Frequently Asked Questions and Errata
- April 2022
- V.1, 2018
- NECROMUNDA RULEBOOK
- NECROMUNDA: GANGS OF THE UNDERHIVE
- NECROMUNDA: BOOK OF PERIL
- NECROMUNDA: BOOK OF JUDGEMENT
- NECROMUNDA: DARK UPRISING RULEBOOK
- NECROMUNDA: BOOK OF RUIN
- NECROMUNDA: HOUSE OF CHAINS
- NECROMUNDA: HOUSE OF BLADES
- NECROMUNDA: HOUSE OF IRON
- NECROMUNDA: HOUSE OF ARTIFICE
- NECROMUNDA: HOUSE OF FAITH
- NECROMUNDA: HOUSE OF SHADOW
- NECROMUNDA: BOOK OF THE OUTCAST
- NECROMUNDA: ASH WASTES RULEBOOK
- OTHER ERRATA NECROMUNDA: RAGNIR GUNNSTEIN
RAW ✔️ Rules Update and Errata, April 2022
Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn't as clear as it could be. This document collects together amendments to the rules and presents our responses to players' frequently asked questions. We've also taken the opportunity to listen to player feedback and to update several rules accordingly. All new errata and FAQs are highlighted in magenta.
NECROMUNDA RULEBOOK
ERRATA
PAGE 42— MODELS & FIGHTER CARDS Amend Jeleno (Leader)'s Fighter card as follows:
• Needler: Add the 'Silent' trait. • Shock Whip: Change the STR characteristic from '4' to '5+1'.
PAGE 50— FIGHTER STATUSES Amend the first paragraph of the PINNED entry as follows:
Fighters are generally Pinned as a result of being hit by enemy fire, and will need to spend an action to stand up, becoming Standing and Active. If a Prone fighter that is Pinned ever becomes Engaged by an enemy fighter, they will immediately perform a Stand Up (Basic) action, becoming Standing and Engaged, without having to spend an action to do so. A fighter can never be both Prone — Pinned and Engaged.
PAGE 64— SHOOTING After IMPROBABLE SHOTS, add the following:
ROLLS OF A NATURAL 1: If, when making a ranged attack, the hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply.
PAGE 67 — SHOOTING Amend the TWIN GUNS BLAZING entry as follows:
If a fighter is armed with two weapons with the Sidearm trait, they can choose to attack with both of them as part of a single Shoot (Basic) action. Make the hit roll for each weapon before resolving any hits scored. Both attacks must be made against the same target and the hit roll for each suffers a -1 modifier.
PAGE 69 — CLOSE COMBAT After 5. MAKE HIT ROMS), add the following:
ROLLS OF A NATURAL 1: If, when making a close combat attack, the hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply.
PAGE 75 PSYCHIC POWERS Amend the second sentence of the MAINTAIN CONTROL (SIMPLE) entry as follows:
Continuous Effect expires at the beginning of this fighter's activation.
PAGE 115 — TWO-DAY EVENTS Amend the second sentence of the EQUIPMENT entry as follows:
Additionally, gangs may purchase any item from the Rare Trade chart at the cost specified that is Rare (11) or below...
FAQ
Q. When Reinforcements arrive, does their presence count towards a Bottle Test?
A. No. When making a Bottle Test it is only the number of fighters in your Starting Crew that matter, regardless of how many Reinforcements have since turned up.
Q. What happens if a Blast marker scatters off the battlefield?
A. If the centre of the Blast marker ever leaves the battlefield, the Blast marker is removed.
Q. Can a Flame template be placed so that it touches fighters within, or even beyond, a Smoke cloud?
A. Yes. A Smoke cloud does not prevent a fighter from placing a Flame template as normal.
Q. When using the Pitch Black rules, does a fighter have to be able to see an enemy fighter in order to make an attack with a weapon with the Template or Blast trait?
A. No. Template and Blast weapons target a point on the battlefield and so can be used whether a fighter can see another fighter or not. In Pitch Black conditions, the fighter could easily have heard a noise down a corridor and decided to risk throwing a grenade or flaming the surrounding battlefield in the hope of hitting an enemy that they know is there, but they can't pinpoint.
Q. When a fighter makes a Charge (Double) action, can they move within 1" of an enemy mode/ and not und the move in base contact with at least one.?
A. No. During a Charge (Double) action, if a fighter moves within 1" of an enemy model they must end the action in base contact with at least one enemy model.
Q. Staying with the Charge (Double) action, does a fighter have to make a Fight (Basic) action after successfully completing a Charge or can they choose to not attack?
A. The fighter must make a Fight (Basic) action.
Q. Can a fighter with a Versatile weapon engage an enemy fighter using a Move (Simple) action and then attack them in close combat?
A. Yes
Q. When a fighter with a Versatile weapon makes Charge (Double) action, do they have to end their MOVE in base contact or can they end the move within the Long Range of their weapon and then make a free Fight (Basic) action?
A. A fighter may stop within their weapon's Long range and make a free Fight (Basic) action as normal for a successful charge.
Q. Some weapons have the Unwieldy trait but are not marked with an * to show they take up two weapon slots for a fighter (and vice versa). Is this a mistake?
A. No, this is intentional. Not all weapons that are difficult use (and so gain the Unwieldy trait) are large enough to take up two weapon slots for a fighter so it is very possible to have a weapon with only the Unwieldy trait or an *, but not both.
Q. How do the Rapid Fire (X) and Blast (*) traits interact with each other?
A. Roll to bit as normal rolling the appropriate number of Firepower dice. A number of Blast markers are placed according to the number of bullet holes on the Firepower dice. If the attack hits then each Blast marker after the first is allocated with the centre hole on a visible target or spot within 3" of the original target or spot. If the attack misses then each Blast marker scatters separately from the-original target or spot
Q. The 'House of…' series of books do not have a Gang Equipment List; which equipment list should be used if a rule refers to the gang equipment list?
A. lt the rule is referring to a specific fighter, then use that fighter's equipment list. If the rule is referring to an entire gang's equipment list (for example, when equipping a House Legacy fighter for a Venator gang) then use the equipment list of a fighter with the Gang Hierarchy (Leader) special rule. lt the gang has multiple fighters with the Gang Hierarchy (Leader) wie, you may choose which one to use.
Q. Different traps with the Hidden Traps rule have different trigger mechanisms; how to resolve this on the battlefield?
A. A separate set of six markers are placed for each different type of trap.
NECROMUNDA: GANGS OF THE UNDERHIVE
As Necromunda Gangs of the Underhive has been replaced by the 'House of...' series of books and the Trading Post PDF, there is no longer any need for errata or an FAQ for it.
NECROMUNDA: BOOK OF PERIL
FAQ
Q. For the Howling Winds Badzone Event, can you clarify how it works in conjunction with weapons with the Smoke trait?
A. After placing the Smoke marker in the desired location, roll the D6; if a 4+ is rolled, remove the Smoke marker as the smoke cloud is swept away by the Howling Winds.
Q. What does it mean by a Brainleaf Zombie not being Broken when subject to the Blaze condition?
A. lt means that, apart from the damage they suffer at the start of their activation, the Brainleaf Zombie can function as normal and does not move in a random direction, as dictated in the Blaze trait.
Q. Staying with Brainleaf Zombies, when are they activated?
A. In a game with an Arbitrator, Brainleaf Zombies are activated during a round as the Arbitrator chooses. If playing a game with Brainleaf Zombies without an Arbitrator, players may choose to activate a Brainleaf Zombie instead of activating one of their own fighters. The Zombie still moves 2D6" towards the nearest fighter (of either gang).
Q. How does the Unstable trait work on grenades?
A. When a fighter throws a grenade, the Firepower dice does not need to be rolled because it is assumed that the Armor symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal.
NECROMUNDA: BOOK OF JUDGEMENT
ERRATA
PAGE 15— IMPERIAL IMPOSTERS Add the following sentences to the end of the AN HONOURABLE WORD entry:
If a gang that is allied with an Imperial Imposter changes alignment in a Law and Misrule campaign, it must Test the Alliance but does not add 3 to the dice roll. When visiting the Trading Post, the allied gang rnay ignore the -2 modifier to the Seek Rare Equipment roll for being an Outlaw gang.
PAGE 20— SMUGGLER SHORE PARTY Amend the fighter profile as follows:
Bosun: Change the WS characteristic from '5+' to '4+'
PAGE 25— MIND-LOCKED WYRD SPECIAL RULES Replace the second sentence of the PYROMANCY — SCOURING (BASIC) entry as follows:
For as long as this Wyrd Power is maintained, the psyker counts as being armed with the following weapon:
PAGE 29— GANG COMPOSITION Amend the seventh bullet point as follows:
• During the course of a campaign, gangs may gain new equipment, either by purchasing it from the gang's House Equipment List or from the Trading Post.
PAGE 31 — PALANITE CAPTAIN (LEADER) & PALANITE SERGEANT (CHAMPION) Add 'Magnacles' to the EQUIPMENT entry for both the Palanite and the Enforcer.
PAGE 32 — PALANITE PATROLMAN (GANGER) & PALANITE ROOKIE PATROLMAN (JUVE) Add 'Magnacles' to the EQUIPMENT entry for both the Palanite and the Enforcer.
PAGE 47 — ADVANCEMENT TABLE Amend the second row as follows:
Improve the fighter's Leadership or Cool characteristic by 1.
PAGE 66— STAND ALONE (NINE OF DIAMOND) Amend the first sentence of the CRITERIA entry as follows:
Choose one friendly Leader or Champion that is taking part in the battle.
PAGE 76— XENOS BEAST TRAFFICKING (SIX OF HEARTS) Amend the second heading under ENHANCED BOONS as follows:
Replace 'Special' with 'Income'.
PAGE 81 — GAMBLING EMPIRE (FOUR OF CLUBS) Amend the heading under ENHANCED BOONS as follows: Replace 'Income' with 'Special'.
PAGE 86 THE RESURRECTION GAME (QUEEN OF CLUBS) Amend the first sentence of the Special ENHANCED BOON as follows:
Whilst this gang controls both of the linked Rackets, any gang in the campaign may pay this gang to return a dead fighter from the grave.
PAGE 86 — PEDDLERS OF FORBIDDEN LORE (KING OF CLUBS) Amend the first sentence of the Special ENHANCED BOON as follows:
Whilst this gang controls both of the linked Rackets, its Leader and all Champions gain a 4+ saving throw that cannot be modified by a weapon's Armour Piercing value.
PAGE 87— ESTUS JET Amend Estus Jet's Fighter card as follows:
• Throwing Knives: Change the S characteristic from 'S' to Add the 'Silent' trait.
PAGE 92 — VUNDER GORVOS Amend Vunder Gorvos' Fighter card as follows:
• Stub Gun: Replace 'Stub gun' with 'Stub Gun (x2)'. Remove the 'Reckless' trait and replace the 'Pistol' trait with the 'Sidearm' trait. • Wargear: Replace '2x Gold Plated and Master Crafted stub guns' with 'flak armour'.
PAGE 94 — THE BLACK MARKET TRADING POST, IMPERIAL WEAPONS Amend each entry within the HEAVY WEAPON section by adding an asterisk (*) as follows:
• Autocannon* • Grav Cannon* • Mole Launcher*
PAGE 94 THE BLACK MARKET TRADING POST, XENOS WEAPONS Amend each entry within the HEAVY WEAPON section by adding an asterisk (*) as follows:
• Demiurg Energy Drill*
PAGE 94 — THE BLACK MARKET TRADING POST, CORRUPTED WEAPONS Amend the Goredrinker Axe entry within the (LOSE COMBAT WEAPONS section as follows:
• Goredrinker Axe 40 credits
PAGE 98— GAEN 'THE GUNK QUEEN' GORVOS Amend Gaen 'the Gunk Queen' Gorvos' Fighter card as follows:
• Throwing Knives: Change the S characteristic from 'S' to '-'. Add the 'Silent' trait.
PAGE 99— JONNY RAZOR Amend Jonny Razor's Fighter card as follows: • Throwing Knives: Change the S characteristic from 'S' to '-'. Add the 'Silent' trait.
PAGE 100— BASIC WEAPONS Amend these weapons as follows:
• Subjugation Pattern Grenade Launcher
- Smoke Grenades: Add the 'Blast (*) trait to the smoke grenade profile.
- Stun Grenades: Change the name to 'Stun Rounds' and remove the 'Grenade' trait.
PAGE 101 — HEAVY WEAPONS Amend this weapon as follows:
• Heavy Concussion Ram: Add the 'Blast (3")' trait to the profile.
PAGE 101 — GRENADES Amend these grenades as follows:
• Smoke Grenades: Add the 'Blast (*)' trait to the smoke grenades profile. • Stun Grenades: Add the 'Blast (3")' trait to the stun grenade profile.
PAGE 104-- BASIC WEAPONS Amend this weapon as follows:
• Rak'Gol Razor Gun: Change the Str characteristic from '3' to
PAGE 105— SPECIAL WEAPONS Amend this weapon as follows:
• Neural Flayer: Change the 'Concussive' trait to 'Concussion' in both profiles. Remove the 'Fear' trait from the Short Blast profile.
PAGE 107— PISTOLS WEAPONS Amend this weapon as follows:
• Withertouch Pistol: Remove 'Toxin' trait from the profile.
PAGE 108— CLOSE COMBAT WEAPONS Amend these weapons as follows:
• Desire's Needle: Change the Acc: S characteristic from '+1' to '-' and change the Acc: L characteristic from to '+1'. • Whisperbane Knife: Change the Acc: characteristic from '+1' to '-' and change the Acc: L characteristic from '-' to '+1'.
PAGE 111 — GAS SHELLS Amend these weapons as follows:
Shotgun
- Gas Shells: Change the Str characteristic from '4' to '-' Combat Shotgun
- Gas Shells: Change the Str characteristic from '4' to '-' Sawn-off Shotgun
- Gas Shells: Change the Str characteristic from '4' to '-' Bolter
- Gas Shells: Change the Str characteristic from '4' to '-' Bolt Pistol
- Gas Shells: Change the Str characteristic from '4' to '-'
PAGE 117 — GYRINX CAT Amend the first heading under SPECIAL RULES as follows:
Replace 'Small Target' with 'Stealthy'
PAGE 121 — THREADNEEDLE WORMS Amend the second row of the first column as follows:
Replace '3-4' with '2-3'.
FAQ
Q: Why does Estus Jet's stiletto knife have +1 to hit modifier? This does not match the profile for a stiletto knife given in Gangs of the Underhive.
A: Certain Dramatis Personae have modified weapon profiles to represent their unique abilities or modifications to their weapons. As such, if a weapon has a different profile on a Dramatis Personae's Fighter card compared to the standard weapon, the change is intentional unless corrected in an errata.
Q. Can 1 include a Palanite Enforcer Rookie Patrolman in my starting gang?
A. No. The Rookie Patrolman represents a replacement sent when casualties are taken as a quick fix. Starting Enforcer Patrols are formed from fully trained Enforcers.
Q. Can an Enforcer buy and use weapons from the Trading Post and/or Black Market?
A. Yes. Enforcers can use the Trading Post just like any other gang.
Q. What categories of weapon can the different Enforcers have from the Trading Post?
A. Any. Enforcers are able to access any weapons required to uphold the law. As such, they have no restrictions based on type — the restrictions within the Gang List are based on official role. Weapons acquired elsewhere, such as those bought from the Trading Post and/or Black Market, represent non-standard equipment acquired by precinct commanders for a specific purpose. In essence, and at the Arbitrator's discretion, an Enforcer can use any type of weapon they can get their hands on.
Q. Does a fighter that is subject to the Restrain (Simple) action (from the Restraint Protocols skill) go Out of Action, as if a Coup de Grace had been performed?
A. Yes.
Q. On page 53 of the Book of Judgement, it says both players should read the text on each card. Does this mean both players read all six cards, or that they only read their three cards, as seen on page 63?
A. The latter. Players should read the three cards they have drawn and then place them face-down.
Q. Many of the Intrigues require a fighter to perform a special action. Is this done in secret, or should I tell my Opponent what I'm doing and why?
A. You should always tell your Opponent what action(s) a fighter is performing and, if making a test, you should always tell your Opponent what you are testing for and what you need to pass.
Think of intrigues as a story unfolding, a story your opponent is perhaps only just finding out about as the details matter to your gang perhaps more than theirs. In some cases, such as when vandalising terrain, your enemy is bound to spot what is going on, so keeping your actions secret doesn't make sense. In others, such as when hacking a console, your enemy is likely to spot some surreptitious behaviour, but won't necessarily know what is going on. It's quite likely they will be able to guess, and they will be able to prevent you fulfilling your goal, but you are not obliged to tell them which Intrigue you are trying to claim by performing a certain action. Ultimately, your Opponent knows far more about what is unfolding than the fighters on the battlefield, and this is part of the fun. intrigues are designed to add exactly this sort of unfolding narrative.
Another option, if the Arbitrator is willing, is to let them fulfil the role of a traditional Garnes Master. In this way, both players are free to keep secrets from one another as long as the Arbitrator knows what is going on. Dice rolls can be made in secret and witnessed, and, in general, Intrigues can become most... intriguing!
Q. Why does the Desire's Needle have the Power trait; the Power trait increases the Damage of the weapon by 1 on a natural 6 but a Toxin weapon doesn't do damage. Is that intentional?
A. The inclusion of the Power trait is intentional. The extra damage is not the only effect of the trait in question — it also means that attacks made with Desire's Needle cannot be Parried and, on a natural 6, no save roll can be made against the weapon.
Q. Can I use magnacles on the charge?
A. Yes.
Q. Can you buy skills for Palanite Enforcer Patrolmen directly as they have Primary and Secondary skills listed?
A. No, you spend XP in the same way as for a normal Ganger; the skills are listed in case they become a Specialist.
Q. Can Enforcer boltguns/shotguns use the special ammo types available to regular boltguns/shotguns?
A. No they cannot unless the ammo type is listed specifically for the weapon lt cannot be used.
Q. Can a fighter in an Enforcers gang be promoted to become a Subjugator mid campaign?
A. No, a fighter may be made a Subjugator only when they are first recruited to the gang, as it requires special training to be a Subjugator.
NECROMUNDA: DARK UPRISING RULEBOOK
ERRATA
PAGE 23— FIGHTER STATUSES Amend the first paragraph of the PINNED entry as follows:
Fighters are generally Pinned as a result of being hit by enemy fire, and will need to spend an action to stand up, becoming Standing and Active. If a Prone fighter that is Pinned ever becomes Engaged by an enemy fighter, they will immediately perform a Stand Up (Basic) action, becoming Standing and Engaged, without having to spend an action to do so. A fighter can never be both Prone - Pinned and Engaged.
PAGE 38— SHOOTING After IMPROBABLE SHOTS, add the following:
ROLLS OF A NATURAL 1: If, when making a ranged attack, the hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply.
PAGE 41 — SHOOTING Amend the TWIN GUNS BLAZING entry as follows:
If a fighter is armed with two weapons with the Sidearm trait, they can choose to attack with both of them as part of a single Shoot (Basic) action. Make the hit roll for each weapon before resolving any hits scored. Both attacks must be made against the same target and the hit roll for each suffers a -1 modifier.
PAGE 43 — CLOSE COMBAT After 5. MAKE HIT ROLL(S), add the following:
ROLLS OF A NATURAL 1: If, when making a close combat attack, the hit roll is a natural 1, the attack automatically misses, regardless of any modifiers that may apply.
PAGE 62 — ADVANCEMENT TABLE Amend the second row as follows:
Improve the fighter's Leadership or Cool characteristic by 1.
PAGE 113— BASIC WEAPONS Amend these weapons as follows:
• Subjugation Pattern Grenade Launcher
- Smoke Grenades: Add the 'Blast (*) trait to the smoke grenade profile.
- Stun Grenades: Change the name to 'Stun Rounds' and remove the 'Grenade' trait.
PAGE 114— PISTOLS WEAPONS Amend this weapon as follows:
• Stub Gun: Replace the 'Pistol' trait with the 'Sidearm' trait.
PAGE 114 — HEAVY WEAPONS Amend this weapon as follows:
• Heavy Concussion Ram: Add the 'Blast (3")' trait to the profile.
PAGE 114 — GRENADES Amend these grenades as follows:
• Smoke Grenades: Add the 'Blast (*) trait to the smoke grenades profile. • Stun Grenades: Add the 'Blast (3")' trait to the stun grenade profile.
NECROMUNDA: BOOK OF RUIN
ERRATA
PAGE 13— HIRING HYBRID JUVES Amend the page reference as follows:
(see pages 44 and 45)
PAGE 17— GANG COMPOSITION Amend the seventh bullet point as follows:
• During the course of a campaign, gangs may gain new equipment, either by purchasing it from the gang's House Equipment List or from the Trading Post.
PAGE 43 — CULT ALPHA (LEADER) Amend the final sentence of the Cult Alpha's EXTRA ARM special rule as follows:
Additionally, a Cult Alpha with an Extra Arm may carry a fourth weapon and may attack with three weapons with the Sidearm and/or Melee traits rather than the usual two.
FAQ
Q. If a Corpse Grinder Cult Initiate (Juve) is promoted to become a Cutter (Champion) during a campaign, do they lose any ranged weapons they are equipped with?
A. No, any ranged weapons they had as an Initiate (Juve) are kept. However, as their type changes to Cutter (Champion) upon promotion, they cannot be equipped with any new ranged weapons in the future.
Q. Similarly, if a Corpse Grinder Cult Initiate (Juve) is promoted to become a Cutter (Champion) during a campaign, do they lose the Infiltration special rule and with it the Infiltrate skill?
A. Yes. As the Infiltrate skill is granted by a special rule, it is lost when the fighter's type changes from Initiate (Juve) to Cutter (Champion). Should a fighter change type, they lose the special rules of their old type, but gain the special rules of their new type.
Q. What about their masks, do these change when a fighter is promoted?
A. Yes. The fighter's mask becomes more ornate with promotion through the cult. Therefore its type and rules change. The old mask isn't discarded though. Rather, it is the old mask that has more ornamentation added.
Q. In that case, when a Corpse Grinder Cult Initiate (Juve) is promoted to become a Cutter (Champion) during a campaign, do they gain the Dervish special rule?
A. Yes.
Q. The Corpse Grinder Cult gang composition rules state that they may only ever include a maximum of 0-3 Champions (Cutters). Can I go above this?
A. NO, that's why the limit is there. Your gang can only take on new Champions (Cutters) if it currently contains fewer than three.
Q. So what happens if, during Down Time, my gang includes three Cutters and an Initiate with five or more upgrades?
A. That's up to you. You may retire a Cutter during any post-battle sequence, including side battles during Down Time, thus reducing the number in your gang and allowing the Initiate to be promoted, or you may forego the Initiate's promotion as promotion in this way is neither automatic nor compulsory.
NECROMUNDA: HOUSE OF CHAINS
ERRATA
PAGE 129 — DJANGAR 'GUNFISTS' Add the 'Sidearm' trait to the 'Custom stub cannon (x2)' profile.
FAQ
Q. The assault grenade launcher has (twin-linked) in its name, should it also have the Twin-linked trait?A. No, the (twin-linked) is included in the name to make it clear that a model equipped with one and each arm only has the one set of assault grenade launchers.
NECROMUNDA: HOUSE OF BLADES
ERRATA
PAGE 33, 35 AND 37 STATUS ITEMS • Phyrr Cat: Change the cost from 130 credits to 120 credits
PAGE 33, 35, 37 AND 39 PERSONAL EQUIPMENT Replace 'Chem-syth' with 'Chem-synth'.
PAGE 38— ESCHER WYLD RUNNER Amend the Promotion (Escher Gang Matriarch) rule as follows:
Add 'Gang Fighter (Prospect)' to the list of special rules lost when promoted.
PAGE 69— NECRANA, THE REVENANT OF CERES Add the following text to the end of the *PETITION entry:
Only Escher gangs may petition Necrana, the Revenant of Ceres.
PAGE 72— CYNISS, THE MOTHER OF POISONS Add the following text to the end of the *PETITION entry:
Only Escher gangs may petition Cyniss, the Mother of Poisons.
PAGE 79 — VOIDBORN BOUNTY HUNTERS Amend the text as follows:
Delete 'However, when selecting the crew for a battle, the Smuggler Shore Party counts as only one fighter, effectively allowing the crew to include two or three more fighters than the crew size may allow.'
PAGE 92 — SOMERSAULT (BASIC) Amend the text as follows:
Delete 'and for the firing of weapons with the Unwieldy trait'
PAGE 115 — BASIC WEAPONS • Boltgun: Change the AM characteristic from '4+' to '6+' • Wyld bow: Change the D characteristic from ' - 'to '1' • Throwing Knives: Change the Str characteristic from 'S' to '-'
PAGE 117 — CLOSE COMBAT WEAPONS • Power knife: Change the Str characteristic from 'S+2' to 'S+1' and delete the 'Disarm' trait • Venom claw: Add the 'Melee' trait. • Two-handed axe: Change Acc (L) from '-' to '-1' • Two-handed hammer: Change Acc (L) from '-' to '-1'
Add the following weapon profile:
— Rng Acc Weapon S L S L Str Ap D Am Traits Augmetic fist ('Joturin" Servitor) - - S+1 -1 2 - Knockback, Melee
FAQ
Q. When I buy gaseous or toxic ammo using chem alchemy can I apply it to all weapons or just one?
A. You can only apply the gaseous or toxic ammo to one of the fighter's weapons.
NECROMUNDA: HOUSE OF IRON
ERRATA
PAGE 45— ORLOCK GREENHORN Amend Skill Access as follows;
Delete '(note, however, that an Orlock Greenhorn may not gain additional skills)'.
PAGE 96 IMPROBABLE BEAT-DOWNS Amend Headshot as follows:
Delete 'However, all missed ranged attacks made by the fighter count as Stray Shots.'
PAGE 116 CLOSE COMBAT WEAPONS Amend Power knife as follows:
Change the 'Backstop' trait to 'Backstab'.
FAQ
Q. When an Orlock Wrecker is promoted, can they still use their jump booster?
A. Yes, any Wargear or weapons a fighter has before they are promoted they may still use and keep access to, though they may no longer purchase additional equipment from the Orlock Wrecker equipment list - they must use the one relevant to their new rank within the gang.
Q. When an Orlock Wrecker dies, can I give their jump booster to another fighter or sell it?
A. No, fighters can only be given equipment that is in their equipment list, the Trading Post or the Black Market. As jump boosters do not appear on any of those they cannot be given to another fighter. For the same reason they cannot be sold during the post-battle sequence.
NECROMUNDA: HOUSE OF ARTIFICE
ERRATA
PAGE 47 — VAN SAAR SUBTEK Amend Skill Access as below:
Delete '(note, however, that a Van Saar Subtek may not gain additional skills)'.
PAGE 78 — IMPERIAL IMPOSTERS Add the following sentences to the end of the AN HONOURABLE WORD entry:
'If a gang that is allied with an Imperial Imposter changes alignment in a Law and Misrule campaign, it must Test the Alliance but does not add 3 to the dice roll, When visiting -the Trading Post, the allied gang may ignore the -2 modifier to the Seek Rare Equipment roll for being an Outlaw gang.'
FAQ
Q. When a Van Saar Neotek is promoted, can they still use their grav-cutter?
A. Yes, any Wargear or weapons a fighter has before they are promoted they may still use and keep access to, though they may no longer purchase additional equipment from the Van Saar Neotek equipment list --they must use the one relevant to their new rank within the gang.
Q. When a Van Saar Neotek dies, can I give their grav-cutter to another fighter or sell it?
A. No, fighters can only be given equipment that is in their equipment list, the Trading Post or the Black Market. As grev-cutters do not appear on any of those they cannot be given to another fighter. For the same reason they cannot be sold during the Post-battle sequence.
NECROMUNDA: HOUSE OF FAITH
ERRATA
PAGE 46 - ZEALOT Amend Promotion (Redemptionist Specialist) as follows:
In the first paragraph, delete 'either a Cawdor Specialist, or' and 'as the controlling player chooses'.
In the second paragraph, add 'Hot-headed' to the list of special rules lost.
PAGE 56— HIVE PREACHER Amend Sermon as follows: Change 'if a Hive Preacher is on the battlefield and not Seriously Injured' to 'if a Hive Preacher is on the battlefield and not Seriously Injured or Broken'
PAGE 66 JOTUNN' H-GRADE SERVITOR OGRYN Amend the Characteristics profile es follows: M WS BS S T W I A Ld CI Wil Int 5" 4+ 5+ 5 5 3 4+ 2 7+ 6+ 8+ 9+
PAGE 76— THE HEADSMAN Amend Articles of Faith as follows:
Replace 'Path of the Zealot' with 'Path of the Fanatic'.
PAGE 93— CAWDOR HOUSE FAVOURS Amend the Blessed of Cawdor as follows:
Replace 'Gang Leader special rule' with 'Gang Hierarchy (Leader) and Group Activation (2) special rules'.
PAGE 107 — INCENDIARY TRAP Add the following text:
When an enemy fighter moves within 2" of an Incendiary Trap marker, they must immediately stop and make an Initiative check. If this check is passed, they can continue their movement as normal. If it is failed, flip over the marker to see if it is the real trap as per the Hidden Traps rule. If it is a false trap, discard the marker. If it is the real trap, it explodes immediately with the following profile.
PAGE 108— HOLY GANG-RELIC Amend the entry as follows:
Add 'in close combat' to the end of the first paragraph.
PAGE 120 — BASIC WEAPONS Amend these weapons as follows:
Rng Acc Weapon S L S L Str Ap D Am Traits Sawn-off shotgun
- with solid ammo 4" 8' - -2 4 - 2 6+ Knockback, Plentiful
- with scatter ammo 4" 8" +2 3 - 1 6+ Plentiful, Scattershot • Cawdor polearm with blunderbuss
- Blunderbuss with grape shot: Add the 'Template' trait.
- Blunderbuss with purgation shot: Add the 'Template' trait. • Shotgun
- Inferno Ammo: Change Amme value from '4+' to '5+' and change the 'Knockback' trait to 'Blaze'.
PAGE 121 — PISTOLS Amend these weapons as follows:
• Hand flamer: Remove the 'Cornbi' trait. • Laspistol: Remove the 'Combi' Trait. • Stub gun: Remove the 'Combi" Trait.
- Dumdum rounds: Remove the "Combi' Trait.
FAQ
Q. Klovis the Redeemer has the Restless Faith skill; as he can never benefit from this skill given he is a Hired Gun, is this a mistake? A. No, the skill is correct. Klovis has this skill in case players wish to use him as the leader of an Outcast Gang leading a throng of faithful Hive Scum on a crusade!
NECROMUNDA: HOUSE OF SHADOW
ERRATA
PAGE 45 — DELAQUE SHADOW Amend Skill Access as follows
Delete '(note, however, that a Delaque Shadow may not gain additional skills)'.
PAGE 71 — HIVE SCUM Amend Basic Weapons as follows:
Add 'with scatter ammo' to Sawn-off shotgun.
PAGE 102— SIGHTBLIND TRAP Arnend the first paragraph as follows:
Add 'Sightblind traps can be set up anywhere on the battlefield outside of your opponent's deployment zone.'.
PAGE 103 WEB TRAP Amend the first paragraph as follows:
Add 'Web traps can be set up anywhere on the battlefield outside of your opponent's deployment zone.'
PAGE 116-- BASIC WEAPONS Amend these weapons as follows:
Rng Acc Weapon S L S L Str Ap D Am Traits Sawn-off shotgun
- with solid ammo 4" 8" - -2 4 2 6+ Knocback, Plentiful
- with scatter ammo 4" 8" +2 - 1 6+ Plentiful, Scattershot
PAGE 118 — CLOSE COMBAT WEAPONS Amend the weapon as follows:
• Paired psychomantic claws: Add the "Versatile' trait.
FAQ
Q. How and when can I select the new wyrd powers from Book of the Outcast for my fighters that have been upgraded with Psychoteric Whispers?
A. When the Psychoteric Whispers upgrade is purchased for a fighter, the specialisation and first power must be selected from the Madness, Delusion or Darkness disciplines. However, during campaign play, when purchasing additional powers with XP they can be selected from any discipline. Note that the Psychoteric Choirs rule only applies to powers from the Madness, Delusion or Darkness disciplines.
NECROMUNDA: BOOK OF THE OUTCAST
ERRATA
PAGE 20 — CLAN HOUSE Amend the first paragraph as follows:
Replace 'For any scenario or campaign purposes' with 'For any scenario selection or campaign territories purposes'.
FAQ
Q. There are no points values included for the single fighter delegations; how do I go about adding them to my Outcasts gang?
A. The points costs were not included for these fighters as it is possible to create a more characterful and personalised leader for your Outcasts gang using the standard rules. However, as there is a demand for them, amend the text on page 22 as follows:
After the last bullet point add 'Several delegations are made up of just one fighter. In order to use these, use the Elevating a Fighter rules with the following credits cost:
- Master Charlatan (House of Artifice, page 85) — 280 credits
- Rebel Lord (House of Iron, page 84) — 305 credits
- Mind-locked Wyrd (House of Shadow, page 86) — 150 credits'
NECROMUNDA: ASH WASTES RULEBOOK
FAQ
Q: The boons for the Road Sections in the Ash Wastes campaign seem to be very — is this intentional?
A: Yes, this is to represent the fact that credits can be very hard to come by in the wastes. If the Arbitrator wishes, they can multiply all of the boons by 10.
Q: The Battlefield Conditions seem incredibly deadly — is there a way to alleviate this?
A: Away from the protection of the hives, the wastes are a very dangerous place to try to live, and the Battlefield Conditions rules reflect this. lt players wish to reduce the impact these rules have upon battles, they may agree between them which conditions will be in play, and the Arbitrators may dictate certain conditions to be used.
OTHER ERRATA NECROMUNDA: RAGNIR GUNNSTEIN
Amend Ragnir Gunnstein's Fighter card as follows:
Skills: Add the Munitioneer skill.
RAW ✔️ Necromunda Frequently Asked Questions and Errata V.1 (2018)
Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn't as clear as it could be. This document collects amendments to the rules and presents our responses to players' frequently asked questions. We've also taken the opportunity to listen to player feedback and to update several rules accordingly. As they're updated regularly, each has a version number; when changes are made, the version number will be updated, and any changes from the previous version will be highlighted in magenta.
Necromunda: Underhive Rulebook Errata
Page 39 – Designer's Note
The second sentence should read: "When it's not clear how to proceed, both players should discuss what they think is the most sensible solution – and if an agreement cannot be reached, roll off to decide."
Page 46 – Charge (Double)
The second sentence should read: "They can move within 1" of a standing or Prone enemy…"
Page 46 – Retreat (Basic)
Disregard the second sentence that reads: "If it is passed, they can make a move of up to D6" – they cannot move within 1" of any other enemies, though."
Page 47 – Moving
This rule has been updated to reflect feedback from players. Replace the first paragraph with the following:
"Fighters move by making actions, and there are a number of actions that enable them to move in different ways, as detailed on this page and the previous page. For example, a fighter might make a Move (Simple) action to advance cautiously, or may make two Move (Simple) actions in quick succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into combat, or when Pinned or Seriously Injured they may Crawl (Double) to get out of the firing line. When activating a fighter to make any of the previously listed actions, declare a general direction in which they will move, then measure out the movement. A fighter is not obliged to move their full movement allowance, they can move any distance up to their movement allowance, but they cannot move further. Movement need not be in a straight line, a fighter can turn and zig-zag around terrain as appropriate. After moving, a fighter can turn to face any direction. Sometimes, when you measure out movement, it may become obvious that a fighter does not have as much movement as hoped and will end their movement short of where you had planned. In this case, move the fighter as far as possible in the desired direction, and try to make good use of any available cover!
In the case of a Charge (Double) action, if a fighter has insufficient movement, they will end their move short of combat and often in a very dangerous position!"
Page 69 – Autogun The Short Range of this weapon should be 8".
Page 69 – Autopistol The Ammo Characteristic of this weapon should be 4+.
Page 76 – Respirator The first sentence of the second paragraph should begin: "If a fighter with a Respirator…"
Page 76 – Stimm-slug Stash The final sentence of the second paragraph should begin: "At the start of the End phase…"
Page 78 – Weapon Traits Add the following weapon traits here:
ENTANGLE: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
FEAR: Instead of making an Wound roll for an attack with the Fear trait, the opposing player makes a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately Broken and runs for cover.
Page 79 – Weapon Traits Add the following weapon trait here: RENDING: If the roll to wound with a Rending weapon is a 6, the attack causes one extra point of Damage.
Page 79 – Toxin The first line should read: "Instead of making a Wound roll for a toxin attack,"
Page 85 – Iron Will The first line should read: "Subtract 1 from the result…"
Page 85 – Rally (Basic) The first line should read: "If the fighter is Active, they can make the following action:"
Page 89 – Marksman The second sentence should read: "In addition, if the hit roll for a ranged attack made by the fighter is a natural 6 (when using a weapon that does not have the Blast trait), the attack's Damage is doubled (if they are firing a Rapid Fire weapon, only the first hit's Damage is doubled)."
Page 89 – Iron Will The first line should read: "Subtract 1 from the result…"
Page 89 – Rally (Basic) To clarify when this action can be made, the first line should read: "If the fighter is Active, they can make the following action:"
Page 104 – Crews Table The header on the left should read: "2D6"
Page 105 – Setting Up Add the following line to the end of the 'Setting Up' paragraph: "The defender then sets up their entire crew within the green deployment zone. Finally, the attacker sets up their crew within the red deployment zone."
Necromunda: Underhive Gang Tactics Cards
'Group Tactics' Tactics Card Disregard the line that reads: "Each of them must make the same action."
'Scrag' Tactics Card Replace the line that reads: "Play this card after both gangs have been set up at the start of the battle, before the first round begins. "
With: "Play this card after one of your fighters puts an enemy out of action in close combat."
Necromunda: Underhive Quick Reference Sheet
'Fight' Action Replace the header that reads: "FIGHT (DOUBLE)" With: "FIGHT (BASIC)"
Necromunda: Underhive Fighter Cards
Errata
Skullshank (Leader) Fighter Card The stubber component of Skullshank's combi-pistol should have an Ammo characteristic of 4+. Brakk Fighter Card Brakk's stubber should have an Ammo characteristic of 4+.
Frequently Asked Questions
Page 39 & Page 70 – Lasgun Q. The stats given for the lasgun on page 39 differ from those given later. Which are correct? A. The stats given on page 70 are correct.
Page 46 – Actions Q. When activating a fighter, do I have to declare both actions at once? A. No, if you declare a Simple or Basic action you fully resolve that, then move on to the fighter's second Simple or Basic action. If however you are making a Double action, declaring and resolving that uses up both actions!
Page 58 – Target Priority Q. When making a Ranged Attack, can I ignore Prone fighters for the purposes of Target Priority? A. Good question. When a fighter is Prone, they are either Pinned or Seriously Injured. Often, a Pinned fighter can be ignored, as they are likely to be behind cover and harder to target, meaning that another fighter may be easier to hit. However if that is not the case, for instance, if the required hit roll for a Pinned fighter is the same as a fighter further away, the Pinned fighter takes priority. When a fighter is Seriously Injured, they do not represent the most obvious threat, therefore they can be freely ignored.
Page 62 – Leading By Example Q. Does this rule only apply to Cool checks made as part of a Bottle test, or all Cool checks? A. This only applies to Bottle tests.
Page 70 – Grenade Launchers: Q: Do grenade launchers follow the same rules for grenades when they run out of ammo after a failed Ammo check? A: No, an Ammo check fail on a grenade launcher might represent a weapon jamming or some other minor malfunction, but we can assume the wielder carries sufficient ammo for the battle and if they are able to clear the fault then they are able to reload. This is factored into the cost of the weapon.
Page 79 – Rapid Fire (X) Q. If attacking with a pistol in close combat, can I use the Rapid Fire (X) trait? A. You can indeed.
Page 85 – Iron Will Q. In Gang War, this skill says to "subtract 1 from the result of any Bottle tests…" Which is correct? A. Gang War is correct, obviously adding 1 to the result isn't much of a bonus!
Page 95 & Page 105 – Setting Up Q. Which colour deployment zones are for the attacker and which are for the defender? A. Red deployment zones are for the attacking gang, green is for the defender.
Melta Trap, Frag Trap & Gas Trap Cards Q. Can any fighter make this action? A. Yes, so long as they are Active.
Necromunda: Gang War
Errata
Page 23 – Visit the Trading Post The heading ("Visit the Trading Post") should simply read "Trade", to be consistent with how it is referenced elsewhere.
Page 26 – The Showdown The steps the gangs should follow in preparation for the showdown are: 2, 4, 5 and 6 of the post battle sequence.
Page 36 – Suspensors Replace the description of what this item does with: "An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action."
Page 37 – Weapon Traits Add the following two weapon traits here:
ENTANGLE: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
FEAR: Instead of making an Wound roll for an attack with the Fear trait, the opposing player makes a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately Broken and runs for cover.
Page 39 – Weapon Traits Add the following weapon trait here: RENDING: If the roll to wound with a Rending weapon is a 6, the attack causes 1 extra point of damage.
Page 39 – Toxin The first line should read: "Instead of making a Wound roll for a toxin attack,"
Page 40 – Bulging Biceps (Brawn) Replace the explanation of how this skill works with: "This fighter may wield an Unwieldy weapon in one hand rather than the usual two. Note that Unwieldy weapons still take up the space of two weapons with regards to how many a fighter may carry."
Page 40 – Connected (Savant) Replace: "Seek Rare Item" With: "Trade"
Page 43 – Mighty Leap (Agility) Replace the explanation of how this skill works with: "When measuring the distance of a gap this fighter wishes to leap across, ignore the first 2" of the distance. This means a fighter with this skill may leap over gaps of 2" or less without testing against their Initiative. All other rules for leaping over gaps still apply."
Page 43 – Savvy Trader (Savant) The first line should read: "When this fighter makes a Trade post-battle action (see page 23)…"
Page 53 – Sneak Attack The heading here should be larger, both the "Sentries" and "Raising The Alarm" sub-headings are part of the Sneak Attack section. When a scenario states that the Sneak Attack rules should be used, that means the Sentries and Raising The Alarm rules are also in use.
Page 59 – Reputation The first line should read: "If more defenders escaped than went Out of Action, the defenders gain 2 Reputation. If more defenders went Out of Action than escaped, the attackers gain 1 Reputation."
Pages 62 and 64 – Crews In each case, add the following before the first paragraph: "This scenario uses the rules for Sneak Attacks (Sentries & Raising the Alarm) on page 53."
Page 64 – The Captive(s) The last sentence of the 'Captives(s)' section should read: "In a skirmish battle, the attacker picks one of their fighters at random to act as the Captive."
Frequently Asked Questions
Page 12 – Campaign Newsletter Q. This section suggests a leaderboard based on Gang Rating or Turf Size, but the Apotheosis section on page 26 specifies that the Top Dogs are determined by Reputation with Rating as the tie-breaker. Which method is correct and is it possible to use different methods as this appears to suggest? A. Reputation is indeed what matters and is used at the end of the campaign to determine who the Top Dogs are, so page 26 is correct. But mid-campaign it is fun to include other ways of ranking gangs, and this section aims to give some ideas to use in newsletters.
Page 22 – Deploy Q. This section mentions setting up both crews and gangs. Which is correct? A. Crew. As always, players select and set up a crew for the game.
Page 24 – Stash Q. Can a new fighter be equipped with weapons and wargear held in the gang's Stash? A. Yes. As well as being redistributed amongst other fighters, a new fighter may be equipped for free from the gang's Stash, providing of course that normal restrictions on weapon type are followed. For example, a newly hired Goliath Juve cannot be equipped with a heavy bolter from the Stash. Simply delete the items from the Stash and add them to the new fighter's Fighter card.
Page 27 – The Effects of Downtime Q. In Step 2, any captives still held are returned for half their Credits value. Who pays this? A. In the downtime between campaigns, friends and family club together to raise the ransom. They can't pay in full but the captor doesn't care, they are sick of feeding their hostage by now and keen to be rid.
Page 39 – Rapid Fire (X) Q. If attacking with a pistol in close combat, can I use the Rapid Fire (X) trait? A. You can indeed.
Pages 46 and 50 – Gangers: Equipment
Q. Here and in the corresponding text in the Escher section on page 50, it states "They can be
equipped with Armour…", but no price for Armour is given in the whole book. It appears that only
Leaders and Champions can have Armour, and they start with it. Is there a section on Armour
missing?
A. At present Gangers cannot buy Armour, but in the future more options will be introduced.
Goliath Gang Tactics Cards Pack
Errata
A Good Day The text on this card should read: "Choose a Champion or Leader model in your crew. Tuck this card under that fighter's card. For the duration of the game, Cool checks for other fighters from your gang have a +2 modifier if they are within 3" of the chosen Champion or Leader."