a great skull
systems. lying in the wastes. It is a famous landmark and
perhaps even worshipped by the local nomads.
Quinspirus Cluster These three gigantic ruins are all that remains of
The Quinspirus Cluster is situated on the edge of the hives that were captured and occupied for a
a virtually solidified sludge sea called the time by Ork raiders. All contact with the cluster
Worldsump Ocean. At one time, when the sea was lost for several years before the rest of
was still navigable, the area included vast Necromunda realised what had happened. In the
dockyards. These now remain buried deep within end a campaign was mounted to clear them. This
the undercity of the centrally located Quinspirus was the original reason for despatching a Space
Hive. This hive has five great spires - hence the Marine contingent to Necromunda, which has
name which means five towers in the local since become a permanent establishment.
dialect and which gives its name to the whole The hives were besieged and destroyed during
cluster. The ca vernous warehouses of the ancient the campaign. Now the tops have caved in and
waterfronts have been the scene of many savage they lie abandoned and choked with dust. No one
gang wars. knows what fearful things have made their home
amid the ruins, and even the nomads and
The Skull scavvies fear to go near the m
This derelict hive is the largest of a cluster of
three remote ruined hives. It is pierced by great

11
their surroundings.
THE ASH WASTES The most dangerous hazard of the wastes is the
The hives of Necromunda are separated by the ash storms. These terrible storms can blow their
forbidding ash wastes: areas of land covered in payload of toxic ash from the equator to the
an abrasive and highly corrosive ash, the end poles. A moderate ash storm will strip an
product of fifteen thousand years of industry. unprotected man to the bone in seconds, and then
This desert covers every inch of Necromundas reduce his bones to a handful of dust. A serious
land surface that is not protected within a hive. storm is something that everyone on
In densely populated parts of Necromunda, hives Necromunda fears. These can be so strong that
may be separated by only fifty or a hundred they have been known to destroy entire hives.
miles of waste. On other parts of the planet the Ruined spires are occasionally revealed in the
wastes may stretch for a thousand miles between wake of one storm only to be covered over again
hives. by shifting waste in the next. In some areas, ash
In some places the ash is miles deep, forming has been blown away to reveal the scarred
shifting ranges of dust dunes which can bury bedrock of the planet. During Necromundas
roads and transport tubes, and erode the base of a calmer season, which coincides with the planets
hive when swept along in one of the frequent long extinct summer, liquid pollutants rise to the
dust storms. The funnel-shape of the hive spires surface, forming slick- lakes and short- lived
is designed to strengthen the hive aga inst the blind-rivers. Streams meander across the land,
worst ravages of the dust, but even so they are vanishing into sinkholes in the dust only to rise
often buried to half their height or more by ash. elsewhere. Imperial scholars who have studied
This is stabilised and held in place by the fresh dust ecologies believe that there may be currents
wastes which pour from the drains of the hive and tides within the ash surface.
factories. These transient rivers and lakes can dr y out,
The ash wastes are mostly composed of metal forming a hard pan on the surface of the dust.
oxides, powered plastics and inorganic These dangerous areas conceal deep seas of fine
chemicals which take millennia to reduce. As dust beneath them. The nomads who travel the
with many hive worlds, the wastes are an wastes avoid such places, because to fall through
inhospitable environment. The ash corrodes the crust of a pan is certain death. Anyone who
equipment and poisons organic life, although a docs so is suffocated and then corroded to
surprising variety of creatures do survive. No nothing by the ash.
unpolluted air, food or water can be found in In hotter weather, when Necromunda s sun
these dead lands, although there are fungi, algae breaks through the planets cloud cover, noxious
and bacteria which live on the waste itself. These vapours rise up and form poisonous mists and
are believed to be responsible for the limited free fogs. Mists are invariably followed by toxic rain
oxygen content of Necromundas atmosphere. storms, laden with particles of deadly ash dust
The ash wastes are a striking and colourful if and other contaminants.
somewhat lurid environment. The nomads of the However, despite their perils, the ash wastes of
waste and even most hive-dwellers who see them Necromunda conceal treasures. Much remains
would call them beautiful. The ash occurs in hidden beneath the surface, ready to be
many different, often vivid hues such as reclaimed and used: derelict spires from lost
sculpture yellow, citric green, cobalt blue, pink, hives; buried convoys; wrecked stratoplanes,
mauve, as well as various shades of grey, and it aircrafts and spaceships; long-abandoned mine
varies in texture from fine dust to crystalline workings; and even, in places, raw materials
clinker. The creatures and nomads that live there from the bedrock of the planet. There are a few
are equally colourful, the better to blend into places where, thanks to some mysterious natural

12
sorting of the wind and ash itself, veins of pure the equator, the seas surface has solidified into a
oxides and chemicals have accumulated. Such crust of sludge, baked hard by the sun.
concentrations, or ash pockets, are worth mining Conventional ships are useless in such
in themselves. They are a rich raw material conditions and only flyers or hover vehicles
which can be reprocessed. cross the seas. It is even rumoured tha t some
mutants even live in these areas, utterly isolated
THE SLUDGESEAS from the rest of Necromunda.
Necromunda never enjoyed large expanses of The sludge seas, however, also support their
open water, but now the planets original seas quota of hives. Some are built on massive piles,
and rivers are filled with liquid chemical waste. driven deep into the sea floor. Other, relatively
Choked with ash, thick with chemicals and small hives have been constructed on massive
poisoned by heavy metals, Necromundas sludge floating islands which are anchored in position.
seas are all that remains of the ancient oceans. On more than one occasion a floating hive has
The consistency of the sludge varies from a thin, broken free during an ash storm and sunk or
chemical soup to a viscous polluted mud. Near capsized. Survivors of such a disaster are rare.

13
ANATOMY OF A HIVE
The many airducts and vents are infested by
THE SPIRES strange creatures called caryatids. These are
From a distance, when the clouds lift from small, blue, winged humanoids which exist in
around a hive, its spires look like a cluster of tall, great numbers throughout the hives of
tapering termite mounds. They rise from a broad Necromunda. Many hive-dwellers see them as
base of outlying structures to near-vertical good luck charms because they often attach
towers. Their gigantic scale is such that it almost themselves to powerful and successful
denies human involvement in their construction individuals, and in fact seem to be particularly
and they look as though they might have attracted to the soon-to-become -powerful.
sprouted up out of the ground by themselves, Conversely, the departure of a pet caryatid is
like some great organic growth. Few human seen as an omen of doom - its former companion
constructions can rival their awesome size. is then regarded as a man waiting for death.
Although no two spires are exactly the same,
they all share common characteristics and are THE SHELL
constructed in a similar fashion. The outer shell of a hive is its skin and defence.
A section cut through a spire is not a whole Though the cliff- like shell of a spire appears to
circle. A spire is divided into a series of be quite solid, its surface is pierced with deep
segments, like wedges of a cheese, which are vertical and angled shafts. These shafts are small
joined at the centre. Deep gullies or slits in the compared to the bulk of the spire, but are
spire, crossed by communications tubes, separate important because they admit additional light
the segments. These gullies are supposed to and air into the core of the hive. They are all
admit light and air to the spire, but their size protected by a series of massive covers which
makes this impractical. Every added can be moved into place when required.
communications tube also adds its shadow to the The shell is where the majority of the inter-spire
darkness of the interior. travel tunnels and tubes begin and end. Tunnel
The areas close to the core are far removed from stations and gateway fortresses, convoy parks
the outside world. Their only illumination is and garrison blocks are all located in it, where
provided by glow globes and massive cables of they can contribute to the regulation and defence
optic fibre or flexible glass, which run down into of traffic between and within the hives.
the core of the hive from the sunlit pinnacles of The shell is also the first line of a hives active
the spires. These create weak shafts of light that defences against planetary invasion. Giant
penetrate the dim catacombs of the hive and light defence lasers, each capable of hitting an
it in the same way as the nave of a Gothic orbiting target, are mounted at many points.
cathedral. These are used to defend the hive against human
Fresh air enters the inner recesses of the hive via or alien spacecraft. However, against the fierce
great ducts from the upper layers. It is drawn in ash storms that sometimes ravage Necromunda,
through huge wind intake fans and filtered the shells surface forms its only defence.
through dozens of purification plants to remove Although some people do live within the hive
the fumes accumulated as it passes down the shells, the storms are an excellent reason to find
height of the spire. In the deepest parts of the accommodation deeper within the spire. Being
hive and especially in the old factories and able to experience direct sunlight or feel a fresh
undercity layers, the air ducts no longer function. draft of air from the duct is a status symbol
Here fumes and stale air accumulate and almost as important as having a good diet, but a
personal respirators must be worn at all times.

14
single ash storm can make such status symbols service. There, power is drawn from stations
meaningless. controlled by the government - in effect by the
A heavy storm is quite capable of stripping off troops belonging to Helmawrs own clan.
the shells outer layers, including a spires laser Access to the heat sink is usually very difficult.
defences, travel facilities and shell-dwellers.
Many levels have no access at all, and on others
Shells must be constantly refurbished by work- access ports are sealed and guarded. On some of
gangs, otherwise the next ash storm could easily
the older levels, however, many seals are ruined
penetrate the tunnels, shafts and catacombs of
or insecure and access is possible although
the main spire and rip it apart.
dangerous.
HEAT SINKS HAB LAYERS
At the heart of every spire there is a single
The upper layers of each spire are called
vertical shaft known as the heat sink. From the
habitation areas or hab layers. Here the bulk of
topmost levels of the spire the heat sink reaches
the hives human inhabitants live in conditions
far below the lowest levels of the hive, down
which range from relative luxury to dismal
through the geological crust of the planet itself. squalor.
A heat sink can be several miles across. It is a
vast, hollow, sealed tube made from dense Where a family lives in a spire reflects its social
plasteel. Along the length of its thick plasteel standing and importance. The topmost layers of
walls there are buildings, chambers, shafts and the spire are populated by the elite households of
service tunnels. the hive. This hive nobility live in relative
comfort enjoying the luxury of natural light,
The sink takes heal from the planets core and
fresh air and real food imported from nearby
turns it into power for the spire. At intervals
agricultural worlds. Below lie the twilight levels,
throughout the length of the heat sink there are
inhabited by the rest of the population.
generator stations which convert the raw heat
Conditions on the twilight hab layers are
into usable energy. The power is then considerably less pleasant than in the habs
transmitted to the factories and hab layers around
above. Natural daylight is dim, fresh air is
the core. There are no power stations in the
unknown, and most of the food has been eaten
lower levels. The heat sink passes through these
and recycled many times before.
levels and provides only a constant warmth.
This, however, is infinitely preferable to the Below the twilight layers is the darkness of the
damp chill of the remainder of the lower hive. undercity. Here, the only light comes from
As is the case with all things Necromundan, the artificial glowglobes. Everything, even the air,
power generation systems are controlled by the on these levels has been used before and
clans into whose territory they fall. These clans reprocessed several times. On a typical hive
receive a considerable income from all who use world air and water pass through, on average,
their power, so possession of the heat sinks is 287.3 other people before reaching the lips of
one of the chief marks of a powerful clan of the those who inhabit the undercity. The proteins
inner core. Other clans might control territory and minerals in the universal synthdiet are
between the power stations and the users, and reclaimed from human bodies that no longer
they often extract their own tolls from both have need of it. On Necromunda, everything that
factories and power producers to protect the can be recycled is recycled, including the people
transmission lines. In this way the feudal clans of themselves.
Necromunda operate as producers, suppliers and
consumers in a thriving economy. Only in the
upper hab layers of the spires is there a regulated

15
THE FACTORY LEVELS Workers usually live in or very near the factories
The industrial complexes built into the spires where they work, and are as much a resource as
produce all kinds of different items which are the machines they tend. In some cases, workers,
traded to other planets in return for the food especially Techs, are surgically adapted to
which Necromunda so desperately needs to feed perform specialist functions. Such physical and
its teeming millions. mental enhancements are expensive lo finance,
which makes such workers very valuable.
In the hives, the factory levels extend from
below the lower habs down to the surface of the
ash wastes and beyond. Over the millennia, the OLD FACTORIES
waste exuded from the factories has solidified
around the base of the hives, affecting the ever-
As the surface of the wastes rises it becomes
rising layer of ash waste which covers the
surface of the planet. As the level of the ash increasingly difficult to service the factories on
wastes rises, so the lower factories find the buried levels. Huge vacuum pumps lift the
countless tons of filth up above surface level for
themselves buried below the ground. So long as
it remains possible to pump effluent up to the venting outside the hive, but even these have
their limits. There is a point in each spire below
surface, these factories can still continue to
function. which disposing of the factories rubb ish is
impractical. When the cost of disposing of a
The new factory levels are a network of waste factorys waste is no longer outweighed by the
pipes, gutter-shafts and gas-drains which bleed value of its output, it is closed down and
poisons and noxious wastes away from working abandoned.
areas. These drains stick out of the lower flanks
of the hives, flaring off dangerous gas, belching
out fumes into the filth-ridden air, or pouring As the lower levels fall below the level of the
poisonous liquids and solid waste onto the ash waste and are abandoned to low- life scum,
polluted ash below. lower hab layers are converted into new
factories, and the upper hab levels are extended
Industrial production is controlled by the many upwards. In this way the spires of the hive world
clans. Each producer fits into a pattern of feudal are being continually renewed.
obligation - supplying other clans and taking raw
materials, components and power from others. The old factory layers are filled with abandoned,
Large, powerful clans act as clearing houses for machinery and hab levels and often reach as far
the goods and services provided by their feudal
below ground as the spires stretch up above it.
inferiors. This industrial feudalism of The lowest parts of the old factory levels are
Necromunda regulates demand and supply in a little more than rubble, having collapsed under
thoroughly efficient manner. the weight of the hive, or been deliberately filled
in to make foundations for later building work.
Clans will often rise in power and importance, as The abandoned factories and hab levels arc
lesser clans in related industries come together in infested by scavvies, gangs who roam the dead
uneasy alliances. Sometimes conflict of interests, layers of the hive scavenging for anything they
territorial rights and cla n rivalry lead to inter- can use or trade.
clan feuds. This is one of the main causes of
gang warfare on Necromunda.

16
THE UNDERCITY needed.

Below the hives foundations lies a honeycomb Access to the hive is via great ramp -shafts
of ancient tunnels, ruins, and buildings from guarded by gatehouses, but unauthorised persons
Necromundas long-dead past. Those ruins lie at are able to gain entry through the heat sinks and
the very bottom of each spire, far below any air-vents. Under the hives, and linked to this
factories and the ash wastes: they are the underground tunnel network, are cavernous
undercities, the oldest and deepest parts of storage depots and bunkers, used for stockpiles
Necromundas hives. of synthetic food and raw materials in
anticipation of war or some other disaster.
Undercity zones predate the hives by many
centuries, even millennia. They are remnants of The tunnel system and its associated bunkers are
Necromundas true cities, built before the very ancient, dating to a time before the hives
planets natural ecology was destroyed, when had grown to the massive size that they are now,
there were no encroaching ash wastes. It is quite As the system is continually being renovated or
possible that the remains of the colony barges enlarged, many tunnels and bunkers have been
that first brought mankind to the planet still lie bypassed or disused and sealed up. Over the
beneath some hives. millennia, these unused tunnels and bunkers
have been forgotten and lost.
The undercities are infested with fugitives,
outcasts and mutants who are regarded by the Since the discovery that these places are the only
upper hive-dwellers as little better than the source of the valuable drug spook, they have
animal vermin which are also found there. Life been secretly re-colo nised and are now known as
in the undercity is even more violent and the Forbidden Cities. If theyve heard of them
difficult than life in the spires above. Many of at all, most Necromundans dont believe theyre
the most ruthless hive gangs have origins in the real, thinking their existence to be yet another
undercity. At the bottom of the hive, upward urban fable.
mobility is more than an abstract concept. The
strong, the lucky and ruthless can rise to the top, It is in these ancient bunkers that the decayed
in terms of actual location in the hive as well as synthdiet deposits are found which are used to
in status. It is not unknown for survivors of the make the psychic drug spook. It is likely that
undercity to reach high status as officers in the officials of the Lord of Necromunda discovered
Imperial Army, schooled and tempered by the the distinctive green deposits while they were
terrible necessities of survival. supervising work on the tunnel network. Since
then, the nobility and the ruling dynasty of
Necromunda has always had a hand in the
THE FORBIDDEN CITIES production and trade in spook. Only the nobles,
with their ability to call on the services of
The military tunnels which link the hives of subordinate clans, techs and paramilitary forces
Necromunda run deep beneath the ash wastes, have the diverse resources needed to process the
cut into the very bedrock of the planet. This decayed synthdiet into spook.
travel network was constructed so military forces
could be moved quickly around the planet,
The cavernous vaults of the Forbidden Cities are
enabling them to concentrated wherever they are extended and embellished with the wealth

17
brought in by spook. Pillared halls are cut from amounts, it awakens the imbibers psychic
the rock, polished stones and mosaics adorn the abilities. When drunk in quantity it opens the
floors, ceilings and walls. They become palaces channel between a persons physical body and
of archaic decadent splendour. their soul in the warp. If the individual has a
strong soul, it will be drawn into his material
The cities workforce is recruited from the scum body; if he has a weak soul, all psychic energy
will be instantly sucked out of him and lost in
of the undercity, supervised and guarded by
the void. It is for this reason that spook is a very
savage undercity gangs. If they cannot find
dangerous substance, and its use viciously
enough willing workers they will incite
repressed by the Imperium.
undercity gangs to make slave raids into the
lower hab layers or offer to buy captives from
nomad slavers. Once introduced to the decadent In hive-world society, people are constantly
life within the Forbidden City, most slaves are seeking ways to exploit anything they discover.
reluctant to ever be free again. The people who stumbled on the unusual green
deposits investigated ways of turning them into
Spook exploitation brings in incredible wealth. wealth, as they would have done with any
substance, and in the process discovered spook.
This wealth helps to maintain the privileged
Being ignorant of matters of the human soul and
lifestyle of those noble families secretly involved
the danger inherent in mankinds metamorphosis
in its manufacture and trade. These are the so
into a psychic race, spook was seen as just
called Lords of the Forbidden Cities. Some are
of noble origin, others are adventurers of obscure another substance to be recycled and exploited
for profit.
origin who have connections with the nobility.
Frequently they are members of noble
households who have gone into exile because There has always been a massive demand for
they are suspected psykers or wish to escape drugs in hive-society, mainly to supplement the
from political enemies. They simply disappear diet and ward off sickness. Spook became
from the upper spires, setting up court in the popular among the nobility who revelled in its
hidden bunkers where the spook is processed. exotic effects and it has slowly filtered down
throughout hive-society.

SPOOK The noble households which exploited this


resource naturally kept the trade secret and
While there are many decaying foodstuffs down confirmed to grow rich. The household of the
in the bunkers, only a certain type degenerates Lord of Necromunda himself was involved in the
into the spook lode: the vestigial remains of the business and was able to organise off planet
oldest kind of synthdie t made on Necromunda. trade of spook. This had to be accomplished
The decayed synthdiet deposits are now nothing using smugglers, since the Imperial fleet
more than a lurid green powder, having been conducts all legal trade in space.
acted on by mutant fungi for thousands of years.
It contained a high proportion of recycled human
No-one knows or can predict where the spook
protein, and it is this human essence which si
deposits are to be found, but whenever one
likely to account for its dramatic effects on the
comes to light, the officials of Lord Helmawrs
human psyche.
officials who are part of the spook ring are
The drug spook is taken in liquid form - the informed, and mining and processing can begin.
ultimate magic potion. When drunk in small Trusted noble households with a close

18
connection to the ruling dynasty will get the If a shanty remains in existence for any length of
concession to exploit the deposit. time and somehow escapes being swept away
by a storm, the inhabitants will excavate caves
Small quantities of spook are also found and and cellars into the solidified sludge and
compacted dust. These dwellings can be
traded by scavvies who stumble on eroded
deposits during their delvings. This accounts for reinforced by sludge baked by the sun into crude
bricks. By retreating into those refuges, some
a small amount of wild spook that is traded in
shanty dwellers survive the ash storms that
the undercity and shanties. Imperial agents trying
sweep away the more flimsy parts of their
to track the spook to its source usually end up
homes. When the storm abates, they force their
following the scavvy spook and thereby miss the
main source. Of course, there is nothing to link way through the wind -blown dust to the surface
and attempt to rebuild the shanty out of the
the nobility or the Lord of Necromunda to the
wreckage of the old one.
scavvy spook.
Conditions in the shanties are worse than
anything in the hives, yet for most shanty-
The most significant outlet for spook is the dwellers even their crude home is preferable to
secret cults that lurk in many hives. These wandering the ash wastes, where they would fall
cultists need a regular supply of this psychic- victim to the creatures and nomads if the heat,
enhancing substance. The Immortals in corrosive dust and freak storms did not get them
particular require vast quantities for their rites first.
and the expansion of this cult is certainly the No-one from the hives bothers shanty-dwellers
single greatest factor in the growth of the spook very much - they have little worth taking.
trade. Most of the spook lords who rule the Furthermore, the sprawling settlements are home
Forbidden Cities are probably already members to vicious gangs of shanty-dwellers, scavvies and
of this cult. nomad bands that have come to the shanty to
trade.
Spook is easily distributed via the various
undercity, scavvy or nomad gangs who ask no
questions and only know of the next link in the
chain.

THE SHANTIES

Shanty towns are built outside the hives,


clustered at the outer edge of the shells of the
spires. They are inhabited by all kinds of hive
world scum who cannot cope with life within the
hives. The spires, at least, offer a limited
protection against the poisoned rains and
corrosive ash. The best shelter a shanty dweller
can hope for is one or two layers of packing
material, or an abandoned vehicle. To make
matters worse, much of the factories toxic
effluent pours directly down onto the shanties.

19
GANGS
The number of gangs on Necromunda almost ambushes they will have to hide in the dark
certainly runs into millions, ranging from small recesses and among the pipes and conduits of the
gangs which control no more than a section of road tunnels. Small groups are simply much
corridor to the private armies of large and more effective in this environment than large
powerful clans which dominate whole spires. armed mobs which are far too conspicuous and
easy to track down.
The Imperium does not dictate to the Imperial
Commander how the planet should be run - as Each gang is led by the warrior with experience,
long as it is loyal to the Emperor, its factories skill and considerable powers of leadership.
produce what they should and it pays its tithes Other warriors are naturally attracted to these
they do not interfere. The retinue of Lord strong and inspiring individuals.
Helmawr is in effect the largest gang on
Necromunda. His status as Lord of Necromunda
is hereditary and his household controls all Each territory has its own gang drawn up from
offplanet trade, including the import of real food the toughest yo uths of the clan. The gang leader
from nearby agricultural worlds. and his henchmen, often several years older than
most of the warriors and due to settle down as
respected clan members will select the best of
General Characteristics of Hive Gangs the youths and let them prove themselves
through the gang initiation rite. Most initiations
The word gang describes many different types are pretty tough and brutal and in this way the
of armed bands on Necromunda. Gang is a gang recruits the toughest among the youth to be
generic term which includes clan warriors, bands the clan warriors.
of ash nomads, savage gangs and mutant bands
from the undercity, scavvies from the shanties, The ambition of most young clan members is to
armed bands of techs, bands of fugitive psykers, run with a gang, similarly most young nomads in
unruly brat gangs of the upper hab layers, as well the ash wastes are expected to fight for the tribe
as sanctioned gangs and professional bounty- as warriors. The youth of a hive -clan will tend to
hunters, guards and retainers such as the group together for protection, and might well
Venators and Custodians. become involved in skirmishes in defence of
their home territory.
Although gangs may be drawn from large groups
such as a hive clan, noble household or nomad Other types of gangs recruit suitable new
tribe, a typical gang will include around a dozen members into their ranks in a similar way.
members. This is an ideal strength for Scavvies, Brats, Mutants, Techs and Psykers will
skirmishing and raiding in the corridors and naturally only consider their own kind or those
tunnels of the hive. Gangs must be able to sympathetic to them. Undercity gangs will only
infiltrate the territory of rival gangs undetected accept savage masters of the art of survival who
to mount successful raids. In order to set

20
can prove their eligibility by combat. something better.

All gangs impose some sort of initiation rite on


their recruits, intended to mark gang members CLAN WARRIORS
for life and weed out those who might be a
liability. Recruits must often prove themselves The most common type of gang on Necromunda
by taking a trophy in their first skirmish with the are the gangs of young clan warriors.
gang. This usually means cutting off a finger, ear
or taking a scalp from a fallen enemy. In the hives every manufacturing process,
Attempting to take a trophy from a living enemy industry, service and transaction is the concern
is even more admired, but reckless in the of one clan or another. The pressures of
extreme. The practice of trophy-taking is competition for limited resources - even such
generally known among the gangs as 'scragging'. basics as good food, air and water - mean that
every clan must sometimes resort to armed force
The habit of taking part of an enemy corpse as a lo secure its survival.
trophy is related to a common Necromundan
ritual. Clan members who fail in their duties and Every clan, and groups of related families within
obligations atone by cutting off one of their own each clan, have their own territory or concession,
fingers or, more rarely, one of their ears. This often carved out and defended by their own
severed piece of flesh is then presented to the gangs of young clan warriors. In this way,
clan leader as a token of reborn loyalty and forests have been replaced by a jungle of metal
commitment. and concrete, and society is ordered along tribal
lines.
This custom is practised by gangs in hives all
across Necromunda. It is also common for good For many ordinary Necromundans running with
fighters to hold up their hands in greeting, palms a gang comes as part of the life cycle. Young
outwards and fingers spread. By doing this, a members of the clan are expected to play their
fighter shows any potential opponents that he has part in defending the clan territory and upholding
all his fingers. By extension, he has never been the honour of the clan. Youths in their early
defeated or made a mistake. He is, therefore, a teens are initiated into the gang by various rites
man to be feared. of passage. From then until their mid twenties
they fight for the clan in the same way that
Gangs trade among themselves for weapons, young warriors would fight for their tribe in, a
ammunition and equipment. Anything they primitive feral world society.
cannot obtain by trade they will capture from
enemies or raid arms depots. If the gang is hired After several years with the gang, a warrior gains
by Helmawr's officials, a noble household or a the respect and status of his family and other
powerful clan, they may be rewarded with clan members and gains the right to found his
sophisticated weaponry. Techs can make own family and take part in the clan business.
advanced weapons and wealthy social groups
can purchase or obtain them by corrupt means.
Many scavvies, undercity warriors and nomads The struggle for supremacy between clans is
have to make do with crude improvised ceaseless and often violent. Cla n gangs fight
weaponry until they can capture or loot each other openly, gang leaders are assassinated
and kidnapped, or, most commonly, a clans

21
resources, its techs, workers and factories, are Territory - the workshops, factories and
destroyed in endless ra ids. Lord Helmawr and associated living areas of the families in the clan
the nobles of Necromunda do little to interfere. are the territory of the local clan gang. Other
They simply wait and then do business with the clans, gangs and strangers will be challenged if
winners. they violate the gang territory without
permission or payment of tribute.
Neither Helmawr nor his officials concern
themselves with inter clan rivalry, as long they Ritual - Youths are initiated into the gang by
fulfil their quota of goods and deliver them on various initiation rites. Some must prove
time. Lord Helmawr extracts tolls on all business themselves worthy by acts of reckless bravery
through offworld shipping and handling charges, such as scragging an enemy (cutting off an ear or
recruits the best gangs into the Planetary finger as a trophy), others must endure ritual
Defence Force and leaves the hives to manage as scarification without flinching. Most gang
best they can. It is an arrangement that suits warriors receive ritual scars or tattoos of some
everyone of consequence. kind. After a time running with the gang, young
warriors will have gained enough respect and
status to found their own families and take up the
The co-operation between the clans and Lord
clan business.
Helmawr is an accepted part of life. It operates at
many levels, with gangs recruited into the
Planetary Defence Force, given semi-official Armament - Clan warriors can often be quite
status as Venators and Custodians, or secretly well armed through trading with other gangs.
used for Helmawr's hidden dealings.
Motives - Gangs of young clan warriors protect
The gangs are necessary for the governments the clan territory and other members of the clan
dirtier tasks, and they are glad to do the work at as they go about their work. These gangs also
the right price. The commonest use for hired make it their business to uphold clan honour,
gangs is to profit the nobility and Helmawr, as which will often lead to long standing feuds
ruler, takes the lion's share. He charges high between rival clans. Gangs wish a good
rates for his monopoly on offplanet transport, reputation may be hired by other clans, noble
and he enforces his monopoly by troops and households or Lord Helmawr's officials for
sanctione d gangs. Helmawr maintains his power various tasks. Exceptional clan warriors may be
by a subtle policy of divide and rule over the recruited into the Planetary Defence Force,
rival households, clans and gangs of Imperial Guard or even the Adeptus Astartes.
Necromunda.

Social Croup - Young clan members aged BRAT GANGS


between early teens and mid twenties. Most of
the population of Necromunda belongs to a clan Although the noble households are outside the
and clan warriors form the most common type of Clan structure of Necromunda, they are not
gang. Each group of closely related families immune to the influence of the pervading tribal
living in a distinct close-knit territory will have a culture of the hive world. Like clans, noble
gang to protect them. A typical clan can include households have their own ancient and bitter
hundreds of such gangs. rivalries which sometimes explode into violence.
The root causes are often more to do with
honour, traditional enmity, and dynastic disputes

22
than the mainly economic and territorial causes Armament - Brats can be quite well armed due
of gang warfare in the lower levels of the hive. to wealth and access to imports. Exotic
weaponry is especially favoured.
The idle and decadent youth of the nobility
emulate the young clan warriors by forming their Motives - Brat gangs are mainly concerned with
own Brat gangs, which make it their business to upholding the honour of their households. They
look after the honour of their household. Many also assume responsibility for 'protecting' their
young nobles run with the Brats for a time before territory from uncouth lower hive dwellers. Brat
they succeed to holding office and can then gangs like to create a reputation for themselves
continue to further the interests of their own by raiding other gangs. They also get up to
household by more subtle means. various rebellious, subversive and anarchic
activities including involvement with cultists and
psykers.
The Brats are always in the forefront of any new
fashion or cult that sweeps through the upper
levels of the hive. Young nobles are privileged,
wealthy, inquisitive, rebellious and open to TECH GANGS
wider influences than are available in the lower
levels of the hive. Brat gangs sport fantastic, Tech gangs and associations are more common
elaborate costumes and hairstyles, and flout the than supposed. Techs often form collectives to
conventions of hive life as openly as possible. protect themselves from exploitation by other
groups. From passive protection and defence,
such associations often mature into gangs that
In the upper hive layers Brats run together in
are as aggressive, in their own fashion, as any
packs but they do not limit their predations to
other in the hives. Tech gangs have a pool of
their home territories. They frequently drop
skills which means that they can often trade for
down the spires into the lower habs, where their
materials from the factory levels. They deal in
wealth can be used to obtain any drug or
drugs, chemicals and weapons, trading these
weapon. Once in the lower habs, the Brat gangs
goods for interesting technological relics and
terrorise the Techs and workers, safe in the
rare raw materials scavenged from the
knowledge that they can return to the upper habs
undercities. Tech gangs are not noted for crude
whenever they want to.
ferocity but they are widely respected for their
expertise with weapons and equipment, and it is
Social Group - Brats are recruited from the foolish indeed to cross a Tech gang without
unruly, discontented and rebellious youth of the reason.
nobility.
Social group - Techs belong to clans, either
Territory - The estates of the noble households forming a distinct group within a large clan or
in the Upper Hab layers. forming separate tech clans. Techs form gangs to
protect themselves and their bus iness interests.
Ritual - Brats go in for bizarre tribal rituals
imitating those of other hive gangs. Initiation Territory - Tech gangs protect the workshops,
rites, scars, tattoos, hairstyles and extravagant industrial plants and associated living areas of
rather than practical clothing characterise these the tech families that work there.
gangs.

23
Ritual - Tech gang warriors undergo initiation of raw narcotic spook. For the Scavvy gangs this
rites which might involve technological implants is a valuable substance, worth many times its
or advanced forms of tattooing. weight in real food and fresh water. A carefully
guarded lode of spook can keep a gang in
relative comfort for years, if they manage to
Armament - Techs have access to unusual and
technically advanced weaponry due to their avoid becoming addicts in the meantime.
skills and great bargaining power.
Naturally, much raw spook makes its way to the
Motives - Tech gangs are concerned with secret factories of Lord Helmawr. For this
reason, if for no other, Scavvies are a necessary
protection of their territory and tech business
part of Necromundas economy. Without them to
interests from the predations of envious rivals.
find and mine the raw spook, one of Lord
There are many who will resort to lawless means
Helmawrs principle sources of income would
to obtain advanced technology. Tech gangs are
often hired by Helmawr, noble households or vanish.
other clans for tasks which require their expert
technical skills and sophisticated weaponry. Other Scavvy gangs specialise in preying on
fugitives and patrols from the upper spires, and
those who fall victim to them are lucky if they
SCAVVIES are slain outright. It is even said that Scavvies
eat their prisoners. Such fresh meat supplements
The shanties and derelict factories of the their normal diet which includes the verminous
undercity are homes to the Scavvies, who scrape creatures of the undercity and the shanties.
a living from scavenging materials and trading
them with clans who can make a profit from Social Group - Scavvy gangs include all kinds
recycling. In the old factories there are rich of fugitives, outcasts, refugees, members of
pickings to be found among the rubbish and dispossessed clans and scum shunned even by
abandoned machinery for those who are the undercity gangs. Many shanty-dwellers are
desperate enough to hunt there. hereditary Scavvies.

The Scavvies trade what they find - machines, Territory - Scavvies carve out ga ng territories in
scrap, raw materials, even spook caches in return the Shanties, among the old derelict factories and
for food and weapons. The relationship is uneasy heavily polluted parts of the undercity.
at best, because many Scavvies are diseased.
Ritual - Scavvy gang ritual is similar to
Scavvies develop sores and scabs on the skin due undercity gangs. Human bones are often used as
to delving among dangerous pollutants. This has decoration or primitive armour. Trading with
earned the Scavvies the alternative name Scavvies is a ritualistic and frequently risky
Scabbies, and like mutants they are often business.
persecuted as subhuman beasts. Wherever they
are found, Scavvies are driven from levels
Armament - Scavvies use crude improvised
occupied by normal humans.
weapons supplemented by captured and traded
items. Rare scavenged materials can sometimes
Many Scavvies make a good living as be exchanged for quite sophisticated equipment.
spookhunters, prospecting for the precious lodes

24
Motives - Survival by means of scavenging is deep beyond the spire shells and retreating into
the prime motive of most Scavvy gangs. Good the ash wastes before any resistance could be
scavenging grounds will be fiercely protected. organised. Nomads sometimes get into the
Scavenging, looting and all forms of furtive theft undercity via derelict tunnels uncovered in the
are highly respected talents. ash wastes, and any storm that breaches the shell
of a hive will give rise to anxiety in expectation
NOMADS of an imminent nomad raid.

Nomad bands wander the ash wastes which lie Social Group - Nomads form a distinct social
between the hives. Their skills to survive in the group on Necromunda. It's possible that they
hostile ash wastes mark them as special among were the descendants of rural settlers who were
the people of Necromunda. They manage, much long ago reduced to nomadic scavenging
to the horror of hive dwellers, to live in the open, existence due to the pollution of their lands.
unprotected by the walls and ceilings of a hive or They dislike and despise hive-dwellers, and the
the armour plate of a convoy carrier. Indeed, few feeling is mutual.
true nomads use vehicles, preferring to carry
only as much as they can load onto their own
Territory - Territory tends to be wherever the
backs. In this way, every nomad is a fighter and
nomad band are at the time, although certain
a bearer, ready to defend his own part of a
caravan routes, ruins, expanses of waste and
caravan.
water holes may be regarded as the territory of a
specific band.
Nomad gangs ambush convoys from the hives
and other nomads when they can. They
Ritual - Nomads have their own ritualistic and
frequently attack travel tubes and disrupt trade
tribal society which is distinct from the clans of
between the hives. The nomad routes cross the
the hives. Rites of passage, ritual scarification
planet and bands migrate from one hive cluster
and tattooing, scragging and trophy-taking are all
to another, following the good weather and
known in various forms. Some nomads make
trying to stay ahead of the fierce seasonal ash
extensive use of body-painting as a means of
storms. A gangs long wanderings can take it to
protecting their skin from the sun and the dust as
many hives and their surrounding shanties, and
well as decoration.
the nomads make a living carrying trade goods
between the hives. The goods they carry are
small, usually exotic and always costly: rare Armament - Simple weaponry supplemented by
drugs, special ammunition, strange things found captured and traded items. Sophisticated
in the ash wastes and secret messages from weapons are a status symbol.
distant hives. Many gang leaders prefer to use
nomad couriers, valuing secrecy above the speed Motives - Nomad gangs are naturally concerned
and ease of using road tunnels. about protecting their territory or trading
caravans. Tribal and personal honour are
The nomads are seen as dangerous undesirables extremely important. Nomads indulge in
by hive dwellers. Helmawrs soldiers and continual warfare and inter-tribal feuding for
merchant gangs attack nomads on sight because amusement and gain. Raids on merchant
of the danger they pose to road tunnels and convoys crossing the wastes are commonplace,
convoys. Nomads have also been known to raid but some nomad bands are audacious enough to
the hives themselves on occasion, infiltrating make slave-raids on shanties and even hives, if

25
they can get in through damaged transport tubes Social Group - Fugitives and outcasts from hive
or the ravaged hive shell after an ash storm. society, often those who have dishonoured their
Nomads obtain sophisticated goods by trading clan, offended their clan leader or simply foil out
and prospecting in the ash wastes for valuable with their original clan gang. Criminals and
raw materials and relics. rebels wanted by Lord Helmawr or the Imperium
frequently turn up causing trouble in the
undercit y.
UNDERCITY GANGS
Territory - Gang territories are carved out
These gangs are made up of the many types of among the dark labyrinthine catacombs of the
scum that inevitably end up in the undercity of undercity and the derelict factories.
each hive. Such gangs are small, tightly knit and
very territorial. They fall outside the clan system
Ritual - Undercity gangs are perhaps the most
and are independent, ruthless and resourceful.
ritualistic of all gangs. Initiation rites,
scarification, tattooing, and body decoration are
Undercity gangs soon learn that to survive they taken to extremes. These gangs are the urban
must raid the factory and hab levels above them. equivalent of feral world savages. Leadership
If a gang is successful, it may even carve out a disputes are decided with brutal ritual. Scragging
territory in the higher levels. By taking over a of enemies and trophy-taking is common
single factory or part of a hab level, the gang practice.
could begin its climb out of the undercity.
Armament - Undercity gangs use crude
The undercities are among the toughest improvised weaponry supplemented with
environments on Necromunda and the undercity captured and traded items.
warriors are often regarded as the best fighters in
the hives. Survival of the fittest is the rule and
Motives - Gangs of undercity scum band
the survivors grow stronger and tougher. Many
together to savagely defend their territory from
undercity gangs will only accept competent
outsiders and indulge in regular raiding and
warriors into their ranks.
pillaging of Factory levels and even hab levels.
Indeed, those clans holding territory adjacent to
A prospective recruit will be expected to prove the undercity are literally defending the 'frontier'
his worth by scragging an enemy - tearing off an of the hive against the barbarians of the
ear, a finger, part of a scalp or some other part of undercity. This frontier zone is subject to
an opponent. The bloody trophies gained are constant raiding and skirmishing.
worn as a sign of gang membership: a necklace
of dried ears or fingers is sometimes favoured by
undercity gangs. MUTANT GANGS

When such marks are combined with distinctive Mutants are feared by everyone on Necromunda,
costumes, ritual scarring, insignia and tattoos, from the highest administrator in Helmawr's
gang members present a collective identity to court to the lowliest unskilled worker in the
their rivals, friends and enemies. process vats. Most hive dwellers do not
understand that mutation is an inevitable part of
life on a planet as irredeemably polluted as

26
Necromunda. Mutants are branded as evil, talents and unnatural ways make them
corrupted by their own wickedness and greed, dangerous: they are open gateways for darkness
and tainted by witchery of the foulest kind. and wickedness. Folk tales of psykers confirm
the worst: they can cause madness with a touch
and summon daemons. In turn, many psykers,
As a result mutants are persecuted and driven
into the undercities. In the depths they fall victim tormented beyond endurance, lash out at the
persecutors, using their powers to destroy. The
to the undercity gangs and the Scavvies. Most
legends are merely proven by such actions.
mutants do not survive for very long once they
have been discovered. Those that manage to run
and hide ofte n band together in gangs of their Life is hard for psykers on Necromunda, as it is
own, usually in the most inaccessible and throughout the Imperium. Some fall prey to
heavily polluted sections of the undercities. daemonic possession. More fall victim to the
witch-hunting Venators and bounty-hunting
Once established, mutants interbreed and their gangs. The remainder may manage to escape
detection, or flee to the undercities. Everyone in
offspring, often more mutated than their parents,
replenish the gang. Over the course of the undercities has something to hide, so the
secretive behaviour of psykers attracts little
generations new mutations arise in the gangs,
attention. The 'witches' form their own gangs for
some of which may even be survival traits. The
mutual protection, always making sure to recruit
bottom of the hives are unhealthy places, and
only their own kind, or true sympathisers. Most
any mutation which helps its owner to live is
naturally passed on to his descendants. psyker-gangs include a few non-psykers,
relatives or close friends who have chosen to
share the psykers exile.
Social Group - Mutant gangs include fugitive
mutant outcasts from normal society and their
By far the most dangerous psyker gangs on
mutated descendants.
Necromunda are the secret covens of the cult
known as the Immortals. The background of this
Territory - Mutant gangs lurk in the worst parts sinister cult and the tale of its founder is narrated
of the undercity. in detail later on.

Ritual - Ritual is crude and savage. Social Group - Fugitive psykers who have fled
Scarification, scragging and cannibalism have from persecution and relatives who have
been reported. accompanied them. Those who seek arcane
power by associating with covens and
Armament - Crude improvised weaponry worshipping Chaos may also be found in some
supplemented by captured items. psyker gangs.

Motives - Survival and spiteful revenge against Territory - Psyker- gangs can be hidden
non- mutants. anywhere in the hive, even in the upper hab
layers, though most lurk in the undercity.
PSYKER GANGS
Ritual - Psyker gangs practice bizarre occult
On Necromunda, as elsewhere in the Imperium, initiation rites. Captives may be taken for
psykers are persecuted and feared. Their witch- sacrifice in cult rituals and a sinister occult

27
aspect pervades all gang activities.

Armament - Psyker gangs use simple weaponry


augmented by more sophisticated equipment
captured, traded or obtained through influential
contacts.

Motives - Psyker gangs are motivated by


survival and the protection and continued
secrecy of any cult they may practice. Many
psykers are obsessed with revenge against their
persecutors, while others secretly try to spread
their insidious influence throughout the hive.

28
TRADING EQUIPMENT
Gang fighters are useless without some sort of weapon. Most gang fighters start out with stolen or home -
made weaponry or with weapons which are relatively common. More exotic weapons are costly and often
hard to obtain. As well as weapons there are other kinds of equipment which will be useful in combat
such as armour, communications gear and combat drugs. Weapons and other equipment are described in
detail in the Armoury section of Confrontation - here we're concerned only with determining the type and
quantity of equipment which belongs to your gang. The gang's initial equipment is generated randomly as
already described. Further equipment can be bought by bartering the gang's existing stash or buying with
credits.

TRADED EQUIPMENT

Many of the clans of Necromunda represent extensive trading empires whose influence may extend
throughout a hive and even beyond. Necromunda actually manufactures equipment for the Imperium, b ut
most of the output leaves the planet, destined for the regime nts of the Imperial Guard and other forces. A
small quantity of weapons is used to equip the Planetary Defence Force and Helmawr's other troops.
Clans actively involved in the arms trade have little difficulty redirecting weapons into the hands of their
own gangs. Those clans not engaged in the armaments trade can only obtain equipment by trading, by
capturing existing stocks, or by manufacturing the ir own 'unofficial' supplies. Generally, the gangs of
different upper- hive dwellers are better armed and equipped than gangs from lower levels, while those
from the lowest levels of all are likely to have the least and the simplest equipment.
It is usually easier to obtain weapons than to find the ammunition for them, and this factor imposes a
practical limit on the firepower of any Necromundan gang. For example, power packs for laser weapons
are manufactured under the tightest security and their circulation to Helmawr's forces is very closely
monitored. In order to contro l this process further, power packs have a deliberately engineered life-span,
deteriorating over time and therefore making it impossible for potential enemies to stockpile supplies.
Bolt ammunition is especially difficult to manufacture and so is naturally fairly rare. Conventional
ammunition for autoguns is much easier to make and is made illegally by many clans. However,
ammunition from an unk nown source must be regarded with suspicion because some manufacturers will
put booby-napped ammo onto the market in order to discourage Undercity Gangs and other low-hive
dwellers from using the more potent weapons.
The main agents for trade are the gangs themselves. Different gangs find it easier or more difficult to
obtain commodities or credits to trade with other gangs. For example, the Scavvy Gangs live in the
ancient abandoned factories and exist by scavenging from the rubbish piles of the past- inevitably they
turn up the occasional treasure which they can trade for weapons and food. Some technical items can only
be made or properly maintained by techs, and naturally Tech Gangs tend to accumulate these items so
that they can trade them for basic supplies or for exotica from the lowest levels.

29
HOW TO TRADE BETWEEN GANGS

If players wish, they can swap equiprnent between their gangs, either at their usual value as indicated on
the Trading Charts or at any mutually acceptable trade rate. It is ironic that gangs may find their own
traded weapons turned against them in subsequent encounters, hut such is the nature of things in the hive
world. There is no restriction on trading of this kind, and players may trade with other players during any
convenient time between encounters. This does not prevent the gang also trading with other sources as
described below.
Although local gangs sometimes trade with each other for their mutual benefit, it is unlikely that they
already possess a sufficiently large pool of equipment between them. It is therefore necessary to obtain
new equipment from other sources. These other sources are represented by the Trading Contacts Chart
given below.
TRADING CONRACTS CHART
D6 Dice Roll
Trading Chart 1 2 3 4 5 6
Chart 1: Hand-To-Hand
Weapons 1 1 1 2 3 3
Chart 2: Guns 1 2 3 3 4 5
Chart 3: Heavy Weapons 1 1 1 1 2 3
Chart 4: Ammunition 1 2 3 3 4 5
Chart 5: Grenades 1 1 2 2 3 3
Chart 6: Missiles 1 1 2 2 3 3
Chart 7: Armour 1 1 1 2 3 3
Chart 8: Equipment 1 1 2 3 3 4
Chart 9: Drugs 0 1 1 1 1 2
This chart shows the cost in credits of various types of equipment. When you roll on this chart, you're
representing the gang leader himself, getting in touch with his contacts, arranging secret meetings and
dealing with other gangs.
A gang may attempt to trade once when it is first generated. Thereafter, the gang may trade once after
playing a tabletop encounter. This means that gangs are quite severely limited in the amount of trading
they can do, so it is vital that players consider their strategy carefully. However, players may also trade
between themselves at any time between encounters, so equipment and weapons already in circulation
can be passed around fairly freely.

TRADING CONTACTS

If you wish to trade, first roll on the Trading Contacts Chart shown below. Choose which of the 9
separate Trading Charts you wish to use. Each chart represents a 'contact' who specialises in a different
kind of commodity, for example a dealer from another gang, an agent from a manufacturing clan, a
corrupt Planetary Defence Force Officer or an independent smuggler. It is recommended that you study
the charts before deciding on one. Roll a D6 and cross references the result on the Trading Contacts Chart
to find out how many further rolls you can make on your chosen Trading Chart. In the case of chart 9
(drugs) it is possible to obtain a re sult of 0 rolls, in which case nothing is available for trade at this time.

30
THE TRADING CHARTS

The Trading Contacts Chart indicates the number of items available for trade at this time in terms of the
number of dice rolls on your chosen Trading Chart, Refer to the chart and roll a percentage dice (D100)
the number of times indicated to determine which items are available for trade. Remember to note the
result after each roll as you make it. Once the trade items have been determined, the player may chose to
buy any or all of the items by expending credits or exchanging items of at least equivalent value from the
gang's stash. You don't have to buy any of the items offered for sale if you don't want to do so.
In most cases a dice roll indicates a single item, but some results indicate that a batch of several items is
available. Typically this might be D6, D6xl0 etc. In these cases the value shown is the cost per item and
you may choose to buy none, some or all of the batch depending on what you feel you can afford.
Ammunition is usually traded in this way.
Weapons acquired by trade are empty - they have no ammunition. Ammunition is likely lo be as difficult
to obtain as the weapon itself and lends to be expended quickly. A newly- generated gang must ensure that
it has a good stock of ammunition, and it is recommended that gangs use their initial trading opportunity
to obtain ammunition. If a gang is forced to trade for ammunition after its first game, it will lose its
chance of buying other weapons.

TRADING MODIFIERS

Different types of gang have varying access 10 sources of equipment, reflecting their differing social
roles and associations. Techs, for example, are adept at finding or even manufacturing unusual
equipment. Similarly, Brats have little difficulty finding the weaponry they want. By contrast Mutants,
Scavvies and Nomads have less opportunities to trade and are more rarely able to find sources of
sophisticated equipment. Many gangs are reluctant to trade with Mutants at all and regard them as
unclean. Psyker gangs survive by being very secretive, which makes trading with other gangs difficult
and risky. The majority of gangs have reasonable access to a wide variety of equipment.

To reflect these differences modifiers are applied to the players D100 trading roll as shown on the chart
below.

Trading Chart
Gang Type 1 2 3 4 5 6 7 8 9
tech gang +5% +10% +5% +10% - +10% - +15% +5%
brat gang - +5% - - - +5% - +5% +10%
clan gang - - - - - - - - -
undercity gang - - -5% - - - - - -
nomad gang - - -5% - - - - -5% -
scavvy gang - -5% -10% - - - -5% -5% -
mutant gang - -10% -10% - - - -10% -10% -
psyker gang - -10% -10% - - - - - -
Techs belong to families where mechanical and electronic expertise is passed from generation to
generatio n: making, maintaining and repairing sophisticated devices comes as second nature to them.

31
They can make and use several unique devices, and they are far more likely than other gangs to have
combi-weapons - multiple-barrelled weapons combining the effects of several different weapons. Since
they have the expertise to build the se weapons from basic or even scrapped components, a Tech Gang
may always choose to give up one random roll on any Trading Chart in favour of building a combi-
weapon.

Because Scavvies are constantly searching through the debris in the old factory levels they sometimes
uncover hoards of weapons, ammunition or grenades secreted there in years past. To represent this, if a
Scavvy player rolls an even double on any of the Trading Charts he may chose to disregard the result, and
instead ge nerate a hoard. A hoard consists of:
D6 items from chart 4 - Ammunition
D6 items from chart 5 - Grenades
1 item from chart 8 - Equipment
Plus there is a chance of there being additional items as shown below:
25% chance of D6 items from chart 2 - Guns
25% chance of 1 item from chart 3 - Heavy Weapons
10% chance of D6 items from chart 6 - Missiles
25% chance of 1 item from chart 7 - Armour
5% chance of 1 item from chart 9 - Drugs
Unfortunately, not everything the Scavvies find as they search through the debris of the factory levels is
useful or safe - there is ever-present danger of finding unstable ammunition, not to mention the risks of
disturbing deadly mutant creatures or of releasing poisonous che micals.

Therefore, on the roll of an odd double on any Trading Chart the Scavvies have found something
dangerous rather than the item indicated. Not only does the gang not receive the item from the Trading
Chart but on a D6 roll of 6 a randomly-determined gang member is injured or hurt. Roll a D100 to
determine the extent of his injuries:
01-25 Minor flesh wound caused by exploding ammunition or volatile vapour. The individual misses the
next gang fight while he recovers from the injury.
26-50 Mild poisoning caused by escaping gases, fluids or chemical dust. The individual misses the following
gang fight automatically. He may only rejoin the gang once he has rolled a 4, 5 or 6 on a D6 prior to a
following fight.
51-75 Maimed by exploding ammunition, colla psing floor sections, toppling buttresses, or dangerous mutant
creatures. The character misses the next gang fight but may rejoin the gang thereafter with a -D6
reduction in his initiative.
76-90 Seriously injured. The individual is seriously hurt as a re sult of a bad fall or a tunnel collapse.
Although dragged free he misses the next gang fight and may only rejoin the gang once he has rolled a
6 on a D6 prior to a following fight. Thereafter the character suffers a -D6 reduction in his initiative.
91-00 Killed. The individual is killed outright. Accidents of this kind are all too common in the dangerous
old factories where Scavvies can be crushed by structural collapse, blown apart by exploding
chemicals, poisoned by an unexpected release of gas or dust, killed by mutant creatures, burned or
suffocated by sudden tunnel fires, or boiled alive by heat sink bursts.

32
TRADING CHARTS
CHART 1: HAND-TO-HAND WEAPON
d100 weapon cost
01-05 knife 2
06-20 muzzle-blade 2
21-40 sword 5
41-55 chainsword 25
56-70 power axe 50
71-80 power sword 50
81-00 power glove 150
101+ choose 1 of the items above

CHART 2: GUNS
d100 gun cost
01 handbow 5
02 stub gun 5
03-04 shotgun 15
05-15 laspistol 10
16-20 autopistol 10
21-25 autogun 15
26-35 bolt pistol 15
36-45 boltgun 20
46-50 flamer 20
51-55 hand flamer 20
56-65 lasgun 15
66-68 melta gun 50
69-71 needle gun 15
72-74 needle pistol 10
75-76 plasma gun 50
77-80 plasma pistol 40
81-85 shuriken catapult 100
86-90 shuriken pistol 50
91-92 web gun 20
93 graviton gun 20
94-00 combie-weapon - see below
101+ choose 1 of the items above
Combl-Weapons are customised weapons which combine parts of several other weapons. These have
between 2 and 6 barrels which may fire different kinds of shot. Whe n a combi-weapon is purchased, roll
to determine the number and type of barrels
roll d6 to determine number of barrels
1-3 2 barrels
4-5 3 barrels
6 d6 barrels
roll d100 to determine type
01-15 lasgun
16-30 boltgun
31-45 heavy stub

33
46-50 autogun
51-55 autopistol
56-60 shotgun
61-70 shuriken catapult
71-75 flamer
76-80 melta gun
81-85 plasma gun
86-95 grenade launcher
96+ choose 1 of the barrel types above
The cost of a combi- weapon is equivalent to the cost of each barrel if it were a separate weapon. So a
combi-weapon with a lasgun barrel, a shotgun barrel and a melta gun barrel would cost 80 credits or the
equivalent in traded goods.
CHART 3: HEAVY WEAPONS
d100 heavy weapon cost
01-05 heavy stub 100
06-15 grenade launcher 150
16-30 heavy bolter 150
31-45 autocannon 350
46-50 beamer 500
51-53 distortion cannon 400
51-55 heavy plasma gun 750
56-60 heavy web gun 200
61-75 missile launcher 300
76-80 multi-laser 400
81-85 multi-melta 500
86-90 shuriken cannon 500
91-00 lascannon 900
101+ choose one of the items above

CHART 4: AMMUNITION
d100 number
ammunition offered cost
01-05 1 per 10
handbow arrow d6*50 arrows arrows
06-25 boltgun ammo d10*15 bolts 1 per bolt
26-40 1 per 5
conventional ammo d10*50 rounds rounds
41-45 1 per 2
armour-piercing ammo d6*10 rounds rounds
46-48 1 per 2
flechette ammo d6*10 rounds rounds
49-52 1 per 2
explosive ammo d6*10 rounds rounds
53-56 10 per
flamer canister d10 canisters canister
57-60 10 per
needler chemical canister d10 canisters canister
61-80 d10 power
power pack packs 10 per pack
81-95 shuriken disc ammo d10*5 discs 1 per disc
96-00 web chemical canister d10 canisters 10 per

34
canister
101+ choose 1 of the items above
Needier chemical ammunition can be identified by the colour coding on the canister pack. Although
different manufacturers make use different coding, and some defunct types may use obsolete markings, it
is fairly easy to tell what kind of chemical the canister contains. If offered chemical canisters, roll 3 D6 lo
determine which types there are:
d6 number of types of chemical canister
1 neurotoxin
2 sedative
3 intoxicant
4-5 2 types are offered - roll a d6
1-2 neurotoxin and sedative
3-4 neurotoxin and intoxicant
5-6 sedative and intoxicant
6 3 types are offered
If more than one type is on offer there will be equal quantities of each dice randomly to establish the
type of any oddments.
CHART 5: GRENADES
d100 number cost per
grenade offered item
01-05 Anti-Plant 1 10
06-10 blind d6 2
11-15 choke gas d6 1
16-20 krak d6 3
21-25 frag d6 2
26-30 hallucinogen gas 1 5
31-35 haywire 1 10
36-40 knock-out gas d6 1
41-45 melta-bomb 1 2
46-50 photon d6 2
51-55 plasma 1 3
56-60 rad d6 5
61-65 scare gas d6 2
66-70 smoke d6 1
71-75 stasis 1 50
76-80 stumm gas d6 1
81-85 tanglefoot d6 2
86-90 toxin gas d6 2
91-92 virus 1 30
93-97 vortex 1 100
98+ choose 1 of the types above
The chart includes only grenade types in circulation on Necromunda - it does not include psyk-out
grenades which are very rare and issued primarily by Inquisitors. The only way for a hive world gang to
get one would normally be when an Inquisitor is slain or captured. Consequently they are not included on
the charts. Other grenades may be expensive because they are rare rather than because of their particular
effect. For example, Anti-Plant grenades are tremendously rare and of limited use on Necromunda - if
you want one you must have some very unusual purpose in mind and you're going to have to pay far more
than the grenade is really worth.

35
CHART 6: MISSILES
d100 cost per
missile batch item
01-05 Anti-Plant 1 20
06-10 blind d6 4
11-15 choke gas d6 2
16-20 super krak d6 10
21-25 frag d6 4
26-30 hallucinogen gas 1 10
31-35 haywire 1 20
36-40 knock-out gas d6 2
41-45 melta-bomb 1 4
46-50 photon d6 4
51-55 plasma 1 6
56-60 rad d6 10
61-65 scare gas d6 4
66-70 smoke d6 1
71-75 stasis 1 100
76-80 stumm gas d6 2
81-85 tanglefoot d6 4
86-90 toxin gas d6 4
91-92 virus 1 60
93-97 vortex 1 250
98+ choose 1 of the types above

CHART 7: ARMOUR
d100 armour part cost
01-10 Helmet (basic melal or synthetic type) 5
11-15 helmet with photo flash visor and
communicator 20
16-20 carapace body armour 50
21-40 flak body armour 30
41-45 mesh colf (balaclava helmet shape) 30
46-55 mesh body armour 40
56-60 plate body armour (primitive type) 10
61-70 choose any one item (01 -60) above
71-73 power armour helmet 100
74-75 power armour back and chest piece 100
76-77 power armour arm sections 100
78-79 power armour leg sections 100
80-81 power armour suit including harness 600
82-85 power shield 50
86 complete terminator suit including harness 1200
87-90 power harness for power armour 100
91+ choose one of the items above (01-90)
Power armour is useless in itself - it can only be worn effectively in conjunction with a harness which
carries the power lines and power pack which enables the suit to function. A single arm or leg set, helmet,
or chest piece could be used without the rest of the suit so long as the wearer has a harness.
CHART 6: EQUIPMENT

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d100 item cost
01-05 bionic arm (choose left or right) 300
06-10 bionic eye 100
11-15 bionic leg (choose left or right) 300
16-25 bionic implanter 300
26-30 cameleone blanket or cloak 10
31-35 communicator 5
36-38 conversion field device 50
39-40 displacer field device 50
41-45 d6 fuses (proximity) 1 each
46-50 d6 fuses (time) 1 each
51-55 grav-chute 20
56-60 infra visor 10
61-65 medi-pack 50
66-70 photo flash visor 5
71-75 power pack (may be used as ammo) 10
76-78 rad counter 30
79-80 refractor field 30
81-85 respirator 5
86-87 scanner 15
88-90 suspensor 10
91-95 targeter 50
96-00 web solvent (canister) 10

CHART 9: DRUGS
d100 doses cost per
drug type offered dose
01-50 blitz 1 20
51-70 doze 1 5
71-90 stimm 1 50
91-00 spook 1 50

37
Creating a gang
In Confrontation each player represents a gang led by a charismatic leader. To create your own gang
together with its leader you generate the type of gang, its leader, the number of members it has, the
personal fighting skills of each member, and their weaponry and other equipment. This section of
Confrontation explains how to generate your gang. As you go along you will need to record details of
your gang, stash, and other pertinent details. Make sure you have paper and pencil handy to record the
information as you generate it

GANG GENERATION SUMMARY


1. Randomly determine which type of gang you are going to control by rolling on the Gang
Determination Chart. Alternatively players may choose to represent Clan gangs, the most common
type of gang in Necromundan hives.
2. Generate the gang leaders prestige and determine the number of additional gang members by
cross-referencing this score on the Gang Member Chart.
3. Roll on Prestige and Status Table to generate prestige points for each additional member of the
gang. The same dice roll is also used to determine their status: Raw Recruit, Hardened Gang
Fighter or Henchman.
4. Determine the profile of each gang member by rolling fo r Initiative, Weapon Skill and Ballistic
Skill on the Profile Generation Chart. Use the Gang Modifiers Chart to modify each individual
profile.
5. Generate weapons and equipment for each member of the gang by rolling on the appropriate
Equipment Chart. For each ranged weapon, roll to determine how many shots it has remaining in
the magazine. Generate the gangs stash by rolling on the Stash Chart.
6. Determine the amount of credits the gang has in their stash by rolling on the Chart Table.
7. Determine whether any of the gang members have any special skills by rolling on the Skill
Generation Chart.
8. Establish if characters with high prestige have Caryatids.
9. Organise the gang by exchanging weapons, ammunition and equipment between members and
consigning unused equipment to the gangs stash. Make sure that you have recorded all the details
generated so far, and especially that you have noted down details of each gang members
armament. Equipment and credits stashed by the gang must be noted separately stash is not
carried into action and so is not available during the game itself.

CHOOSING A GANG
There are two ways of selecting which sort of gang you want. The first is to choose a Clan gang. The
second is to randomly determine a type of gang using a chart below. This second method introduces
some less common but more interesting gangs, but still allows for the possibility of generating a Clan
gang. Clan gangs are an accepted part of life on the hive world and can operate overtly. Psyker gangs
on the other hand are relatively rare and very secretive.

THE TYPE OF GANG


To randomly generate a gang use the chart below. Roll a D6 a score of 3 or 4 indicates that you
have a Clan gang, scores 1 or 2, or 5 or 6 indicate that you should roll again. Your second D6 roll will

38
either give you a gang type or a third dice roll which will determine your gang. So, an initial roll of 5
indicates that you have generated an undercity gang.

GANG DETERMINATION CHART


1st roll 2nd roll 3rd roll gang type
1 psyker gang
1-3 2 mutant gang
1-2 3-6 scavvy gang
4-6 nomad gang
3-4 clan gang
undercity
1-3 gang
5-6 4-5 1-3 brat gang
4-6 tech gang
6 venators

THE SIZE OF THE GANG


Once you have established the type of gang you have you are ready to determine how many fighters it
conta ins. First generate the prestige value of the gangs leader: 6 plus the score on D6 (6+D6).
Prestige is important because it defines the level of respect and authority the leader commands; the
higher the leaders prestige the better leader he is and the more followers he is likely to have. To
determine the initial number of followers in the gang roll a D6 and read the score against the leaders
prestige on the Gang Members Chart on the opposite page.
For example a leader with 7 prestige points rolling a 6 will start with 5 followers (therefore a total
number of fighters in the gang including the leader will be 6).

GANG MEMBERS CHART


d6 leader prestige value
7 8 9 10 11 12
1 3 3 4 4 5 5
2 3 4 4 5 5 6
3 4 4 5 5 6 6
4 4 5 5 6 6 6
5 5 5 6 6 7 7
6 5 6 6 7 7 7
The leader starts off with the number of followers indicated on the chart, which may be less than his
prestige points total. Henceforth the prestige value of the leader determines the maximum number of
followers he can lead.
For example, a leader with a prestige value of 12 can have up to 12 followers in his gang, a leader
with a prestige value of 8 can have up to 8 followers, and so on. A gang may always include fewer
members that its leaders prestige value would permit, but it never contains more. Once a gang has
fought a battle there will be opportunity to recruit more followers. The prestige value of the leader
may also fall or rise depending upon his success in battle.

GENERATING FOLLOWERS
Now you have determined the number of followers in yo ur gang it is necessary to establish the
personal prestige value of each of them. Just like your leader, every gang member has his own

39
prestige value which reflects his combat experience and hence his position within the gang. For each
follower roll D6 to determine his prestige value. Individuals with low value (1 or 2) are raw recruits,
those within average vale (3 or 4) are hardened gang fighters, while those with high value (5 or 6) are
the most experienced fighters of all: henchman.
PRESTIGE AND STATUS TABLE
d6 prestige
value gang member
1-2 raw recruit
3-4 hardened gang member
5-6 henchman

PROFILES
Each character in the gang will differ from any other. Some will be good marksman, and some may be
good all- round fighters while others are generally inexperienced. A characters fighting prowess is
defined by his profile. The profile consists of three characteristics: Initiative, Weapon Skill and
Ballistic Skill. Each of these characteristics is expressed by a number the higher the number the
more accomplished that individual is within the field of expertise.
Initiative defines the characters reactions, agility and awareness on the battlefield. Characters with
high initiative are quick-witted and have speedy reactions, those with low initiative are slow witted, a
bit clumsy or maybe just inexperienced.
Weapon Skill defines the characters prowess in hand to hand combat. A character with high weapon
skill is an experienced and probably savage hand-to-hand fighter, those with low weapon skill are
inexperienced or lack aggression.
Ballistic skill defines the characters ability to shoot or throw a weapon accurately. Characters with
high ballistic skill are skilled marksmen; those with low ballistic skills are relatively poor shots.

GENERATING PROFILES
To ge nerate the profile of your gang members consult the chart below. As you can see there is a
column for the gangs leader, and a corresponding column for Henchmen, Hardened Gang Fighters
and Raw Recruits.
Start by generating the gang leader: his initiative equals the score of D6 plus 8 (D6+8), his weapon
skill equals the total score of four D6s multiplied by 10 and his ballistic skill equals the total score of
5 D6s multiplied by 10. Once you have generated the profile for your leader work through each gang
member in turn rolling dice as indicated.
PROFILE GENERATION
CHART
GANG FIGHTER CHARACTERISTICS
weapon ballistic
initiative skill skill
LEADER d6+8 4D6*10 5D6*10
HENCHMAN d6+6 3D6*10 4D6*10

HARDENED
GANG FIGHTER d6+4 2D6*10 3D6*10
RAW RECRUIT d6+2 D6*10 2D6*10
Example 1. A gang leaders initiative is D6+8 rolling a 4 his initiative would be 4+8=12. His
weapon skill is 4D6*10 rolling 1, 3, 5 and 5 his WS would be 14*10=140. His ballistic skill is
5D6*10 rolling 2, 2, 4, 5, and 6 his BS would be 19*10=190.

40
Example 2. A Henchmans initiative is D6+6 rolling a 5 his initiative would be 5+6=11. His weapon
skill is 3D6*10 rolling 2, 3 and 6 his WS would be 11*10=110. His ballistic skill is 4D6*10
rolling 4, 4, 5 and 6 his BS would be 19*10=190.
Example 3. A raw recruits initiative is only D6+2 rolling a 3 his initiative would be 5. His weapon
skill is D6*10 rolling 4 his WS would be 4*10=40. His ballistic skill is 2D6*10 rolling 2 and 4 his
BS would be 6*10=60.
Note that it is perfectly possibly to have a Raw Recruit with characteristic higher than that of a
Hardened Gang Fighter, Henchman, or even (in extreme cases) the gang leader himself. This is
perfectly acceptable, representing talented young individuals with specific natural abilities and
lacking only experience. Obviously the more experienced gang members will tend to have the higher
overall characteristic values, even though talented young bucks may, in some cases, be better.

GANG TYPE VARIATIONS


As indicated already there are different types of gang on the hive world, composed of very different
kinds of people. Each type of gang tends to consist of individuals with slightly different combinations
of talents and abilities. This is naturally reflected in their characteristic valu es.
For example, the savage Scavvies tend to be good at hand-to-hand fighting, but are often poor shots
since they are less likely to use sophisticated ranged weapons and find them difficult to operate as
their hands are rather gnarled and covered in sores and scabs. Nomads tend to be very quick-witted
due to the hardships of life in the ash wastes and this is reflected by their higher than average
initiative values.
Every type of gang is unique in some way. Clan gangs are good all round with no drastic weaknesses
or strengths. To represent the differences between gangs modifiers are applied to the profiles of the
gang.
These modifiers are applied to the characteristic scores of the relevant gang type. Note that there are
two kinds of modifier included on the chart. The first kind is simply an overall penalty or bonus
which is applied to the initiative, for example +1, -2, etc. this initiative modifier is simply added to or
subtracted from the individuals characteristic value.
A Scavvy Gang leader who generates an initiative of 12 adds +3 to his score making a total value of
15 for example. The second type of modifier applies to WS and BS and is made to each D6 dice
rolled. For example, for members of a Tech Gang -1 is subtracted from each D6 dice rolled for WS,
so a Henchman rolling 4, 5 and 5 actually scores 3, 4 and 4 making total of 11 giving a final value of
11*10=110.
An Undercity Gang Henchman, on the other hand, adds +1 to each D6 dice rolled, so his score of 4, 5
and 5 becomes 5, 6 and 6 = 17 giving a final score of 17*10=170. these differences reflect the
individual strengths and weaknesses of different types of gang.
While some gangs might appear to be at disadvantage (such as Brats who suffer a -1 per D6 to WS
and BS) bear in mind that they may have other advantages such as wealth or access to exotic weapons
and equipment.
GANG MODIFIERS CHART
gang type I WS BS comments
clan gang - - - good all round
+1 per
undercity gang +1 d6 - quick and savage
nomad gang +3 - - very quick witted
+1 per savage fighters
scavvy gang +1 d6 -1 per d6 but poor shots

41
profile by vary from as
mutant gang can be modified mutations discussed later
-1 per cautious and reliant
tech gang -2 d6 - on technology
psyker gang - - rely on psionics
-1 per rely on exotic
brat gang -1 d6 - weaponry
bounty hunters with
venators +1 - - specialist equipment

GENERATING EQUIPMENT
Gang fighters are useless without weapons. Most gang fighters start out with stolen or home- made
weaponry or with weapons which are relatively common on the hive world. More exotic weapons are
costly and often hard to obtain. As well as weapons there are other kinds of equipment which are
useful in combat such as armour, communications gear, and combat drugs.
Weapons and other equipment are described in detail in Armoury section here we are concerned
only with determining the type and quality of equipment which the gang has. The gangs initial
equipment is generated randomly, more equipment can be bought by trading or obtained by raiding as
explained later.
Generate the equipment for each gang member in turn, starting with the gangs leader as its most
prestigious fighter. First refer to the Leader Equipment Chart. As indicated on the chart 4 dice rolls
are allowed each dice result will generate a piece of equipment. If you roll a duplicate result you
have the option to keep it or reverse the dice score to give an alternative. For example, a roll of 57
becomes an optional roll of 75. this reversing of the dice score is only an option for a duplicate result.
Note down each characters equipment as you generate it. Some equipment can be pooled or
redistributed throughout the gang as described later, so it is a good idea to use scrap paper to note
down the equipment generated at this stage.
Without hesitat ion, Haro and Rest flung themselves straight at the Scavvy, giving him no time to rise
and fire his stub gun. Underneath the filthy wrappings the Scavvy was supple and Wiry, strong
enough to hold off both the youths. He was more savage than anyone they had ever fought before,
attacking with the great ferocity.
Even at the odds of two to one, Haro and Rest were having to fight for their lives. Backing under he
Scavvys blows, Rest tripped over a piece of debris and fell to the floor, pulling his opponent down on
top of him. The Scavvy redoubled his efforts, slicing at him with a vicious dirty knife, slashing him to
the face and shoulders. Haro had avoided being pulled to the floor, and was trying to attach Scavvy
from the rear, only to be smashed aside by a powerful blow.
Face to face with the Scavvy Rest see the inflated sores and pustules that covered his skin, smell the
foulness of his breath. His blackened teeth have been filed into points, and tufts of coarse hair
sprouted from his neck and ears. Rest couldnt hold out much longer. He couldnt attack effectively
because he was too busy trying to stop the Scavvy from strangling him. The disgusting face bore
down, blotting out everything else, then there was a loud crack, a flash, and the Scavvys body jerked
up and down on top of him.
At the last moment, Haro had managed to retrieve the Scavvys stub gun and shoot it through the
head. He pried the Scavvys hands away from Rests throat, and pulled his friend out from under its
limp body. Rests head swam from the shoot, and he staunched the painful flash wounds the Scavvy
had inflicted upon him. He was proud to have received his first real combat scars.

42
They were still in danger, so it was important to leave quickly. Haro cut off one of the Scavvys
thumbs, taking care to leave the wrappings intact. They took the Scavvys knife and stub gun for the
gang stash, small trophies of their achievement. Their scrag procured, all they had to do now was get
safely back to Red Spider territory.

43
LEADERS INITIAL EQUIPMENT
The leader is entitled to 4 or 3 roll from the chart as indicated below. Cross reference the dice score to
type of gang. The type of gang influences the kinds of equipment the leader has.

SCAVVVIES, NOMADS,
PSYKERS, MUTANTS,
d100 CLAN TECH VENATORS UNDERCITY GANGS
rolls 4 4 4 3
00-05 sword stub gun las pistol sword
06-10 handbow shotgun las pistol sword
11-15 stub gun shotgun las pistol handbow
16-20 stub gun autogun bolt pistol handbow
21-25 shotgun las pistol bolt pistol handbow
26-30 shotgun las pistol lasgun stub gun
31-35 autogun bolt pistol lasgun stub gun
36-40 autogun bolt pistol powersword shotgun
41-45 las pistol lasgun powersword shotgun
46-50 las pistol lasgun bolt gun autogun
51-55 bolt pistol powersword bolt gun autogun
56-60 bolt pistol powersword hand flamer las pistol
61-65 lasgun bolt gun plasma pistol las pistol
66-70 lasgun bolt gun plasma pistol bolt pistol
71-75 powersword hand flamer auto pistol lasgun
76-80 boltgun plasma pistol needle gun powersword
81-85 hand flamer auto pistol needle gun boltgun
86-90 plasma pistol chainsword needle gun hand flamer
91 auto pistol respirator needle gun plasma pistol
92 auto pistol respirator needle gun plasma pistol
93 auto pistol communicator needle gun auto pistol
94 auto pistol communicator needle gun shield
95 respirator flak armour needle gun shield
96 shield flak armour respirator shield
flak body flak body
97 armour helmet armour shield
helmet + helmet + helmet +
communicator communicator communicator
98 +photo visor +photo visor +photo visor shield
mesh body
99 chainsword armour cainsword respirator
mesh body mesh body mesh body flak body
100 armour armour armour armour

44
HENCHMAN AND HARDENED GANG FIGHTER INITIAL EQUIPMENT
Henchmen and Hardened Gang Fighters are entitled to either 3 or 2 rolls as indicated below. Cross
reference the dice score to the type of gang the type of gang influences the kinds of equipment the
character has.
SCAVVVIES, NOMADS,
PSYKERS, MUTANTS,
d100 CLAN TECH VENATORS UNDERCITY GANGS
henchman 3 henchman 3
rolls fighter 2 3 3 fighter 2
00-05 sword sword autogun sword
06-10 sword handbow las pistol sword
11-15 handbow stub gun las pistol sword
16-20 handbow shotgun bolt pistol handbow
21-25 stub gun autogun bolt pistol handbow
26-30 stub gun las pistol lasgun handbow
31-35 shotgun las pistol lasgun stub gun
36-40 shotgun bolt pistol powersword stub gun
41-45 autogun bolt pistol needle pistol shotgun
46-50 autogun lasgun needle pistol shotgun
51-55 las pistol lasgun web gun autogun
56-60 las pistol powersword web gun autogun
61-65 bolt pistol powersword needle gun las pistol
66-70 bolt pistol bolt gun needle gun las pistol
71-75 lasgun bolt gun needle gun bolt pistol
76-80 powersword hand flamer bolt gun lasgun
81-85 bolt gun hand flamer bolt gun powersword
86-90 hand flamer plasma pistol hand flamer bolt gun
91 plasma pistol auto pistol plasma pistol hand flamer
92 plasma pistol auto pistol plasma pistol plasma pistol
93 plasma pistol auto pistol plasma pistol auto pistol
94 plasma pistol auto pistol plasma pistol respirator
95 plasma pistol auto pistol plasma pistol shield
96 auto pistol chainsword auto pistol shield
97 auto pistol respirator auto pistol shield
98 respirator flak body armour respirator shield
99 shield flak body armour flak body armour shield
100 flak body armour communicator communicator shield

45
RAW RECRUITS INITIAL EQUIPMENT
Raw Recruits are entitled to either 1 or 2 rolls as indicated below. Cross reference the dice score to the
type of gang the type of gang influences the kinds of equipment the character has.
SCAVVVIES, NOMADS,
PSYKERS, MUTANTS,
d100 CLAN TECH VENATORS UNDERCITY GANGS
rolls 1 2 2 1
00-05 sword sword sword improvised weapons
06-10 sword sword sword improvised weapons
11-15 sword sword handbow improvised weapons
16-20 sword handbow handbow improvised weapons
21-25 handbow handbow stub gun improvised weapons
26-30 handbow handbow stub gun sword
31-35 handbow stub gun shotgun sword
36-40 handbow stub gun shotgun handbow
41-45 stub gun shotgun autogun handbow
46-50 stub gun shotgun autogun handbow
51-55 stub gun shotgun las pistol stub gun
56-60 shotgun autogun las pistol stub gun
61-65 shotgun autogun las pistol shotgun
66-70 las pistol autogun needle pistol shotgun
71-75 autogun las pistol needle pistol autogun
76-80 las pistol las pistol bolt pistol autogun
81-85 las pistol bolt pistol lasgun las pistol
86-90 bolt pistol bolt pistol web gun bolt pistol
91 bolt pistol bolt pistol needle gun lasgun
92 bolt pistol bolt pistol needle gun lasgun
93 lasgun bolt pistol needle gun shield
94 lasgun bolt pistol needle gun shield
95 lasgun lasgun needle gun shield
96 lasgun lasgun needle gun shield
97 respirator lasgun needle gun shield
98 shield lasgun needle gun shield
99 shield respirator respirator shield
100 shield communicator communicator shield

STASH
All gangs acquire extra equipment, weapons, and ammunition which it could not hope to carry with it
all the time. This equipment called Stash, is kept in some safe location known only to the gang leader
and his most trusted henchmen.
When new members are recruited they are equipped from the stash, which also forms a reserve of
weapons and ammunition which can be used to equip gang members or to trade. When equipment is
captured or traded it may be added to the stash. Players keep a record of their gangs stash, preferably
on a separate sheet of paper, and can use it as they see fit.
The Stash Chart (see over the page) is used to determine gangs initial stockpile of stash. Where the
chart specifies a type of ammunition the number following is the number of rounds or shots. For

46
example, Conventional Ammo (50) is 50 rounds of conventional ammunition, Power Pack (50 points)
is a power pack with 50 power points of charge,

AUTO WEAPONS
AUTOCANNON
Type : Heavy (Initiative modifier -5)
Shots & ammo : 3 magazines with 50 rounds each
Fire modes: automatic(-10x shot number to hit)
To hit modifier -2%/inch
Penetration modifiers:
Range: 0-2.5": +40%, 2.5-5: +20%, 5-10: +10%, 10-25: +0, 25"+. -10%
Armour: Primitive: +100. Physical: +100,Energy: +25, Cover: +100
Damage Chart: 4 or by ammo type
The autocannon is an automatic, self-loading cannon firing a high-velocity hail of solid shells. It can be
loaded with up to three magazines of 50 shots each. Only one magazine may be fired from during the
turn, but it is possible to switch from one magazine to another (taking 1 action! Each magazine may be
loaded with different ammo types, and magazines may be removed while others are left in place.

AUTO GUNS
Type : Basic (Initiative modifier -3)
Shots & ammo: 50 rounds/magazine
Fire modes: automatic {-10x shot number to hit)
To hit modifier -4/inch
Penetration modifiers:
Range: 0-2.5": +5%,2.5-5: +0, 5-10: -5%, 10-25": -10%,25+: -20%
Armour: primitive: +10, Physical: +l0,Energy:+0, Cover: +10
Damage Chart 2 or by ammo type
Autoguns are comparable to 20th century automatic rifles in both appearance and operation. They are
popular weapons, and widely regarded as a good alternative to a bo lt gun. They can fire special ammo
types, but only from pre- loaded magazines in the same way as auto pistols. The magazine carries 50
shots.

AUTO PISTOLS
Type : Pistol
Damage Chart: 2 or by ammo type
Shots & ammo: 20 rounds/magazine

47
Fire modes: automatic (-10x shot number to hit)
To hit modifier: -8%/inch
Penetration modifiers:
Range: 0-2.5" +5%, 2.5-5: +0, 5-10": -20%, 10-25": -35%, 25"+: -50%
Armour: Primitive, Physical, Energy and Cover +0
The auto-pistol is a light-weight but bulky automatic pistol. It fires a rapid burst of bullets from its 20 shot
magazine. Auto-pistols can fire special ammo types, but these must be pre-loaded into magazines. It is
not possible to load a single shot directly into the breech as it is with a shotgun, for example.

BOLTERS
BOLT PISTOL
Type pistol
Shots & ammo : 15 bolts/magazine(+1)
Fire modes: single shot or semi-automatic{5x shot number to hit)
To hit modifier: -6/inch
Penetration modifiers:
Range: 0-25" -5%, 2.5"+: 0
Armour: Primitive- +30, Physical +30, Energy: 0, Cover +30
Damage Chart: 3

BOLT GUN
Type : Basic (-3 initiative)
Shots & ammo : 15 bolts/magazine (+1)
Fire modes: Single shot or semi-automatic ( -5x shot number to hit)
To hit modifier -4/inch
Penetration modifiers:
Range: 0-2.5 -5%,25"+0
Armour: Primitive +30, Physical +30, Energy 0, Cover +30
Damage Chart: 3

HEAVY BOLTER
Type : Heavy (-5 Initiative)
Shots & ammo : 2 magazines with 15 bolts each, (+1)
Fire modes: semi- or fully automatic (-5 or -10x shot number to hit)

48
To hit modifier: -2/inch
Penetration modifiers:
Range: 0-25: -5%, 25+: 0
Armour Primitive: +30, Physical: +30, Energy 0, Cover: +30
Damage Chat: 3
The term Bolters includes bolt pistols, bolt guns, and heavy bolter. All these weapons fire small, self-
propel led missiles known as: bolts. Bolts are relatively large (two or three times the size of a rifle bullet),
and a magazine therefore holds relatively few. This is outweighed, however, by the astonishing armour-
penetrating power of the bolt's adamantium tip, complemented by an explosive charge contained within
the bolts core. This charge is mass reactive and so will not explode until the bolt has penetrated some way
inside its target. When fired, a bolt accelerates rapidly for the first 5 metres of flight, holding a constant
velocity almost as far as its maximum range. As a consequence, it is very good at penetrating armour
even at long ranges.
All bolters fire the same bolt ammo in a standard magazine containing 15 shots. In addition, a single shot
can be loaded directly into the breech, so a fully loaded bolter may have 16 rather than 15 shots.
Bolt pistols are large and cumbersome pistol weapons with a characteristic big-bore barrel. They are the
preferred side-arm of most serious Fighters and would be far more common were it not for the cost and
scarcity of ammunition.
Bolt guns are standard issue to Space Marines and to many elite troops.
Heavy bolt guns are upgraded versions of the bolt gun. They are heavy weapons but highly respected for
their accuracy and increased ammunition capacity. A heavy bolter may be loaded with either one or two
magazines, each containing 15 bolts. It is possible to remove and replace one magazine at a time, a useful
feature in combat.

CONVERSION BEAM PROJECTOR


Type : Heavy weapon (-5 Initiative)
Shots & ammo : 1 /power pack
To hit modifier: -2/inch
Damage Chart: see below
Conversion beam projectors are commonly known as 'beamers'. They project a beam of radiation which
can energise solid matter, causing the first solid object in its path to fragment in a burst of explosive
energy. Conversion beamers can only be used when they are absolutely stationary. Any attempt to use
them while moving would cause beam interference resulting in the weapon itself exploding. In fact,
beamers have built- in safety mechanisms which automatically shut down the beam generation cell while
they are moved.
The potency of the weapon varies according to the range. Unlike most weapons, however, it becomes
more powerful at longer ranges. At the same, time, the beam gradually diverges as the range increases.
The beam is 10% as wide as the target range. At 20" range, the beam is 2" wide, at 40" range the beam is
4" wide, and so on.

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To fire a beamer, trace a line of sight to the intended target. Roll to hit as normal. If the score indicates
the target is hit, the beam is on target. Draw a line of sight to the target with tape and check that the
diverging beam does not hit some other object or character in between the firer and target. The beam
automatically hits the first thing in its path. Once the beam has struck something its energy is dispersed
and the beam cuts out.
If the score indicates a miss, the player should place a ruler or other straight edge behind the target, and at
90 to the line of sight. Now roll a
D10 and count this many inches to the right of the target. Roll a second Dl0 and count this many inches to
the left of the target. This indicates the new target point lying along the straight edge and either side of the
original target. Trace the path of the beam as before from the firer to the ne w target point. The first object
in the beam is automatically hit. It is possible for the beam to go off target and yet still hit the original
target if the beam is wide enough. It is not possible, however, for a beamer to miss its target and fail to
explode altogether. If it fails to hit anything at the target range, simply extend the line of fire until it hits
something or until maximum range (80m/40") is reached.
Beamers are powered from a standard power pack. A single shot uses up 50 power points, so a fully
charged power pack gives enough energy for 1 shot only - the weapon will automatically eject used
power packs once they are spent.
No armour provides protection from a hit by a conversion beam so there is no need to check for
penetration, simply proceed straight to damage calculation. The damage caused varies with range. The
chart opposite shows the appropriate damage chart to use according to range.
range Damage chart range Damage chart
0-10m 1 30-40m 4
10-20m 2 40-50m 5
20-30m 3 50m+ 6

DISTORTION CANNON
Type: Heavy (-5 Initiative)
Shots & ammo: 1 shot/10 power packs
Fire modes: single shot
To hit modifier: -2/inch
The distortion (or 'D') cannon is an unusual and lethal weapon developed by the Eldar from warp space
technology and is sometimes called a 'warper' as a result. The weapon works by shifting its target out of
the material universe and into warp space. It is a large, heavy and cumbersome weapon, ideally suited to
attacks on buildings and other large constructions.
D-cannons are heavy weapo ns. They are powered from standard power packs, but use up 500 power
points every time a shot is fired, and so require 10 power packs. Each power pack must be loaded into the
D-cannon individually. Used power packs are automatically ejected.
When fired, the weapon emits a low droning noise which builds in pitch and intensity to a high-pitched
shriek before spewing a beam of impenetrable blackness towards its target - a momentary rift between
real space and the warp.

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When firing the D-cannon, nominate the target point and roll to hit as normal. If the target point is hit,
position a 2" radius circular template with its centre over the target point to represent the warp area. Any
models whose bases are wholly within the area are temporarily transported into warp space For a few
moments before their corpses rematerialise. Warped characters are always killed immediately; even if
they are nut torn apart, the shock to the system is too great for anyone to survive. Many warped casualties
are horribly mangled by the warping process which can churn their biological structure, clothes and
equipment into an unrecognisable protoplasmic blob. Terrain features in the warp area are similarly
affected, and should be regarded as destroyed. Building walls hit by a D-cannon are breached and
destroyed, while vehicles which are even partially hit are damaged beyond repair.
Models whose bases lie only partially within the warp area may either be warped and destroyed, or caught
by the secondary effect of spatial movement, moving them several metres from their current position Roll
a D6 for each model.
D6 Result
1 Warped and killed
2-4 Moved D6" in a randomly determined direction
5-6 Moved 2D6" in a randomly determined direction
Any model moved into the same area as a vehic le, another character, or any solid object is destroyed
instantly. Any character moved into by a displaced model is killed, and any vehicle is damaged beyond
repair.

If a model is displaced 2D6" and the result is a double, the model is displaced vertically as well as
horizonticaly. Roll a D6 to determine whether the displacement is up or down.
D6 roll Result
1-3 Into the air
4-6 Below ground
Models displaced into the air immediately fall to the ground, taking an automatic randomly located hit on
Damage Chart 5. Any model immediately below the falling character also take an automatic hit on
Damage Chart 5, but any hit to the legs is considered to strike the head.
Models displaced below ground are killed automatically. The resulting collision of matter causes an
explosion resulting in a crater 1" in radius. Any scenic features above are destroyed, and any model
within the crater area takes an automatic randomly located hit On Damage Chart.
If a D-cannon misses its target point, the shot automatically deviate s by D6" in a random direction. The
template is repositioned and casualties worked out as described above.

FLAMERS
HANDFLAMER
Type: Pistol
Shots & ammo: 1 shot flame chemical canister

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Fire modes: single-shot
To hit modifier: -12/inch
Penetration modifiers:
Range: 0-2.5": +10%, 2.5-5": -10%, 5"+: -50%
Armour: primitive and Physical +0, Energy: +20%, Cover: +10
Damage Chart: 2
Flamers can be either pistols or basic weapons. They are compact, highly efficient flame-throwers
projecting a self- igniting chemical which adheres to the target and continues to burn until extinguished.
The canister of chemical it fitted into an armoured jacket to protect it from stray hits, but even so it is a
volatile and highly dangerous material.

FLAMER
Type: Basic (-3 Initiative)
Shots & ammo; 5 shots/flame chemical canister
Fire modes; Single-shot
To hit modifier: -6/inch
Penetration modifiers:
Range: 0-2.5: +10%, 2.5-5": +0, 5-10": -25%, 10"+: -50%
Armour: Primitive +10%, Physical +10%, Energy: +50%, Cover: +20%
Damage Chart: 2
Flamers are basic weapons requiring two hands to use. The flame chemical is contained within a canister,
providing enough chemical for 5 shots.
Hand flamers have a shorter range than their bigger cousin. They have a built-in fuel supply good for only
one shot, and must be refuelled from a standard flame canister, taking 1 action.
A flamer hit which penetrates its target will cause damage immediately, and will continue to cause
damage at the beginning of each successive turn sequence until it is extinguished. The victim may do
nothing other than attempt to heat out the flames, which he will successfully do on the D6 roll of a 6
made during his turn. While rolling around beating out the flames, the model will move at walking pace
in a random direction. Any friendly models within half an inch may help the victim during their own turn,
providing they end their turn within half an inch of the afflicted model and do nothing else during the turn
other than move. Each helper will extinguish the flames on the D6 roll of a 5 or 6, but will catch fire
himself on the roll of a 1 and will then take damage as if hit by a flamer.
A single flame canister contains enough chemical for 5 shots.

LASER WEAPONS
LASCANNON
Type Heavy (-5 Initiative)

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Shots & ammo: 1 shot/power pack (holds 10)
fire modes: single-shot
To hit modifier -2/inch
Penetration modifier:
Range: 0-2.5": +50%, 2.5-5": +25%, 5-10": +15%, 10-25": 0, 25"+: -10%
Armour: Primitive +100, Physical: +100, Energy: +75, Cover +50
Damage Chart: 6

LASGUN
Type: Basic (-3 initia tive)
Shots & ammo: 50 shots/power pack
Fire modes: single-shot or semi-automatic (-5x shot number to hit)
To hit modifier: -4/inch
Penetration modifiers:
Range: 0.2.5": +10%, 2.5-5": +0, 5-10: -5%, 10-25": -15%, 25"+: -20%
Armour: Primitive +15, Physical: +15, Energy: -5, Cover: -10
Damage Chart; 3
Laser weapons fire concentrated 'bullets' of energy. As a shot strikes solid matter its energy is released,
causing an explosive reaction at its surface. Because of this, lasers are superficially damaging rather than
penetrating weapons, although a laser hit to exposed flesh is often more dangerous than a hit from a
projectile weapon. The most notable feature of the laser is its inability to pierce thick armour. Laser shots
can also be weakened by intervening cover, and even thick loaf cover can release the shot's energy,
considerably reducing its effect. The main advantage of the laser is that it is cheap to produce and easy to
maintain, hut more importantly, lasers are powered by rechargeable power packs.

LASPISTOL
Type: Pistol
Shots & ammo: 50 shots/power pack
Fire modes: single-shot or semi-automatic (-5x shot number to hit)
To hit modifier: -6/inch
Penetration modifiers:
Range: 0-2.5": +10%, 2.5-5": +0, 5-10": -10%, 10-25": -20%, 25%: -40%
Armour: Primitive: +10, Physical: +10, Energy: -10, Cover: -20
Damage Chart: 2

MULTI-LASER
Type: Heavy (-5 Initiative)

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Shots & ammo: 5 shots/power pack: (holds 10)
Fire modes: semi- or fully- automatic (-5 or -10x shot number to hit)
To hit modifier: -2/inch
Penetration modifiers:
Range: 0-2.5": +30%, 2.5-5": 0, 5-10: -5%, 10-25": -15%, 25+: -20%
Armour: Primitive: +30, Physical: +30, Energy: +10, Cover: 0
Damage Chart: 4
Lascannon are large, cumbersome, but extremely powerful weapons ideally suited to taking out vehicles
and buildings. A single shot uses 50 power points, so 3 standard power packs provides critical energy for
only 1 shot. A laser cannon is capable of holding up to 10 power packs at once, and redundant packs are
automatically ejected as they are used. Fresh power packs may be loaded in as used ones are ejected (4
actions).
Lasguns are standard issue to the Imperial guard. They are cheap, mass-produced weapons noted for their
reliability. A standard power pack contains sufficient energy for 50 shots.
Las pistols are compact, highly efficient and very versatile weapons. A standard power pack contains
sufficient energy for 50 shots.
Multi- lasers pack a combination laser chamber capable of firing very rapidly Multi- lasers are very good
at taking out closely packed bodies of infantry, or for giving covering fire. Like the lascannon, a multi-
laser is a heavy, cumbersome weapon. Each shot uses 10 power points, so a power pack provides
sufficient energy for 5 shots. A multi- laser is capable of holding up to 10 power packs at once, and
redundant packs are automatically ejected as they are used. Fresh power packs may be loaded in as used
ones are ejected (4 actions).

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