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THE FUTURE
Necromunda Redux
MEN WITHOUT NAMES...
Hired Guns in the Ash Wastes
THE AMBUSH AT SHANTY
TOWN PARADISO
Ash Wastes Battle Report
THE RAT SHOOT
& THE BREWERY
Two New Scenarios for
NecromundaDT eee eT a OR oeHello again and, sadly, good
bye.
This issue of Necromunda
magazine is my last as editor.
Before leaving you all to the
tender mercies of the new
editor, Matt Keefe, I would
like to say thank you to all the
dedicated Necromunda
players out there who have
sent articles, letters and ideas
over the past years. It is your
contributions that have made
and sustained Necromunda
Mag (I think), a good
quality hobby magazine.
I can't name all of you, but it
has become evident in my
time at the helm, that almost
eight years after publication
there is still a large, dedicated
and enthusiastic following for
the game, making the work
Fanatic is doing in
supporting and ‘growing’ the
hobby vital. I think we have a
stronger hobby now than we
did two years ago, with more
new miniatures and more
new players. I have no doubt
Plans for a new edition of the game.
By Jervis Jobnson.
By Stuart Witter & Chris Ward
TALES FROM THE HIVE
‘Your letters.
THE BREWERY & THE RAT SHOO’
‘Two quick, easy to play scenarios for
By Nick Jakos
CONTACTS PAGE
An Ash Wastes Battle Report.
=a strc:
EDITORIAL
CONTEN
THE FUTURE: NECROMUNDA REDUX
BATTLES IN THE ASH WASTES: HIRED GUNS
Rules for hired guns in the Ash Wastes, including two new mercs for hire!
Everything you need to know about Fanatic!
AMBUSH AT SHANTY TOWN PARADISO
By Stuart Witter, Chris Ward, Warwick Kinrade & Matt Keefe
ey
that Necromunda's future is
secure and that it will
continue to grow. Whilst
there is demand, Fanatic is
here to fulfil it.
Although I shall no longer be
editing the magazine I shall
still ‘take part in the
development of the game
and assist in playtesting new
rules with Matt and the rest
of the team.
HEAD FANATIC
Jervis Johnson
EDITOR
Matt Keefe
PRODUCTION/
COVER RENDER
Dean Spencer
PROOF READING
Talima Fox
Having said my fond
farewells I'll hand over to
Matt. Cheers and good
hunting to all
Steve
Thank you Steve. All that
really remains for me to say is
to apologise for the delay in
getting this magazine out. In
the hectic —_ editorial
changeover, we effectively
had to skip an issue, meaning
this issue arrives a rather
embarrassing two months
late. Sorry!
Matt
2
12
T
r Necromunda.
16
a7THE FUTURE:
NECROMUNDA REDUX
by Jervis Johnson
Necromunda is, and always bas been, one of the most popular games that Games Workshop
has ever produced. In recent times, it may seem like we have been neglecting Necromunda
a little, b ut fear not, this is just the calm before the storm of many great new things. Here
Jervis Jobnson describes the forthcoming Necromunda Redux.
I would imagine that fans of Necromunda
have been watching what Fanatic has been
doing for the other games in the specialist
games range up until now with some envy.
While these other games have been getting
new models, annuals, rules reviews, website
revamps and White Dwarf articles,
Necromunda players have had to make do
with a handful of new models and that's
pretty much it. If it wasn’t for the excellent
Ash Wastes articles by Stuart Witter and
Chris Ward then there really wouldn't have
been very much to get excited about at all.
‘The good news, really great news in fact, is
that this situation is about to change, and
the purpose of this article is to let
Necromunda fans know about the exciting
things we have planned for the game.
The first and most important thing to say is
that everyone in the Fanatic bunker and
throughout Games Workshop in general
CONFRONTATION
LPO SR fo) UC) Tedd
think Necromunda is simply a great game,
and we can’t wait to be able to support it
properly. Speaking personally, I have always
felt that Necromunda was one of the finest
games in the GW range, and I am immensely
proud to have been one of the members of
the original development team for the game
back in the mid 90’s. And it’s clearly not just
the game’s developers who feel this way,
because even with the lack of new material
Necromunda is still one of the most popular
games in the specialist games range.
I think that the reason behind
Necromunda’s enduring popularity is the
way it combines a superb tabletop skirmish
game with a groundbreaking campaign
system and an immensely characterful
background setting. Speaking personally,
once again, Necromunda remains one of my
favorite tabletop games. I find that it’s
balance between detail and playability is just
right, and there is very little 1
would want to either add or
take away from the core game
system. However, while the
core game rules produce a
compelling tabletop game, it is
probably the campaign system
and the game's background
that are its most important
features for _ hardcore
Necromunda fans.
The campaign system was
actually an ‘evolution’ of the
campaign rules developed for
the 3rd edition of Blood Bowl,
but luckily for us it worked as
well (if not better) in
Necromunda. More
importantly the campaign
rules transformed
Necromunda from anexcellent tactical game into a
truly groundbreaking design
that combined the _ best
features of __ tabletop
wargaming with the role-play
and character development of
a role-playing game
Necromunda designer Rick
Priestley dreamed up the
powerful game background.
Quite how the little fellow
me up the idea of a
kilometers high hive where a
callous elite ruled over
warring Houses is difficult to
;, though personally I think
it has something to do with
affeine-induced illusions
brought on by too many cups
extra-strong Yorkshire tea.
Other’s feel it might have
something to do with the
special bacon Rick insists on being used in
his daily triple-decker bacon butty, but I
digress. Wherever the ideas came from, Rick
produced what is arguably the most
interesting background setting for a game
ever. The success of the novels and comic
strips set on Necromunda are testament to
just how fascinating the background is.
All in all, then, Necromunda is something of
a classic game. There is only one minor
problem with the game at present, and that
is that the rules and miniatures are currently
only available from our UK Mail Order
department... Now, the rules being
unavailable in most places in the world
makes our job of the supporting the game
rather difficult, to say the least. To make
matters worse the last version of the
rulebook is in serious need of an update,
and the terrain and plastic models that were
an integral part of the game are no longer
available. So, taking the bull by the horns,
we've decided to bring out a new version of
the Necromunda rulebook to be released
next summer, that we're going to call
Necromunda Redux, which willbe
supported by a full range of miniatures and
will be available worldwide. I've also
decided not to bring out any new models
for Necromnunda until after we get the
Necromunda Redux rulebook back in print,
as it would clearly be a bit silly bringing out
new models for a set of rules that is difficult
to get hold of. On the other hand this docs
mean that we have some really cool stuff
ready and waiting to bring out once
Necromunda Redux is available.
So what exactly does the Necromunda
Redux project entail, and what do we have
planned for the game? First and foremost,
though, don’t panic, we don’t plan to
change the rules for the game. We just want
to get Necromunda in print again and give it
a bit of a facelift. That's why we've chosen
the name Necromunda Redux for the
project as, according to my computer’s
dictionary, redux means "brought back,
especially in being restored to former
importance or prominence", and this is
exactly what we are planning to do.
The way we're going to go about getting the
game back in print is to reformat the text
from the rule books in the original
Necromunda boxed game into a single
stand-alone volume. As already noted, I
don't plan to change the game rules, but we
will fix some minor bits of errata, clarify
rules that are unclear, and make a few very
minor tweaks to the game system. We'll also
take the opportunity to generate all new
artwork for the book and generally make it
look as up to date as possible. ‘The finished
rulebook will be sold on its own (ie. not as
part of a boxed game)
We're also taking the opportunity to makesome new metal Goliath and Orlock models
to replace the rather tired plastic versions
from the original game. This will allow us to
do the models in the new ‘body plus
weapons’ format first used for our Ash Waste
Nomads. All the ‘body plus weapons’ format
means is that each model will come with a
separate weapon sprue allowing you to
choose exactly how each member of your
gang is armed. This format is perfect of
Necromunda, and is that way we are going
to do all new models for the game from now
on. At the time of writing we've just received
the first castings of the new Goliaths and
master models for the new Orlocks. Check
‘out the pictures of the models that appear
in this article to see what a superb job new
Citadel designers Adam Clarke and Martin
Footitt have done on the models.
At the same time as we bring out the new
rules and models, we'll also be re-releasing
the boxed sets and blister packs of
miniatures for the other Necromunda
gangs, so you will be able to get models for
all six Houses when the new rulebook
comes out. In addition we'll be releasing a
new Necromunda terrain set containing all
of the scenery from the original boxed
game. These three things — rule book,
miniatures, and terrain set - will mean that
all of the things that were in the original
Necromunda boxed game will be fully
available again to players all over the world.
However, rather than bundling all the bits
together into a single box they will all come
separately, allowing players to pick and
choose what they want. This should be
especially useful for established players,
who won't have to buy stuff they already
have, though I think making the terrain
available in a separate set will be useful for
just about all Necromunda players (and
quite a few 40K players too I'd imagine!)
By now quite a few of you will be saying
“Hold on just a minute Johnson, what about
the stuff from Outlanders? When will that be
out? Will it be out?!?" The answer to this very
sensible question is that I've decided to save
up the material from Outlanders and bring,
it out slowly following the release of the
main game. For example, the first of the
Outlander gangs we'll be bringing out will
be the Redemptionists, that will come out
about two months after the new rulebook is
printed. We'll then slowly work our way
through the other Outlander gangs over the
course of the first year or so of the game’sfrom the Outlanders supplement
were a bit rushed, so while I'm
happy to let the main game rules go
Ror through unchanged, I would like to
SS EER | cio a little bit more development
work on the rules that appeared in
Outlanders, and delaying the
release of the Outlander gangs will
allow me to do just that
Established players that _use
Outlander gangs already shouldn't
worry though; you'll still be able to
use the old rules in order to field
your gang until the new rules come
out, so you won't have to retire
them to gather dust on your
shelves! The other question many
of you will be asking is "Whe
will appear in Necromunda —_Necromunda Redux come out? I want it
magazine first of all, and then be compiled now, I tell you, NOW!!!" The answer to this
together in the first Necromunda Annual. question is that Redux won't be released
until... the early summer next year . Yes I know it seems like ages to
wait, but we need that long in order to do
all of the production work and generate the
new artwork needed for the book.
Unfortunately I can’t give an exact date as it
will be up to our local sales teams as to
when the game goes on sale in different
countries, but at present it lool
{
game will go on sale
sometime between the start of
May and the end of July
depending on where you live
and how it takes to ship the
new rulebooks to your
distributor, Until then you can
still get hold of the old models
from our Mail Order
department in the UK on
(0115) 9140000 or by visiting
the UK on-line store at
www.games-workshop.co.uk.
We'll let you know more about
the exact releases dates
Necromunda Magazine as we
get closer to the time
And is pretty much all there is
to now about the Necromunda
Redux project at the present
time. Hopefully you agree with
me that all of the things we
have planned are just what's
needed to restore
Necromunda to its rightful
place as one of the most
important games in the whole
GW range. I also think it’s going to make
next summer a very exciting time for
Necromunda fans everywhere. I, for one,
can't wait.
eee ee
Best regards,
Jervis Johnson
Head FanaticBATTLES IN THE ASH WASTES
HIRED GUNS
by Chris Ward and Stuart Witter
Continuing our Ash Wastes series of articles, Chris Ward and Stuart Witter go in search of
bounty hunters, mutant scum and other hired guns, and find that even in the Ash Wastes
almost anything or anyone can be found... for a price!
Just as in the Underhive, there are many
hired guns for sale in the Ash Wastes as long
as you know where to look. Mercenary scum.
crop up at trading posts, shanty towns and
journeymen depots. Wandering nomad
guides are found working with many gangs.
For a fee their valuable knowledge of the
Wastes can help find the quickest route, or
set up the most effective
ambush. Even bounty
hunters can be found
in the wastes, after
all many
outlaws think hiding amongst the dunes
and pollutants can save them, and many
guilders are determined to prove this is not
the case.
This article details the types of hired guns
that may be found and hired in the Ash
Wastes, and by whom. Many of these you
will already be familiar with, but some are
found only in the desolation of
Necromunda’s ash deserts. Note that all
hired guns are assumed to be equipped with
1 if this is not stated
in their normal rules. Please show
OD this on the mode
£ UNDERHIVE SCUM
Although not strictly ‘Underhive’
scum, there are many scum fighters to be
found in the Ash Wastes: shanty scum,
escaped outlaws and more. Underhive
scum can therefore be used by any gangs in
Necromunda: Battles in the Ash Wastes,
following the normal rules in Necromunda
As it states in the rules, a scummer will
never use any weapons or equipment other
than his own, so he may not drive a vehicle
or ride a beast, but may ride as a passenger
as normal, and may take over the controls in
an emergency.
Ash Waste Shaman
Well, of course you can have these! Any
gangs in Necromunda: Battles in the Ash
Wastes may hire an Ash Wastes Shaman
except Guilders, who see them as criminals
and offer a bounty on their heads, and Hive
Prospector teams, who are professionals
and do not hire any outside help. Ash
Wastes Shamans can only ride as passengers
just like other hired guns.Bounty Hunters
These are still occasionally found in the
wastes, and may be hired as per the standard
rules found in Necromunda by Guilders,
Journeymen and Shanty Town gangs. Again,
they cannot use any other equipment than
their own, so may only take over vehicle
controls in an emergency, but may ride as a
passenger as normal.
Ogryn Bodyguard
Guilder gangs may hire these rare and
hideously expensive bodyguards, but no one
can. They cannot take over a vehicle
even in an emergency, let alone drive one
normally, and take up two crew spaces in
vehicles that can hold five or less crew, thanks
to their massive 4
Pit Slaves
Hive Prospector teams have a kind of pit
slave: servitors, which are dealt with
separately in the Hive Prospector rules. Of
the other gangs in the Ash Wastes, none have
the technology or resources to maintain pit
slaves except for Guilders, who may hire pit
slaves as per the normal rules in Outlanders.
Pit Slaves may only ride as a passenger in a
vehicle as with Scum and Bounty Hunters,
and may only use their own equipment as
normal. Pit Slaves are still capable of driving
a vehicle, but in an emergency only.
Sniper/Defence Force Deserter
These are PDF deserters that have found their
way to the shanty towns in the Ash Wastes,
but may be hired following the normal rules
in Necromunda magazine. Guilders and Hive
Prospector teams may not hire Snipers, but all
other Ash Wastes gangs can. Again they can
only be passengers in vehicles. Defence Force
Deserters (from Gang War 3), may not be
used in the Ash Wastes; their wargear is far
too hard to maintain in this hostile
environment.
Ratling Sniper
These diminutive marksmen have an
incredibly weak constitution and would die
within hours of leaving the protection of the
hive.
Ratskin Scouts
Ratskins will never abandon the underhive; it
is their sacred homeland, and thus no gangs
in Necromunda: Battles in the Ash Wastes
may hire them when outside the hive.
These are much less common in the Wastes
than the underhive. They are rare mutants,
and thanks to the sparse population of the
Wastes few survive, especially considering
many Wyrds are physically weak and less able
to survive in the Wastes. However, that is not
to say they don’t exist at all, so they may still
be hired by any gang that can afford their
services, except Guilders, who would sooner
have them shot, and House Prospector teams
who don’t hire anyone. Pyromaniac Wyrds
should re-roll result 5 (flame blast), as in the
high winds of the Wastes they are only going
to cook themselves with this power.
Beastmaster Wyrds may only have Giant Rats
(evil mutant rats at that), or Milliasaurs, as
Ripper Jacks have nowhere to hide and hang
upside down in the dark if they go outside the
hive. As before, Wyrds may ride vehicles as
passengers only.Nomad Guide Profile
Nomad Guides have special skills as well as
superior characteristic values. This is
worked out only after the Nomad guide is
recruited. The basic characteristic profile is
given below, and is the base level for
characteristic values. In addition to this the
Nomad Guide will have a number of
‘advances’ as explained below.
Nomad Guide Advances
MWS BS S$ T WI A Id
Btn: Stns let 3s heed
A Nomad guide has three advances, which
are either bonuses on his profile or skills
Roll a D6 three times and consult the chart
below, noting down the skills and increases
as you go along. A Nomad guide may not
increase any characteristic by more than +2;
if an increase is rolled for a third time re-roll
the result. Similarly if you roll the same skill
twice re-roll to get another.
1-2 +1 Ballistic Skill
3 +1 Toughness
4 — Rolla further D6:
+1 Weapon
NOMAD GUIDE
1
Not all Nomads operate in bands of 2 +1 Strength
wandering raiders, some may be found 3. +L Initiative
walking the toxic wastes alone, surviving by 4 +1 Wound
their own considerable skill. They may be 5 +1 Leadership
outcasts from the Nomad tribe, the last 6 +1 Attack
survivor of a gang destroyed by freak storms «5.6 _ Rolla further D6:
or simply prefer to live alone. Nevertheless. is * ears
these nomads often turn up at a shanty 45 Rapid Fire
town or mid-waste refuelling point to lend 6 Roll a further D6:
their expertise to any who can afford their 1 Crack Shot
services. These guides may be sought out 7 Ambush,
far and wide by gangs looking for 3. \Weapoosmith
knowledge of the wastes, ambush sites and 4 Restoatecstiont
short cuts from hive to hive. 5 hecneeganceStect
Recruiting Nomad Guides 6 Dive
to hire a Nomad guide he
must pay the standard hire fee, which
15 credits. A gang may only have one
Nomad Guide. The profile and skills for a
Nomad Guide are worked out after they are
hired. Shanty Town gangs and Journeymen
may hire Nomad Guides, Guilders see them
, Nomads view them as outcasts
and Prospector teams don’t hire anyone.
For the purposes of calculating the gang
rating Nomad Guides have a value of 75
(5x5),
Ifa player wishSpecial Nomad Guide Rules
Nomad Guides are experts at survival in the
wilderness of the Ash Wastes, and thus have
the following special rules:
Knowledge of the Wastes
‘The Nomad Guide's huge knowledge of the
wastes; its hidden routes, weather patterns
and secret lairs provide several advantages
to the gang who employ him. A gang with a
Nomad Guide may re-roll the first result on
the Treacherous Conditions table if they
wish. The second result must be accepted
even if it is less favourable than the first.
Note that as an Ash Nomad the Nomad
Guide is not affected by the treacherous
conditions himself, except the Dead Calm
(26) result. This represents the Guide
forewarning the gang about the conditions
in that area, thus allowing them to choose
another route, or another site for an
ambush, or perhaps just prepare better for
the conditions they will face. If both gangs
have a Nomad Guide then neither gang can
claim the advantage, so no re-rolls are
allowed.
Loner
The Nomad Guide is completely
independent; he is used to working alone in
the vastness of the Wastes without the
backup of a gang behind him. As a result he
is treated similarly to a Leader in that he
does not require another model within 2" to
roll to escape from pinning.
Nomad Guide Weapons
A Nomad Guide fights with his own
weapons as described below. They cannot
buy other weapons or equipment. Nomad
Guides generally spend all their money on
keeping their equipment maintained and
providing enough food and supplies for
their survival in the Wastes. Nomad Guides
may not be assigned as the driver for a
vehicle, but may still take over in an
‘emergency as normal.
Nomad Guides are armed with the following:
Knife or double bladed knife
Respirator
Plus any one of the following
Long rifle
Autogun and frag grenades
Lasgun and laspistol/autopistol
MUTANT SCUM
Scum. A catch all term for pretty much any
wandering gunman that will fight for a
handful of creds and a bottle of wildsnake.
Even in the Wastes there are many types of
scum for hire, from men wanted by the
guilders that have fled the hive to shanty
gunmen and drifters. However, it is in the
shanty towns that a different kind of scum
may be available to hire — mutants. The
offspring of parents only recently cast out of
the hive, there are many mutants whose
genetic make-up is not yet resistant to the
countless toxins they are exposed to on a
daily basis in the Ash Wastes. Some of these
mutants will survive, as their mutation gives
them advantages that others do not have,
and often leaves them far stronger physically
than their weak shanty dwelling
companions. Nevertheless, the life of the
mutant is a lonely one, for even amongst the
stunted and disfigured of the shanty people
true’ mutants are still feared and shunned.
That is, of course, not to say that shanty
gangs do not make use of the mutants when
they choose; by searching the worst parts of
the shanty a gang leader can usually unearth
a mutant willing to fight for the cost of a few
creds.
Recruiting Mutant Scum
If a player wants to hire a Mutant Scummer
he must pay the standard hire fee, which is
10 creds per Mutant Scummer. A gang mayhire as many Mutant Scum as the player
wishes, but each must have a different
mutation (see later). The profile and skills
for Mutant Scum are worked out after they
are hired. Only Shanty Town gangs may hire
Mutant Scum, nobody else is quite that
desperate!
For the purposes of calculating the gang
rating, each Mutant Scummer has a value of
50 (ie, his hire fee 10x5).
Mutant Scum Profile
Mutant Scum may have special skills and
superior characteristic values. This is
worked out only after the Mutant Scummer
is recruited. The basic characteristic profile
is given below, which is the base level for its
characteristic values. In addition to this a
Mutant Scummer will have a number of
advances as explained below.
Mutant Scum Advances
MWSBS S T WI A Id
Sis Bowen re Bits Dre tO
A Mutant Scummer has three ‘advances’,
which are either bonuses on his profile or
skills. Roll a D6 three times and consult the
chart below, noting down the skills and
increases as you go along. A Mutant
sScummer may not improve any characteristic
by more than +2; if an increase is rolled for a
third time re-roll the result. Similarly if you
roll the same skill twice re-roll to get another.
D6 Advance
+1 Weapon Skill
+1 Ballistic Skill
+1 Toughness
Roll a further D6:
+1 Weapon Skill
+1 Strength
+1 Initiative
+1 Wound
+1 Leadership
+1 Attack
5-6 Roll a further D6:
13. Killer Reputation
45 Berserk Charge
6 Roll a further D6:
Impetuous
Head Butt
‘True Grit
Hipshooting
Nerves of Steel
Crushing Blow
RON
aAueuNe
1
2
3
4
5
6
Mutant Scum Special Rules
Mutants:
Mutant Scum have one big difference when
compared to regular gangers — they're
mutants! A Mutant Scum has one mutation
chosen from the list below. Note that I have
allowed players to choose the mutation
even though some may be considered
*better’ than others for two reasons: 1) The
mutation costs given in the Scavvy rules are
based on games in the hive; these may not
necessarily reflect on their effectiveness in
the sparser surroundings of the Wastes. 2)
It is assumed that many players will only
have one or two converted Mutant Scum
models (the idea is not just to use Scavvy
Mutants) to choose from anyway.
Choose one mutation from:
Eyestalks
Claw
‘Tentacle
/o Heads (note that a Mutant
Scum will never have two pistols
though)
Spikes
Extra Arm
Wings (not as good in the Wastes
though. . .)
‘The rules for these mutations are covered in
the Scavvy gang section of Outlanders.
Mutant Scum Weapons
A Mutant Scummer is armed with his own
weapons as described below. They cannot
buy other weapons or equipment. Mutant
Scum generally spend all their creds on
Wildsnake and Second Best to try and shut
out the reality of being a mutant and living
in a toxic wasteland. Mutant Scum cannot
be the driver of a vehicle except in an
emergency as for other hired guns.
Mutant Scum are armed with the following
Knife
Respirator
Plus one of the following:
Autogun,
Stubgun with dum dums or
autopistol and club/maul/bludgeon
Shotgun with solid and scatter
shellsTales from the Hive...
Your Letters answered by Warwick
Write to us at: Fanatic, Games Workshop, Willow Road, Lenton,
Nottingham NG7 2WS, UK
or e-mail us at [email protected]
NOBODY EXPECTS THE INQUISITION
Dear Fanatic,
I saw that you are currently interested in
getting some ideas for Necromunda
magazine. So, I thought why not? I'll send in
an e-mail. Anyway, these ideas are not even
fully thought-out yet, committed to paper or
play-tested.
As I have always been fascinated by the
Inquisition and am a big Necromunda fan, I
have been trying to find a way to combine
the two together, ie, have an Inquisition
warband in Necromunda. My ideas are as
follows:
1. Have Inquisitors as a type of Hired Gun
but use the special character rules, ie. the
Inquisitor finds the gang, not the other way
around.
2. Have a full blown gang for Inquisitors.
This could be a potential nightmare for
game balance, but a few limitations should
make a difference, For a start no Space
Marines, due to the fact that an Inquisitor is
more likely to hire local talent. And that the
henchmen you get are random. This would
mean that an Inquisitor himself would have
say three companions at the start of a
campaign, each of them reasonably
powerful. But as the Inquisitor gained
experience, then he would be allowed a
number of rolls on a ‘Henchmen table’ to
see what kind of person the Inquisitor’s
prestige and fame has attracted. Or simply
what type of scum has gravitated towards
him,
‘Thanks for your attention and time.
Brian Dyer, Dublin
So you'd like to play a game involving an
Inquisitor and a small warband, I think we
‘might be able to help you.
SPYRERS BEWARE
Dear Fanatics,
I've been playing Necromunda for two years
and have a Van Saar gang. Now don’t get me
wrong I love the models but as Matt said in
issue 8 they are just too hard to convert. I
think what you have done with the Ash Waste
gangs is cool but why are the weapons
pointing up on the Heavies? I now own six,
yes six, Necromunda terrain sets (I swapped
two for the models in the box) resulting in
VERY tall towers and these really hurt Spyrers
when your Heavy has the hurl skill. Splat!!
I think that the Up-Hivers mentioned in issue
8 should be used only by the Arbitrator (so
not attacking one gang) as they are too hard
for the likes of my gang (and any of my
‘opponents who don’t play as them) when
two Orrus go round beating seven shades out
of my best gangers
One more thing, please make a Redeemer
model and Nemo The Faceless. You're
probably fed up with my rantings, so until
next time.
Jack (Wacko) Morrissey, Cheltenham
We have got plans for a Redeemer model as
@ special character when we re-do the
Redemptionist range. Other characters from
Warhammer Monthly may follow:
EASY RIDERS
Hi Guys,
Some feedback for ya.
Bikes in Necromunda have the serious
liability of pinning. In Gorkamorka it wasn’t a
big deal, you just didn’t put Diggaz on bikes.
But in this game I think bikes are too
vulnerable to being immobilised. This could
be fixed by allowing the biker to pass a
Leadership test to restart the bike after he
recovers from pinning,
Bikes are supposed to be fast and agile, Allow
them to have improved acceleration and the
ability to perform skid turns like they did in
2nd ed 40k.In Necro mag 8 you mentioned that sidecars
were too complicated in the play-test rules.
The rules already exist in 2nd ed. All you
would have to do is alter the Bike Hit
Location table to match the one from Gorka
(you could have a buddy riding ‘bitch’ in that
game) except give them the protection of the
bike's armour. A bike with a sidecar could
mount a fixed basic, special,
basic/special weapon on the side
could be fired by the gunner in a 90° are
forward (I got this from the pictures in the
experimental rules). The gunner could also
fire any personal weapon in a 360° arc but
anything other than grenades or pistols
would be at -1 to hit due to the bouncing
along of the bike.
Miner 49er: The House prospectors are
interesting except that they lack heavies. I
don't know if this was deliberate or an
oversight but it seriously takes away from
them. Maybe you could allow any gang
member, other than apprentices, to crew a
fixed weapon. That would make them
dependant on their vehicles for that much-
needed support fire.
‘Two heads are better than one: | think
Shanty dwellers should be allowed to have
mutations, particularly the ‘armoured hide’
mutation from the Chaos Cultist list, due to
their adapting to a polluted atmosphere.
They could also have a Scaly or some other
type of monstrosity gang member.
New friends: I would really like to see a new
hired gun, the Ash Nomad Scout. He could
have some special guidance rules like a
Ratskin, just geared towards the Ash Waste.
And if you equip him with a long rifle, 1
guarantee everybody in my campaign will
want to buy one to lead their gangs around.
Brian Ledbetter
Some interesting suggestions Bryan, thanks
for all the others we couldn't include due to
space constraints!
EASY CONVERSION
I love Necromunda. I play other Games
Workshop games as well but Necromunda is
the best. I've found that with the Ash Wastes
ganger with autogun, that if you carefully clip
and file off the autogun, you can fit any
weapon from the Ash Wastes rifle sprue on
with just a bit more clipping on the hands.
Voila! An instant weapon change!
Tve also discovered that if you take two
shootas with holes in the barrels from the Ork
Boyz sprue, you can carefully clip the entire
barrel off one of the shootas. Then extremely
carefully clip the tip of the other shoota barrel
off and stick the barrel onto the end where the
tip was removed from. You now have a heavy
stubber! You can glue this heavy stubber to the
Ash Wastes ganger with autogun and you will
have a heavy with Heavy stubber. I wrote this
because I just love big, powerful guns!
Sam, Oz
Its exactly for this reason that we have
decided in future to include optional
weapons and bands with each new gang we
release. Those who have seen the Ash Wastes
Nomads will know what we mean.
BIKES IN THE HIVE
Dear Fanatic,
I read in Necro mag 4 or 5 that, ‘vehicles
cannot enter the Hive, ever!’ However, there
are already existing rules for bike gangs in
regular games of Necromunda, so surely
Nomad bikers could use their bikes in the
Hive. Can you clarify this for me or am I
completely wrong?
‘Go-Home’ James Wills
Gangs within the Hive get to ride around, but
Ash Wastes Nomads might struggle to get their
bikes inside. However, there is no reason why
an Ash Wastes Nomad gang who had access to
the Hive shouldn't get their bikes inside as
well. I would limit vebicles to a maximum ofThis issue we present two scenarios for
Necromunda from Nick Jakos. These are
designed to be short, easy to play games for
a little quick and uncomplicated fun, so
don't take it too seriously!
In this scenario, one gang is attempting to
raid a brewery under the control of a rival
gang. Any gangs can take part in this — you do
not necessarily need to possess a brewery
territory or anything to defend it with.
TERRAIN
Terrain is set up in the normal fashion,
though there must be a brewery placed at the
centre of the table. D6 barrels of Second Best
Brew should be set-up anywhere within 2* of
the brewery.
Before setting up, the defender splits his
gang into one or more groups, each
comprising two or three models. The
defending player then chooses one of these
groups and deploys anywhere within 4” of
the brewery.
DEPLOYMENT
The attacker sets up 2D6 of his gang
members to take part in this game. All the
attacking fighters must be deployed no less
than 16" from the brewery and in cover. Up
to D3 of the attackers may begin the game in
overwatch
Once the attackers are set up, roll a D6 for
each of the defending player's remaining
groups and consult the table below:
D6 Result
1-3. The group is not set up at the start
of the game. At the start of each of
the defender’s turn, roll a D6. On
the roll of a 6 the group may enter
the table from a random table edge
(determine the edge in the same
way as the Hit & Run scenario).
45 The group must be set up at least
6" from both the brewery and the
attackers,
6 ‘The group must be set up within 6"
of the brewery.
BEGINNING THE GAME
Decide randomly who takes the first turn.
‘The attacking gang must try to get away with
as many barrels of brew as they can. To carry
a barrel, a fighter must begin his Movement
phase in contact with a barrel. He may then
roll the barrel as if he were moving through
difficult terrain and may not run or charge.
Up to two models may roll a barrel together,
thus moving at the speed of the slower of the
‘two, but may still not run or charge. Fighters
dragging barrels can fire pistol weapons only
and may not move & fire. If a model is
charged whilst dragging a barrel he counts as
being encumbered and has a -1 to his WS
during combat.
When shooting at a ganger dragging a barrel,
decide randomly if the shot hits the barrel or
the fighter.
Barrels have a single ‘wound’ with a
‘Toughness of 4. If the ‘to wound’ roll is a ‘6’,
the barrel explodes, creating a fireball D3” in
diameter. Any fighter (or barrel) in the
explosion suffers a Strength 3 hit.
ENDING THE GAME
‘The games ends when a) the attackers have
escaped with all the barrels, b) either gang
has no more standing fighters, or c) either
gang bottles out.
EXPERIENCE
Gang members fighting in this scenario earn
the following experience
+D6 Surviving
+5 Per wounding hit
+10 Winning leader
+5 For carrying away a barrel.
SPECIAL INCOME
For every barrel taken off the table, the
attackers earn 2D6x10 creds. They also get
‘one dose of liquor per gang member to keep
for themselves (use the rules for Wildsnake
found in the Outlanders rulebook)
For every barrel left on the table, the
defenders earn D6x10 creds. The defenders
will also earn D6x5 creds for each attacker
that is taken out of action during the fightTo the occupants of the Underhive, rat-
shooting is sport. Standing high above the
dome floors, they practice their aim and
hone their skills, shooting the giant rats that
scurry frantically beneath. Not just target
practice, rat-shooting is something to bet
on, with gangs employing their best shots to
shark their rivals for profit. In The Rat Shoot
scenario, gangs enter such a contest for
personal clan and, perhaps more
importantly, profit.
TERRAIN
The terrain is set up in the usual fashion,
though take care to ensure there is a large,
mostly open space on the lowest level of the
table, and several walkways above it,
anywhere from 6: to 12" off the table floor
and as well interconnected as possible
RATS - THE FODDER
The number of giant rats (though any
similar creature will work just as well) is
determined by rolling a D6 for each fighter
taking part in the competition and adding
the results together. The rats are deployed
on the lowest level of the table, within 4" of
at least one other rat, and at least 12" from
any table edge.
This scenario is open to as many gangs (or
even individuals) as can possibly be
convinced to participate. The players agree
how many fighters to use, and may choose
those taking part from the Gang roster. If
many players are participating, it’s probably
best for each player to just use their best
shooter.
‘The gangs deploy after the rats have been
placed on the table. Each fighter must be
within 4" of at least one other gang member
(unless they are a lone participant of
course) and each gang should set up no
more than 12" away from another gang.
Rapid fire and template weapons are not
allowed in the Rat-shoot.
BEGINNING THE GAME
‘To begin the game, each fighter rolls a D6
and adds their Initiative, just like in the
Shoot Out scenario from the main book
(note that the skill Quickdraw is effective
here). ‘The fighter with the highest score
goes first, and so on down the line.
MOVING RATS
Once all the shooters have taken their turn,
the rats move their normal movement in
random directions (use a Games Workshop
scatter dice, or spin a pencil). They will
generally not climb onto structures unless
otherwise presented with a dead end, but
they will attack as normal if the players get
within charge range
ENDING THE GAME
The players should agree between
themselves on a number of pelts. Once any
one fighter has collected the requisite
number of pelts, he (and his gang) wins the
game. Rats are automatically killed if
wounded,
EXPERIENCE
‘The following experience is given after the
game
+D6 Surviving
+D6 Each rat taken out
+5 Per wounding hit not on a rat
+5 For the shooter with the most pelts
+5 For the winning gang leader
SPECIAL INCOME
The fighters can collect the pelts of the rats
they kill and sell them for D6x5 creds per
rat. The winning fighter doubles his total
due to the contests purse, gambling share
and so on.
SPECIAL VARIATIONS
A number of things can happen in this
scenario. There is nothing preventing the
gangs from attacking each other, though any
gang who attacks another will not gain any
special income from the game (even if it was
attacked first).‘Come and meet us at these events.
GW Open Day 24th November 2002
Mordheim
‘Vampire Assassin, Merchant,Town Cryer
Inquisitor
Daemon Hunter, Daemon Host
Battlefleet Gothic
Endeavour Light Cruiser, Escorts
‘Warmaster
Vampire Counts Army
Blood Bowl
Ogre Team, 2002 Rulebook
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dedicated hobbyists like yourselves, Before you send us anything we recommend you read the submission
guidelines. These can be found at our website wwwspecialist-games.com in the Fanatic Studio section.BATTLES IN THE ASH WASTES
AMBUSH AT SHANTY TOWN PARADISO
A Battle Report by Chris Ward, Stuart Witter, Warwick Kinrade & Matt Keefe
We've been running the Necromunda: Battles in the Ash Wastes articles since what seems
like almost the dawn of time (or the dawn of Necromunda magazine at least!), so we
thought it was high time for a battle report using the Ash Waste setting, rules and gangs.
For such a special occasion as this, the very first Ash Wastes battle report in Necromunda
magazine, we thought it only right and proper that it be contested by Chris Ward and
Stuart Witter ~ two of the names, faces and bodies bebind the Ash Wastes rules.
Nee eae RCE
Chris: Now, normally when playing
Necromunda: Battles in the Ash Wastes 1
choose to play the Nomads, the only
difference this time being in the gang
design. Despite writing the rules for
vehicles in the Ash Wastes with my
(dis?)honourable opponent I tend to field
Nomad gangs on foot.
However, for this game I decided to go for a
different. approach and get some real
variation into my gang, so I've taken a
couple of buggies and a couple of beasts,
the idea being that flexibility is the key. The
plan is to charge on in with the buggies and
small beast to run him down and blast him
at close range, while the large beast will
lumber along behind, providing some fire
support. My final ‘ace’ is my ganger with
frags — because Shanty Juves hang around
with other people to get their Leadership
(they can’t use their own), they are great
targets for area effect weapons. If this works
as well as it has in the past, it’s a potential
game winner.
Stuart: I have only reluctantly agreed to
play this battle report as I will be shown up
as tactically inept to the masses. The fact is
I just can’t beat Chris at Necromunda. He is
uncannily good at shooting all of my guys
with various fruity weapons, not running
away and laughing as my gang squirms
around in his crossfire. I love close combat
and as such find myself charging around the
battlefield lopping off heads against less
experienced opponents but — more
wandering around in the open getting shot
at by veteran ones.
This taken into account I decided to take a
mainly close combat gang consisting of a
gaggle of Shanty Juves armed with bottles,
chains and half bricks in socks. ‘To back
them up, I picked a fairly well armed Elder,
a Ganger with blunderbuss to accompany a
group of Juves ‘up close and personal’ and a
huge tracked shed armed with a heavy
stubber (complete with driver and heavy
gunner).
‘The plan is simple. In an ambush your force
has to be split into groups. I chose to do this
as follows: the Elder and the Ganger with
chuff gun and wellies will babysit a group of
juves, this means that the Juves can use their
leadership and they may not run from the
battlefield as quickly. A third group of Juves
will stay protected in the vehicle using the
gunner/driver’s Leadership whilst, hopefully
they can be then delivered where they may
be of some use later in the game.THE DUST RIDERS
ASH WASTES NOMADS GANG
ASH WASTES ;
HOUSE/GANG Type: AST WASTE GANG NAME: THE DUST RIDERS
Lasgun, Shotgun (solid & scatter)
al | ides'n Besa. i
‘Harpoon (mounted on beast).
Rides large beast.
‘Autopistol
Rides in a Buggy.
‘St in.
area ‘small Beast.
‘Chainsword,
Rides a Bike,
aieele Te
a3 333
aesTHE RABID HEAD BOYS
SHANTY DWELLERS GANG
HOUSE/GANG TYPE: , SHANTY, GANG NAME: RABID HEAD BOYS
DWELLERS
ee aa
UNCLE MUCK | (eissiesTsT rer ‘Shotgun (solid & scatter), Hand
Stee Sarr us een ee ageTer Hendon, [so 6
= Heavy Stubber (vehicle mounted),
7 | Autopistol, Knife.
‘Shanty Dweller] Drives the UBig Red Shackil
ZED
Shanty Dweller|
LIL MICKEY 2x St
Shanty Juve | [ai ae
Seas 2 x Stubguns, Club.
faz
ZEKE ‘Autopistol, CLub.
‘Shanty Juve
BUBBA iia |Autopistol, Chain
Shanty Juve
Laspistol, Pick
TINY BOB | (wiwslsa[s|F [wy Eyam] | Laspistol.
Shanty Juve | [472 (2/3) 3] 1/3] 116) " pe
Seite eee teen orca roraus: [1093] 178 |‘The Ash Nomads unleash their ambush,
taking the first turn. Abu, mounted on a small
chicken-like lizard charges forward recklessly,
only to find his enemy out of reach, stranding
him out in the open.
Zanadu kicks his bike into gear and speeds
out from behind a rocky outcrop, closing in
on the Shanty Dwellers’ Big Red Shack.
Kalim makes the first attack, leaping out from
cover to hurl a frag grenade at the Shanty
Dwellers onboard their vehicle. The lob is
wayward though, and the grenade skitters
across the iron roof of the ‘Shack. The
resulting explosion is nowhere near
powerful enough to damage the Big Red
Shack’s armoured structure.
Jemah is the first of the buggy riders to make
an appearance, streaking into view from
behind a nearby chem-extractor pipe before
cracking off a woefully lazy shot at Bubba the
Shanty Dweller.
Azim the Great One races out next, bringing
his buggy round to face the Big Red Shack.
Following the emerging trend, Azim blasts his.
shotgun far wide of his target.
Aaul is the last of the Nomads to make his
burst from cover, lagging somewhat behind
his fellows due to the cold-blooded and
largely lethargic temperament of his beast.
Not wanting to make his comrades look
inadequate, Azul generously skews his
harpoon clear past the surprised (but
relieved) Little Mickey.
After unleashing their respective shots, Azim,
Jemahl and Zanadu speed away from the
Shanty Dwellers, ready for their next hit and
run sweep.
‘As unprepared for the ambush as they may
have been, the Shanty Dwellers have ample
time to react to the Nomads careless bout of
hipshooting. Catching the Nomads with the
speed of their own ambush, the Big Red
Shack grumbles to life, steaming forwards to
run over Zanadu, crushing his bike beneath
its wheels. Zanadu is left with badly mauled
forks and tom tyres.
Uncle Muck, the Shanty Elder, leads by
‘example and instantly catches the oncoming
Kalim with a blast of his shotgun, leaving the
scrufly Nomad down in the dust, barely
conscious.
The massed guns of the Shanty Dwellers
riding on the Big Red Shack, accompanied by
the vehicle’s own heavy stubber, blaze away
at Zanadu as he struggles to regain control of
his bike after the collision. Zanadu manages
to keep the mangled bike between himself
and any bullets headed his way.
Bob Bob sneaks around the very rocks that
had allowed the Nomads to sneak up on him,
before blasting away at an unsuspecting Abu
and knocking him from his beast.
Zed, with a golden opportunity to catch
Jemahl at point blank range with his
blunderbuss, misses. Spectacularly.In a sweep of carnage,
Jemahl streaks across
the wastes, running
over Zed and Little
Mickey. Spotting an
opportunity, Azim
motors forwards
alongside Jemahl,
crushing the already
prone Little Mickey
and forcing Bubba to
hurl himself out of the
path of the speeding
buggy. Bubba barely
has time to. dust
himself off before
Azim unleashes a shotgun blast straight at
him, downing the unfortunate Shanty
Dweller .
Intent on using speed to his advantage,
Zanadu speeds straight towards the Big Red
Shack, but veers away at the last moment.
Azul nudges his beast down from its
vantage point atop the waste pipe and
plods slowly across the wastes, before Azul
unleashes his harpoon at the Big Red
Shack, only to see it skim harmlessly off the
thick metal plates covering the engines.
Azul frantically winds the harpoon’s tether
in, ready for another shot at the Shanty
Dweller’s lone vehicle.
After such a spree of destruction, the Shanty
Dweller’s nerve is tested, but they managed
to keep their bottle and mount a defence.
‘The Big Red Shack, seemingly too sturdy for
the Nomads to destroy opens fire with its
heavy stubber at Jemahl, spraying his buggy
with bullets, but even this is thwarted by
the tough vehicle. John Bob meets with a
similar lack of success as he sees his shot
cannon of Zanadu’s bike.
Shanty Pete, Bob Bob and Tiny Bob
collectively have more luck as they shoot
and again pin the recovering Abu.Cynically preying on an easy target, Jemahl
runs over Bubba, finishing him off, as he
speeds on straight at the Big Red Shack.
Old Bob, behind the wheel of the Big Red.
Shack, puts his foot down and both
vehicles zoom forwards, colliding head on.
Jemahl is knocked out by the force of the
impact, as his wheels buckled and the
engine is crushed, smashing the gear box.
With no-one to steer it, the buggy finally
skids off wildly.
‘The Big Red Shack is badly damaged by the
impact and its entire chassis begins to
buckle as a small explosion destroys the
heavy stubbers ammo clip. Capitalising on
Jemahl’s catastrophic ramming attempt,
the Big Red Shack moves round to close
on Azim, but he spots them and swerves
away to the left
Seizing the initiative, Shanty Pete, Bob Bob
and Tiny Bob charge at Abu. Bob Bob is
held at bay by a sudden and unexpected
peck from Abu’s beast, but Tiny Bob, in an
amazing display of courage, drags Abu
from his saddle and puts him clean out of
action.
TURN
-
As the turn ends, Zed’s wounds overcome
him — he will play no further part in the
battle.Azim makes
desperate
another
hit and run, pinning down
flesh wounding Tiny Bob Pete. But its probably
and pinning down Bob already too late, Jemahl
Bob. The unconscious
Jemahl’s buggy runs out of control,
spinning and sliding across the Ash wastes
until it strikes Zanadu, who is sent flying
from his bike as it is crushed under the
wheels of Jemahl’s errant vehicle.
Abu again launches his harpoon towards
the Big Red Shack, intent on hitting home
at least once. The Big Red Shack is
suffering from a weakened structure after
Jemahl’s maniacal ramming, but even so
the harpoon once again glances of the
Shack’s dependable armour. Abu again
begins winding...
Ina last ditch effort to rescue the situation,
Kalim snaps off a shot,
Shanty
goes out of action and the
Shanty Dwellers quickly push on with the
attack.
Bob Bob and Tiny Bob, invigorated by
their previous slaying off Abu and his
beast, charge headlong at Azim on board
on his buggy. ‘They leap but miss, and
bounce off whilst trying to board, rolling
= unceremoniously across the dirt.
‘The Juves ~ Zeke, John Bob and
Buddy - who have so far spent
most of the battle in the safety of
| the Big Red Shack’s crew
compartment leap out and join
| the thick of the action. All three
fire off hurried shots at Azul, but
‘| bounce harmlessly off his beast’s
thick hide. The Big Red Shack
| follows suit, but has better luck
and streaks bullets across the
rider, leaving him slumped in the
J saddle
Uncle Mack too makes his first
impression on the battle, shooting and
wounding Kalim.
With half his gang down or out, the Ash
Nomad leader himself flees the battle —
victory belongs to the Shanty Dwellers!Chris: I can think of a number of words that
describe my current thoughts, but none of
them are printable, so I'll remain calm and
just say “DAMN YOU SHANTY FREAKS AND
YOUR INFERNAL CONTRAPTIONS!”
‘That vehicle just would not die! Considering
the number of hits with the harpoon gun
(which, trust_me, junks vehicles like it's
going out of fashion) that vehicle should not
still be running, let alone virtually
undamaged!
Now, more constructively, where did I go
wrong? It was all going swimmingly to start
with, and I had Stuart taking Bottle tests
every turn for ages (independent adjudicator
= seize those dice!), but he refused to run,
and since his powerhouse vehicle was fine
he could still inflict damage, and lots of it.
Meanwhile, I scooted around firing a few
shots at his vehicle, and a few at some juves
with little or no effect, when I should have
been concentrating on one or the other. In
fact, better than that, I should have tried to
take out his leader who cowered in the
middle of the table blasting holes in my gang
and shouting “don't run away yet lads.”
‘That's my official excuse for losing anyway.
Veteran gamers, here are my ‘real’ excuses:
1. For this game I was using mostly Stuart’s
models (miniatures, that is).
2. Stuart doesn’t believe in giving his models
many guns (sometimes none) as he is a close
combat nut.
3. I prefer shooting people, usually while
they are asleep, or at least looking the other
way, with really powerful guns.
4, 1 didn’t have any really powerful guns.
So, remember this, flexibility is the key. Do I
blow them to bits with my missile launcher,
‘or my plasma gun?
Stuart: Crikey! Well, after setting up first
then watching as Chris took the first turn I
thought my days were numbered. I was sure
the big old shack was screwed as a Nomad
hurled a frag grenade in its direction; 1
breathed a sigh of relief as it missed, only to
have the damn thing scatter right onto the
middle of my vehicle. This aside, the first
tum left my gang relatively unscathed and 1
put some of my plan into action. Most of my
gang couldn't hit a barn door — or get out of
the way of a barn door slowly sidling up to
them. My casualties consisted mainly of
‘road kill’,
‘Ah, but I won, hurrah! And I did so using the
following cunning ploys...
I kept my Juves in groups, their inabilities
were made up for by weight of numbers and
I always concentrated my fire onto one
target until it was 100% combat ineffective
(dead) then moved on to the next one. I
also kept my elder out of the action, I have
lost too many games by throwing my
‘commander/generalfleader into combat and
getting him/her killed way before I need to
use their superior Leadership.
1 also ingeniously removed all the ranged
weapons from my miniatures before
allowing Chris to select his gang (bwa ha
ha... not really, I just don’t like ‘em. Noisy
and smelly, give me a good old sword any
day! I remember during the war, when all
this was fields...)
Editor’s Note: Despite Stuart’s obvious
excitement at bis victory, it’s only fair that
we should point out that Stuart actually lost
this game. Three times.Chris Ward's Ash Wastes Nomad Gang prepares for battle.
RO RR RR oe
eR ee a ee
Turn to page 17 for more of both these gangsCTE Colin
Ce ea ee
rvis discusses the future of Necromunda, and reveals the forthcoming
Re etna eas
POC COC
by Chris Ward & Stuart Witter
TORO CCUM Rem ce el R RUC
Neen Cenr eon enc ecomecetii
Buea ae Urea Cd
Two new fun, easy to play, scenarios for the Underhive.
Bue eam tet ed
Te Seco Cee en OC Cee ne rer
Ro ele ken i Cea m nr
Se
Ce ce er a
Beas Paveeesrs Vie
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PRODUCT CODE
60710599012