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Necromunda rulebook - Games Workshop

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NECROMUNDA<br />

ARMOUR<br />

Armour is less important and less readily available in<br />

the confines of the <strong>Necromunda</strong>n Underhive than on<br />

a conventional battlefield. Gangers rely more upon<br />

the natural cover of the hive and their own wits to<br />

avoid injury. However, some fighters wear protective<br />

clothing or armour which may save them from a<br />

wound if they are lucky. To represent this there is a<br />

special test called a saving throw.<br />

If a fighter is wearing armour and suffers a wound<br />

then roll a D6. If the dice roll is sufficiently high then<br />

the wounding shot has struck the armour and not<br />

hurt the wearer at all. The dice score required varies<br />

according to the type of armour. The most common<br />

armour types and the D6 roll required to effect a save<br />

are given below.<br />

Minimum D6 score<br />

Armour required to save<br />

Flak 6<br />

Mesh 5<br />

Carapace 4<br />

For example: A fighter is hit by a shot from a<br />

laspistol and suffers a wound. Fortunately, he is<br />

wearing carapace armour, a hardened plasteel<br />

jacket or plate which covers his upper body. He rolls<br />

a D6 and scores 5 – easily enough to deflect the shot<br />

and save him.<br />

Some weapons are better at penetrating armour than<br />

others. A shot from a laspistol might be deflected<br />

relatively easily, but a shot from a huge lascannon is a<br />

different matter! To represent this, each weapon has<br />

an armour save modifier as indicated in its<br />

description in the Armoury section. For example, a<br />

boltgun has a -1 save modifier so all armour saves<br />

must deduct 1 from the dice roll. It is not possible to<br />

effect a save if the score required is more than 6.<br />

PINNED FIGHTERS<br />

Often a fighter is hit and pinned by enemy fire but<br />

doesn’t go down or out of action. He might be hit<br />

and not wounded, or he might suffer a flesh wound,<br />

and so on.<br />

A model that is pinned remains knocked over lying<br />

face up. Whilst pinned, the fighter can do nothing.<br />

He cannot move, shoot, or so on.<br />

A model which is pinned at the start of his turn will<br />

automatically recover from pinning at the end of that<br />

turn. In effect, the model misses his turn and is then<br />

ready to fight once more. At the end of the turn stand<br />

the model up to show that the fighter is no longer<br />

pinned.<br />

A model which is engaged in hand-to-hand combat<br />

will automatically escape pinning. The pressing need<br />

to defend himself galvanises the fighter into action.<br />

Stand the model up to show he is no longer pinned.<br />

18<br />

If a model has at least one other model from the gang<br />

within 2" then he can try to escape pinning at the<br />

start of his turn. If successful the fighter will not have<br />

to miss his turn at all. Roll a D6. If the score is equal<br />

to or less than his Initiative value he has recovered his<br />

wits immediately. Stand the model up. The fighter<br />

can move and fight normally that turn.<br />

Note that when testing to escape pinning at the start<br />

of the turn juves, fighters who are down, and fighters<br />

whose nerve is broken do not count. Rather than<br />

reassuring the fighter and offering covering fire, the<br />

proximity of these unreliable comrades will only<br />

encourage him to keep his head down!<br />

SHOOTING INTO<br />

HAND-TO-HAND COMBAT<br />

Normally it would be considered very rash indeed to<br />

shoot at fighters who are grappling with each other at<br />

close quarters – it would be very easy to hit the wrong<br />

man! Although the models themselves are immobile<br />

the fighters are actually ducking, diving and rolling<br />

about in a whirlwind of action.<br />

Should you wish to shoot at a model engaged in<br />

hand-to-hand combat roll to hit as normal. If you hit<br />

then you must decide whether you have hit the<br />

intended model or a model fighting the target. There<br />

is as much chance of hitting the target as there is of<br />

hitting each model he is fighting. So, if there are two<br />

models fighting a D6 roll of 1-3 indicates one model,<br />

a 4-6 indicates the other. If the target is fighting two<br />

opponents then you’ll need a 5 or 6 to hit the right<br />

man, and so on.<br />

MOVING AND SHOOTING<br />

In most cases a model may move at its normal<br />

movement rate and shoot in the same turn. There is<br />

no penalty for this, as the normal move rate assumes<br />

a certain amount of time spent stationary or nearly<br />

so.<br />

Some ‘heavy’ weapons are so cumbersome that it is<br />

impossible to move and shoot with them in the same<br />

turn. These weapons are indicated in the Armoury<br />

section.<br />

Models which run or charge may not shoot.<br />

Models which have gone down as a result of an<br />

injury, or which are pinned as a result of a hit, cannot<br />

shoot.<br />

Models fighting hand-to-hand combat cannot shoot,<br />

any weapons fire at close quarters being worked out<br />

in the hand-to-hand phase. Models which are broken<br />

are also unable to shoot (see the Leadership Tests<br />

section).

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