Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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.