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Necromunda rulebook - Games Workshop

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NECROMUNDA<br />

TERRAIN<br />

Battles mostly take part in open areas where<br />

movement is easiest. Obviously high walls and<br />

other constructions will block your progress,<br />

but the ground level and raised surfaces are<br />

reasonably solid. However, should you find<br />

yourself struggling over shifting ash wastes or up<br />

to your elbows in marshes of bubbling pollutant,<br />

your progress will be impeded as indicated<br />

below.<br />

OPEN GROUND<br />

The tabletop surface, building floors, connecting<br />

walkways and ladders are all considered to be<br />

open ground which does not affect your<br />

movement. You can also move through doors or<br />

hatches without slowing your speed.<br />

DIFFICULT GROUND<br />

Difficult ground includes steep or treacherous<br />

slopes, dense stands of hive foliage such as giant<br />

fungi, pools of pollutant liquid or effluvia, and<br />

thick or sodden hive dust. Models move over<br />

difficult ground at half speed or half rate, so 1"<br />

of movement counts as 2". For example, to cross<br />

a 1 1/2" wide pool of bubbling algal slime you<br />

must expend 3" of your move. Similarly, if<br />

moving over a steep mound of ash waste you’ll<br />

move at 2" per turn rather than 4".<br />

A fighter who is running is slowed down by<br />

difficult ground. He will run at 4" rather than 8"<br />

over steep slopes for example, because all<br />

models move at half speed over difficult terrain.<br />

12<br />

VERY DIFFICULT GROUND<br />

This is the really nasty stuff you wouldn’t want to<br />

go near. It includes tar pits, deep or noxious<br />

pools of liquid wastes, and narrow crawlholes<br />

through the rubble. Models move over very<br />

difficult ground at a quarter rate, so each 1" of<br />

movement counts as 4".<br />

IMPASSABLE GROUND<br />

Much of the Underhive is simply impossible to<br />

move over or through, such as deep or corrosive<br />

pools, enveloping layers of soft hive dust, and,<br />

of course, solid walls, collapsed tunnels and the<br />

like.<br />

WALLS AND BARRIERS<br />

Walls, pipelines, small heaps of debris, and other<br />

low obstacles form barriers that you can either<br />

go around or leap over. A model can leap over a<br />

barrier less than 1" high and no more than 1"<br />

wide without impeding its movement at all. A<br />

barrier between 1" and 2" high, and no more<br />

than 1" wide, can still be crossed by climbing<br />

over but you must give up half of your total<br />

move that turn to do so. For example, if you<br />

would otherwise move 4" then you must give up<br />

2". A barrier higher than 2" is too tall to climb<br />

over and is effectively impassable.

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