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Necromunda rulebook - Games Workshop

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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.

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