TEXT: 1
  The Necromunda: Underhive box set is a great introduction to the game of Necromunda, and the 
  rulebook it contains allows players to fight brutal tunnel fights between the two gangs included. 
  In the year or so between the boxed game being released and the subsequent four Gang War 
  supplements being collated into two hardback volumes, the community has provided extensive 
  feedback and we have been able to go back and revise and develop certain elements of the original 
  rules to correct mistakes, clarify rules that were unclear, re-balance rules that were performing better 
  (or worse!) than intended and to generally improve the game experience for everyone. The two 
  hardback volumes are therefore the definitive source for the game’s rules, but the rules found in the 
  Necromunda: Underhive boxed set remain a great starting point for those wishing to take up this 
  highly engaging game.
  This document allows players who don’t have access to the hardback volumes to use the contents of 
  the Necromunda: Underhive box to play. It corrects errors in the Necromunda: Underhive rulebook, 
  and furthermore introduces updates to those rules based on player feedback. The first category – 
  the errata – should be used in all games, and the second are recommended to make the game flow 
  better.
  If the players have access to the hardback Necromunda Rulebook and Gangs of the Underhive 
  volumes, these should be used instead of the softback Necromunda Rulebook found in Necromunda: 
  Underhive, as they represent a lot of hard work on the part not just of the game’s creators, but of the 
  community in giving feedback and encouragement, so it can be considered the full, definitive version 
  of the core game.
  Changes from the previously published errata version are 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…”
  Add the following line to the end of the paragraph:
  “If they do not have sufficient movement to get into base to base contact, they must stop 1" away.” 
  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.” 
  © Copyright Games Workshop Limited 2018
  Necromunda  
  Frequently Asked Questions  
  and Errata
  
  2
  Page 47 – Crawl (Double)
  Replace the sentence with the following
  “The fighter may move up to half of their Movement characteristic.”
  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 57 – Take Cover (Basic)
  The second sentence should read:
  “The fighter moves up to half their Movement characteristic and is then Pinned.”
  Page 66 – Booby Traps
  Change the second paragraph to the following:
  “A booby trap is represented by a marker placed upon the battlefield at the start of the game, after 
  the battlefield has been set up but before deploying any fighters. If both gangs possess and wish to 
  use booby traps, the defender or the winner of a roll-off (if there is no defender) places theirs first.
  If any fighter, friendly or enemy, comes within 2" of a booby trap for any reason, they risk setting the 
  booby trap off. Roll a D6. On a 1, the booby trap is a dud and is removed from the battlefield. On a 
  2 or 3, the booby trap does not go off but is left in place. On a 4, 5 or 6, the booby trap is triggered 
  and will explode. The profiles for booby traps can be found on page 67. The movement of a moving 
  fighter is interrupted whilst this roll is resolved. If the booby trap does not go off, their movement 
  continues after the roll is made. If the booby trap does go off, and the fighter is Pinned or Injured as a 
  result, their movement ends.
  Any fighter can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll 
  at Short range, or a -2 modifier at Long range. If the booby trap is hit, roll a D6. On a 1-2, it is 
  unaffected. On a 3-4, it is immediately triggered. On a 5-6, it is disarmed and removed.”
  
  3
  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 71 – Needle/Bolter Combi-weapon
  The Strength Characteristic of the Needle rifle component of this weapon should be -.
  Page 72 – Plasma/Stub Combi-pistol
  Add the Plentiful trait to the stub gun profile.
  Page 73 – Brute Cleaver
  The Long Range Accuracy modifier should be -.
  Page 74 – Shock Whip
  The Strength Characteristic of this weapon should be S+1.
  Page 75 – Stiletto Knife
  The Long Range Accuracy modifier, Strength and Damage Characteristic should be -.
  Page 76 – Flak Armour
  Change the second sentence of the second paragraph from:
  “Against weapons that use a Blast marker, this is increased to a 5+ save roll.”
  To the following:
  “Against weapons that use a Blast marker or Flame template, this is increased to a 5+ save roll.”
   
  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. 
  
  4
  Page 79 – Power
  The second sentence should read:
  “Attacks made by Power weapons cannot be parried except by other weapons with the Power trait.”
  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 – Commanding Presence
  Change the text to the following:
  “When this fighter activates to make a group activation, they may include one more fighter than 
  normal as part of the group (i.e., a Champion could activate two other fighters instead of one, and a 
  Leader could activate three).”
  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 – Sprint
  The second line should read:
  “This lets them move at double their Movement characteristic for the second Move (Simple) action.”
  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.” 
  
  5
  NECROMUNDA: RULEBOOK 
  ERRATA
  Page 75 – Maintain Control (Simple)
  The second sentence should read:
  “Continuous Effect expires at the beginning of this fighter’s activation. 
  Page 115 – Two-day Events, Equipment
  The second sentence should read:
  “Additionally, gangs may purchase any item from the Rare Trade chart at the cost specified that is 
  Rare (11) or below…” 
  NECROMUNDA: GANGS OF THE UNDERHIVE
  ERRATA 
  Page 124 – Blunderbluss
  Add the Template trait to the grape shot and purgation shot profiles.
  UPDATES 
  The following changes can be found in the hardback Necromunda Rulebook and Necromunda: 
  Gangs of the Underhive and come from a combination for community feedback, re-balancing and 
  clarifications. Using these changes in concert with your Necromunda: Underhive box games is not 
  necessary but are recommended to make the game flow better. Some changes include designer notes 
  on how and why the changes came about – these are in italics. 
  Page 70 – Lasgun
  The Short Range of this weapon is changed to 18".
  Page 76 – Chem-synth
  The second paragraph should read:
  “At the start of their activation, an Active or Engaged fighter with a chem-synth can choose to make 
  an Intelligence check. If the check is passed, any Gas or Toxin weapons they use until the end of their 
  activation are enhanced and the target’s Toughness is reduced by 1 when resolving those attacks.”
  Designer’s Note: With Chem-synth no longer requiring an action it can be used every turn without 
  penalty. It still requires a check, but this has been changed to an Intelligence check from Cool, to 
  better represent the aptitude required to enhance a gas or toxin. 
  Page 76 – Stimm-slug Stash
  Change the first sentence of the second paragraph to begin:
  “Once per game,…”
  Designer’s Note: The change to once per game is one based upon feedback from the community. A 
  Stimm-slug Stash is a powerful boost to any fighter and one best saved for the right tactical moment. 
  
  6
  Page 78 – Blaze
  Change the text to the following:
  “After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken 
  Out Of Action. On a 4, 5 or 6, they catch fire – place a Blaze marker on their Fighter card.
  When activated, a fighter with a Blaze marker suffers an immediate Strength 3, AP -1, Damage 1 hit 
  before acting as follows:
  • If Pinned the fighter immediately becomes Standing and acts as described below.
  • If Standing the fighter moves 2D6" in a random direction, determined by the Scatter dice. The 
  fighter will stop moving if this movement would bring them within 1" of an enemy fighter or into 
  base contact with impassable terrain. At the end of this move, the fighter may choose to become 
  Pinned. The fighter may then attempt to put the fire out.
  • If Engaged or Seriously Injured, the fighter does not move and attempts to put the fire out.
  To attempt to put the fire out, roll a D6, adding 1 to the result for each other Active friendly fighter 
  within 1". On a 6 or more, the flames go out and the Blaze marker is removed. Pinned or Seriously 
  Injured fighters add 2 to the result of the roll to see if the flames go out.”
  Designer’s Note: The changes to Blaze better represent the perilous situation of being set on 
  fire. A fighter with a Blaze marker now suffers a hit and must move in a random direction BEFORE 
  attempting to put out the flames. This results in at least a turn of negative effects before the flames 
  are put out.
  Page 79 – Toxin
  Change the text to the following:
  “Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than 
  the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds 
  characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effect.”
  Designer’s Notes: The changes to Toxin clarifies and smooths out the process to determining if an 
  Injury roll is made.
  Page 79 – Unwieldy
  Change the second sentence to:
  “In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat 
  cannot use a second weapon at the same time – this one requires both hands to use.”
  Page 79 – Versatile
  Change the text to the following:
  “The wielder of a Versatile weapon does not need to be in base contact with an enemy fighter in 
  order to Engage them in melee during their activation. They may Engage and make close combat 
  attacks against an enemy fighter during their activation, so long as the distance between their base 
  and that of the enemy fighter is equal to or less than the distance shown for the Versatile weapon’s 
  Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 
  2" may Engage an enemy fighter that is up to 2" away.
  The enemy fighter is considered Engaged, but may not in turn be Engaging the fighter armed with 
  the Versatile weapon unless they too are armed with a Versatile weapon, and so may not be able to 
  make Reaction attack.
  At all other times during this fighter’s activation, Versatile has no effect.”
  
  7
  Designer’s Notes: Versatile weapons give a fighter the ability to engage enemy fighters outside of 
  base to base contact, eliminating the chance of reaction attacks in most instances. This adds an extra 
  element to Versatile weapons that allow them to fill a distinct niche.
  Page 85 – Bulging Biceps
  Change the text to the following:
  “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 can 
  carry.”
  Page 85 – Fearsome
  Change the text to the following:
  “If an enemy wishes to make a Charge (Double) action that would result in them making one or more 
  close combat attacks against this fighter, they must make a Willpower check before moving. If the 
  check is failed, they cannot move and their activation ends immediately.”
  Designer Notes: Fearsome now only triggers if a charging fighter had enough movement to Engage 
  the fighter with the Fearsome skill. If they do not, then the fighter still moves towards their target, 
  potentially leaving them in an exposed position.
  Page 85 – Unstoppable
  Change the text to the following:
  “Before making a Recovery check for this fighter in the End phase, roll a D6. On a 4 or more, one 
  Flesh Wound they have suffered previously is discarded. If they do not have any Flesh Wounds, and 
  the result is a 4 or more, roll one additional dice for the Recovery check and choose one to discard.”
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/04 Necromunda - 3rd Edition (2017)/FAQs & Errata/Necromunda - FAQ 2018.pdf