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Necromunda rulebook - Games Workshop

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NECROMUNDA<br />

During the movement phase you can move your<br />

models as you wish in accordance with the rules<br />

given below. Move your model fighters one at a<br />

time and finish moving each before moving the<br />

next one. You can move your fighters in any<br />

order except where noted below.<br />

1 CHARGERS<br />

If you want a model to charge at an enemy<br />

and attack him hand-to-hand then you must<br />

do this before moving any other models.<br />

When you charge you must declare to your<br />

opponent that you are charging and indicate<br />

which enemy model you are attacking.<br />

2 COMPULSORY MOVES<br />

Sometimes a model is obliged to move in a<br />

certain way and this is called a ‘compulsory<br />

move’. For example, a fighter whose nerve<br />

breaks must run away from his enemies and<br />

take cover. Make all your compulsory moves<br />

before finishing any remaining movement.<br />

3 THE REST<br />

Once you have moved chargers and<br />

compulsory movers you can move the rest of<br />

your models as you wish.<br />

MOVEMENT<br />

10<br />

Justice in the Underhive is a rough and ready<br />

affair, administered chiefly by the local Guilder<br />

Courts under the supervision of each settlement’s<br />

most powerful Guilders. These rich and<br />

influential individuals keep the peace inside the<br />

towns and oversee any trading that goes on<br />

there.<br />

The Guilders hire local fighters called Watchmen<br />

to man the gates and walk the streets during<br />

lights out. If bigger problems arise, such as<br />

outlaw gangs raiding the surrounding holes, the<br />

Guilders pay local gang leaders to deal with<br />

them. This provides a lucrative income for the<br />

most successful gangs. Strangers, trouble-makers<br />

and quarrelsome citizens are targeted by the<br />

diligent Watchmen and dealt with by means of a<br />

swift crack on the head or a night in the pit.<br />

Belligerent or persistent types are hauled up<br />

before the next Guilder Court for trial and<br />

sentence.<br />

MOVING<br />

During their movement phase models can move<br />

up to their move rate in inches in any direction.<br />

Most fighters have a move characteristic (M) of 4<br />

and so can move 4" in any direction including up<br />

or down ladders.<br />

In normal circumstances you do not have to<br />

move the full permitted distance or at all if you<br />

do not wish. Any exceptions are described later<br />

and invariably involve either charges or<br />

compulsory moves.<br />

RUNNING<br />

The normal 4" move represents a person moving<br />

at a fairly rapid rate but allowing time to aim and<br />

shoot a weapon and generally observe what is<br />

going on around him. If you wish a model can<br />

move much quicker than this – he can run! A<br />

running fighter can move at double speed: 8"<br />

rather than 4", for example.<br />

A running model loses his chance to shoot in the<br />

turn. He is concentrating on running and is not<br />

prepared to fight, having shouldered his<br />

weapons or replaced them in holsters. You<br />

should declare that models are running as they<br />

move, as this will help to remind both players<br />

that the model is unable to shoot that turn.<br />

If a running model approaches within 8" of an<br />

enemy that he can see he must stop immediately.<br />

The runner is surprised to find an opponent so<br />

close and immediately stops to draw a weapon<br />

or ready himself to fight.

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