Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
NECROMUNDA<br />
GRENADES<br />
There are many different sorts of grenades available<br />
to Underhive fighters. The most common are<br />
explosive fragmentation or ‘frag’ grenades and<br />
implosive energy grenades called ‘krak’. If a model<br />
carries grenades then it is assumed that he has<br />
enough to last the entire battle, regardless of how<br />
many he might actually throw. See Grenades in the<br />
Armoury section for a description of the different<br />
types of grenades.<br />
A model may throw a grenade rather than shoot a<br />
weapon. A grenade throw is treated exactly like any<br />
other shot, so roll to hit using the thrower’s Ballistic<br />
Skill (BS) characteristic.<br />
Frag grenades and most of the special grenades types<br />
use a blast marker. All grenades scatter if they miss<br />
just like other weapons with blast markers. Work out<br />
scatter as described already, except that the number<br />
on the Artillery dice is always halved because<br />
grenades are thrown at very short ranges. On the<br />
other hand, the maximum scatter limit does not<br />
apply to grenades, which can bounce around all over<br />
the place before going off! A grenade thrown at a<br />
target 2" away may therefore scatter up to 5" in any<br />
direction.<br />
The maximum range of a thrown grenade depends<br />
upon the Strength characteristic of the fighter as<br />
shown on the chart below.<br />
Thrower’s Strength Range of Throw<br />
1 4"<br />
2 6"<br />
3 8"<br />
4 10"<br />
5 or more 12"<br />
Some special grenades are designed to produce<br />
clouds of smoke or gas which can be used to provide<br />
cover. When you throw a smoke grenade, for<br />
example, you don’t want to actually throw it at an<br />
enemy fighter but at a specific point on the ground.<br />
You can do this by simply nominating the point you<br />
wish to aim the grenade at. The point counts as a<br />
small target, and therefore suffers the -1 to hit penalty<br />
for shooting at small targets.<br />
FLAMER TEMPLATES<br />
Flamers utilise a special teardrop-shaped template<br />
which represents a jet of flame. Smaller flamers,<br />
known as hand flamers use the same template, but<br />
are restricted to only a single burst of flame before<br />
their fuel is exhausted.<br />
To shoot with a flamer or hand flamer take the flamer<br />
template and place it with the narrow end touching<br />
the base of the shooter and the broad end over your<br />
target. Any models wholly covered by the template<br />
20<br />
are hit automatically and any models partially<br />
covered are hit on a further D6 roll of a 4, 5 or 6.<br />
Any hits are resolved as normal, roll for wounds and<br />
then determine injuries for any wounded models.<br />
Note that the hit modifiers for range, cover, and such<br />
like do not apply to flamers. Flamers are especially<br />
good at winkling enemy fighters from behind cover!<br />
See the Armoury section for further details.<br />
A Delaque armed with a flamer shoots at three Goliaths.<br />
Two Goliaths are completely covered by the template<br />
and are therefore hit automatically. The other Goliath is<br />
partially covered by the template, and will be hit on a<br />
D6 roll of 4 or more.<br />
SUSTAINED SHOOTING<br />
Some especially large and dangerous weapons can<br />
fire a sustained burst of shells which may hit several<br />
targets at a time. This is called sustained shooting or<br />
sustained fire. Weapons which are capable of making<br />
sustained shots are indicated in the Armoury section.<br />
Basically, these are machine gun type weapons such<br />
as the heavy stubber and autocannon which can rake<br />
targets with a hail of shells.<br />
When you shoot with a weapon of this kind declare<br />
whether you are firing a normal single shot or a<br />
sustained shot. A single shot is worked out as normal.<br />
A sustained shot is worked out as follows.<br />
First roll to determine how many separate shots the<br />
weapon makes by rolling a number of D3s equal to<br />
the weapons sustained fire value. Each shot is treated<br />
as a separate shot which can be made at the same<br />
target, or another model within 4” of the original<br />
target. At least one of the shots must be allocated to<br />
the original target. Other than this you can allocate<br />
the shots in any manner you wish. Once the shots<br />
have been allocated, make a roll to hit for each shot<br />
against the relevant targets. Remember that some of<br />
the shots may require different scores to hit than<br />
others, since their respective targets may be in cover<br />
and so on.<br />
After making ‘to hit’ rolls, roll for wounds and<br />
injuries as normal for any models which have<br />
suffered a hit.