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Necromunda (2017)Expand Necromunda (2017)

Guide
Cost & Rating: 100
M
WS
BS
 S 
 T 
W
I
A
6"
4+
4+
3
4
2
4+
2
Ld
Cl
Wil
Int
7+
7+
7+
7+
Save
-

Equipment

Starting: Stub Rifle or Shotgun; Fighting Knife or Axe; Autopistol, Stub Pistol, Laspistol, or Knife; Ratskin Hides; Blindsnake Pouch. These items may not be moved from this fighter to the gang's Stash.

Special

Crew Selection: The Ratskin Guide must join the Crew if their Underhive Scout ability was used when selecting the scenario. Also, you may choose to have them join the Crew if you are attacking a gang that has Home Turf advantage.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
No Permanent Injury: If this fighter suffers a Lasting Injury that would make a change to their fighter card, they are instead removed from the gang roster.
Ratskin Loyalty: If the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.
Underhive Scout: While this fighter is on the gang's roster and not in Recovery or Captured, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender, this gang's controller may choose whether their gang will attack or defend.
Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Lie Low: After this fighter completes a Move (Simple) action, they may become Pinned. Ranged attacks targeting this fighter when they are Prone suffer a -1 penalty at all ranges (not just Long Range). Finally, there is a -1 penalty to Detect this fighter while they are Prone.
Prone Shooter: While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active. Normally a Pinned fighter has no vision arc but a fighter using this skill does for purposes of taking a Shoot action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Low-crawler: This fighter treats both the Crawl (Double) action and the Crawl Through (Double) action as Simple rather than Double. Additionally, this fighter may make a free Stand Up action after making a Crawl or Crawl Through action if they are not Seriously Injured. Finally, there is a -1 penalty to Detect this fighter while they are Prone.

Choose 1 Ranged Weapon:

Stub Rifle
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
10''
24''
+1
-0
4
-0
1
4+
Good Luck Charm (Any weapon)

Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.

Shotgun [Blunder]
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Blunder
-
T
-0
-0
3
-0
1
5+

Choose 1 Melee Weapon:

Fighting Knife
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
-
E
-0
+1
S
-0
1
-
Axe
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Chop
-
E
-0
-0
S+1
-1
2
-

Choose 1 Backup Weapon:

Autopistol
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-0
3
-0
1
4+
Stub Pistol
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stubs
6''
12''
+2
-0
3
-0
1
4+
Laspistol
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Pew Pew
8''
12''
+1
-0
3
-0
1
2+
Knife
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
-
E
-0
-0
S
-0
1
-

Ratskin Items:

Ratskin Hides

When this fighter is targeted by ranged attacks at Long range, there is a -1 modifier to the hit roll. Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with Ratskin Hides.

Blindsnake Pouch

The psychotropic mixture in this leather pouch is absorbed by the fighter's skin to enhance their natural psychic sensitivity, sufficient to detect when an enemy is shooting at them. If this fighter is Active and Readied and targeted with a ranged attack, they can interrupt a enemy fighter's ranged attack as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a free Take Cover (Basic) action. If this fighter has moved into a position where they are no longer a valid target for the attacker the ranged attack fails, otherwise the attack resumes and the hit roll is made against this fighter at their current position with any applicable modifiers.