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Necromunda - New Skills
Necromunda - New Skills
Telepath
Mind Control: The range is increased to 36” and the
target must add +1 to its Leadership roll.
Terrify: The two closest targets are affected.
Invisibility: No change.
Unlike most skills, the Dark Arts may be taken more
Mental Assault: The range is increased to 36” and the
target must add +1 to its Leadership roll. than once by a model – each time generating a new
Hallucinations: No change. randomly determined Wyrd power from the Dark
Mental Strength: The Telepath may choose two Arts – Wyrd table.
characteristics to be increased.
The Sorcerer may attempt to use this power instead of attacking in the Shooting phase, and may
do so even if engaged in close combat. If the power works, place the 2” template over the
Sorcerer so that the hole in the center directly covers the base of the model. Any model, friend or
foe, fully under the template is hit automatically (the Sorcerer is excluded), while those partially
under the template are hit on a 4+. Models hit by the Blood Boil effect take a Strength 3 hit and
are pinned. Armor saves are not allowed.
2. Curse
This power functions exactly as the Spirit Lore power of the same name described on page 204.
The Sorcerer may use this power before the start of a battle, and if successful, the it takes effect on
turn 1. If the power is successful, the Sorcerer’s player rolls once on the Treacherous Conditions –
Swarms table found on page 223 to see what creatures answer his summons. Regardless of the
creatures that appear, only the Sorcerer’s enemies are affected by them – the Sorcerer’s warband is
immune to the affects of the summoned Swarms. Note that since these creatures are summoned
via warpcraft, Ratskin Renegades are NOT immune to their affects as they are naturally occurring
Treacherous Conditions. The reverse is also true – the Sorcerer’s warband has no immunities to
naturally occuring Swarms, even if they are the same kind as those summoned by the Sorcerer.
4. Spirit Walk
This power functions exactly as the Spirit Lore power of the same name described on page 204.
The Sorcerer may use this power before the start of a battle, and if successful, the player may add
1D6 plague zombies to his warband for the duration of this battle only (if the Sorcerer suffers a
Perils of the Warp attack, it takes place on turn 1).
6. Whispered Lure
The Sorcerer is practiced in daemonology and knows the true names of several daemonic beasts.
Through the use of unholy rituals, the Sorcerer is able to rend the veil that seperates real space and
the warp, summoning to him a slavering daemonic beast to enact his will.
The Sorcerer may use this power before the start of a battle, and if successful, the player may add
his choice of daemonic beast (Flesh Hound, 2 Fiends, Flamer or Beast; see pages 271-272 for
details) to his warband. Note that if the Sorcerer or the warband is pledged to a particular Chaos
god, then the daemonic beast summoned MUST be the appropriate beast of that god.
Whispered Lure is a difficult and dangerous sorcery, for the daemons of the warp are capricious
and unheeding to the whims of mortals. Sorcerer’s who attempt this Wyrd power add a +1
modifier to the Leadership roll (rolls of 12 or more in this way result in a Perils of the Warp
attack). If the Sorcerer suffers a Perils of the Warp attack when using this Wyrd power, do not
roll on the table as normal. Instead, the daemon is still summoned, but deploys in the center of the
board and is controlled by the Arbitrator (or the opposing player, if no Arbitrator is at hand).
An unbound daemonic beast moves in each player’s turns. Carry out its move and attacks before
moving any other models. The unbound beast will first move to attack the original summoning
Sorcerer. Once the summoner is out of action, the beast attacks the nearest living model and so on
until the battle ends or it itself is put out of action.