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Blind Fighting

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Additional rules for fighting in darkness. Ported from N95, updated for modern Necromunda!

Adapted from the the work of Andrew Stickland, Citadel Journal Issue 14

By and large, the fighters of the Underhive are already well-versed in fighting in conditions of poor light. However, poor light is still a good deal better than no light, and even the most battle-trained veterans will think twice before venturing out to fight in an area of total darkness.
Pits and craters, broken walkways, rubble strewn about across the ground - all these and more are potential disasters waiting to happen for a fighter trying to run when he can't see more than a few feet in front of him. And what use is a long-range weapon when you can't even see what it is you're trying to shoot at?
In order to try and recreate these problems, the following rules can be used in any scenario where the Visibility (X") rule is used.

Houses

No houses in this Content Pack yet.

Fighters

No fighters in this Content Pack yet.

Rules

  • Watch Your Step
    Whenever a fighter runs or charges, there is a chance that they might trip on some unseen piece of
    debris along the way. To represent this, once the fighter has completed its move, roll a D6:

    1-2 - Oops! The fighter loses their footing and takes a tumble. Place the fighter prone and
    pinned D6" from the starting point. If the number rolled is more than the total distance
    travelled, (for example, if the fighter was charging an enemy 4” away and rolled a 5 or 6),
    then they manages to stay on their feet after all and may fight as normal. If the distance
    moved is the same as the number rolled, a fighter who is charging will still be able to fight,
    but does so with a -1 penalty to hit as they are thrown off balance at the last minute. A
    fighter who trips and falls in this way may do nothing else for the remainder of the turn.
    Fighters equipped with infra-goggles will never trip and fall while running or charging.
    Fighters with photo lumens will only trip and fall on a roll of 1.

    3-6 - Made it! The fighter has managed to avoid any unseen hazards and may continue as
    normal.

Skills

No skills in this Content Pack yet.


Gear

  • Blue-light
    A blue-light is a small torch designed to be attached to the side of a fighter's weapon, thereby enabling them to see and keep both hands free for shooting at the same time. The light it produces is a soft blue colour and will only light up the few feet directly in front of it (so it will not help pick out targets for the fighter to shoot at). It will, however, enable them to see where they're going and avoid many of the trip-hazards along the way.

    Fighters equipped with a blue-light will only trip and fall on a roll of 6 when running or charging as a result of the Watch Your Step rule. A blue-light does not illuminate the fighter for the purposes of the Visibility (X") rule.

Weapons

S L S L Str Ap D Am AL
Rocket flare (40¢) 6"12"--2-16+ C
Blaze, Rocket flare, Single Shot
Autogun (Blind fighting) (15¢) 8!"24"+1-3-14+ C
Rapid Fire (1)
Static rounds (+10¢) 8"24"+1-3-14+
Limited, Rapid Fire (1), Shield Breaker, Shock
Tracer rounds (+5¢) 8"24"+1-3-15+
Rapid Fire (1), Tracer
Warp rounds (+15¢) 8"24"+1-3-14+
Cursed, Limited, Single Shot
Boltgun (Blind fighting) (55¢) 12"24"+1-4-126+ R8
Rapid Fire (1)
Gas shells (+25¢) 12"24"+1----6+
Blast (3"), Gas, Limited, Single Shot
Shatter shells (+25¢) 12"24"+1-3-116+
Blast (3"), Limited
Tracer shells (+15¢) 12"24"+1-4-126+
Rapid Fire (1), Tracer
Autopistol (Blind fighting) (10¢) 4"12"+1-3-14+ C
Rapid Fire (1), Sidearm
Static rounds (+10¢) 4"12"+1-3-14+
Limited, Rapid Fire (1), Shield Breaker, Shock, Sidearm
Tracer rounds (+5¢) 4"12"+1-3-15+
Rapid Fire (1), Sidearm, Tracer
Warp rounsd (+15¢) 4"12!"+1-3-14+
Cursed, Limited, Sidearm, Single Shot
Bolt pistol (Blind fighting) (45¢) 6"12"+1-4-126+ R8
Sidearm
Gas shells (+25¢) 6"12"+1----6+
Blast (3"), Gas, Limited, Single Shot
Shatter shells (+15¢) 6"12"+1-3-116+
Blast (3"), Limited
Tracer shells (+15¢) 6"12"+1-4-126+
Sidearm, Tracer
Autocannon (Blind fighting) (160¢) 24"48"--7-224+ R10
Knockback, Rapid Fire (1), Unwieldy
Tracer shells (+20¢) 24"48"--7-225+
Knockback, Rapid Fire (1), Tracer, Unwieldy
Heavy bolter (Blind fighting) (160¢) 18"36"+1-5-226+ R10
Rapid Fire (2), Unwieldy
Tracer shells (+35¢) 18"36"+1-5-226+
Rapid Fire (2), Tracer, Unwieldy
Heavy stubber (Blind fighting) (130¢) 20"40"--14-114+ R7
Rapid Fire (2), Unwieldy
Static rounds (+15¢) 20"40"--14-114+
Limited, Rapid Fire (2), Shield Breaker, Shock, Unwieldy
Tracer rounds (+15¢) 20"40"--14-115+
Rapid Fire (2), Tracer, Unwieldy
Warp rounds (+20¢) 20"40"--4-114+
Cursed, Limited, Single Shot, Unwieldy

Weapon Traits

  • Tracer
    Tracer ammunition can be made for most automatic, projectile-firing weapons at a relatively low cost and is used to help show the weapon’s user where they are firing in conditions of poor light. Each fifth bullet fired is actually a tiny flare which burns during flight, thereby creating a visible trail in the air along which the fighter can aim.

    Tracer bullets worsen the weapon's ammo characteristic by 1. In addition, when firing a weapon with tracer bullets, draw an imaginary line from the firing model to the target, all fighters within 2" of this line are Revealed, as described in the Visibility (X") rule.

    A weapon with tracer bullets need not be fired directly at an enemy fighter, instead the user can spray bullets into the darkness. In this case, select a point which is unobstructed from the model's perspective and then scatter that point D6". Measure an imaginary line to this point, stopping at the first obstruction or at the weapon's maximum range. Spraying ammunition like this is wildly inaccurate and poses little danger to those downrange, as a result, these shots cannot cause hits, only illuminate fighters.
  • Rocket flare
    The rocket flare is a one-off, self-contained missile. Once fired, it will shoot high up into the air and then drift slowly back down to the ground on its own tiny parachute, burning with a dazzling white light as the chemicals contained inside it react with the surrounding air. The light given off by a rocket flare is so bright that all penalties for fighting in the dark will be negated for as long as the flare continues to bum.

    To use the rocket flare, a fighter must be standing in a position from which they can fire the rocket directly upwards into the air (so they may not fire the rocket if standing beneath any piece of scenery, for example). The rocket flare is treated in the same way as a basic weapon, so a fighter may not run, or fire another weapon, during the turn in which he fires the rocket. When the rocket flare is fired, roll D6.

    1 - It’s a Dud! The rocket fires, but the flare fails to ignite and no benefit is gained.
    2 - Fizzle, Fizzle... The flare works, but only for a short time. The light will fade at the end of
    the opponent's next turn.
    3-6 - Let There Be Light! The flare works perfectly and wall continue to burn until the end of
    the player's following turn

    In desperate situations, the rocket flare can also be used as a weapon, but will not produce light if used in this way, it's stuck inside another ganger!

Activity

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shoto • Edited item
11 hours, 20 minutes ago

Blue-light (Equipment)

  • Description updated
shoto • Added item
11 hours, 20 minutes ago

Heavy stubber (Blind fighting) Warp rounds (Weapon Profile)

shoto • Edited item
11 hours, 20 minutes ago

Warp rounds profile (Heavy stubber (Blind fighting))

shoto • Added item
11 hours, 21 minutes ago

Heavy stubber (Blind fighting) Static rounds (Weapon Profile)

shoto • Edited item
11 hours, 21 minutes ago

Static rounds profile (Heavy stubber (Blind fighting))

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