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Necromunda rulebook - Games Workshop

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NECROMUNDA<br />

Hand-to-hand fighting is the most dangerous and<br />

desperate kind of combat. With adversaries using<br />

swords and knives, point blank fire from pistols, and<br />

even fists, feet and heads to take out an opponent it<br />

is either a very brave or foolish ganger to iniate handto-hand.<br />

WHO CAN FIGHT<br />

Models which are touching base-to-base are said to<br />

be engaged in hand-to-hand combat. This can only<br />

happen once a fighter has charged an enemy, as<br />

models are not otherwise allowed to move into<br />

physical contact. See the Charge! section of the<br />

Movement rules.<br />

In the hand-to-hand combat phase all close quarter<br />

fighting is worked out. Regardless of whose turn it is,<br />

all models that are engaged in hand-to-hand combat<br />

will fight. Unlike shooting, a model in hand-to-hand<br />

combat can fight all round against enemy to its side,<br />

front or rear. In reality the models are constantly<br />

moving, dodging, ducking and weaving as they<br />

struggle to kill their adversaries.<br />

Models fighting in hand-to-hand combat do not<br />

shoot in the shooting phase. They are far too busy<br />

struggling with their adversaries. Any very close range<br />

shots they are able to make with pistols are taken into<br />

account in the hand-to-hand combat rules that follow.<br />

Hand-to-hand Combat<br />

22<br />

PROCEDURE<br />

Most fights are ‘one-on-one’ where a model is<br />

fighting one other model. These combats are worked<br />

out as described below. Fights involving several<br />

models attacking a single opponent are worked out<br />

slightly differently as described later.<br />

1 THROW ATTACK DICE<br />

Both players roll a number of D6’s equal to their<br />

model’s Attacks characteristic.<br />

2 WORK OUT COMBAT SCORE<br />

Each player picks his highest scoring dice and adds<br />

his model’s Weapon Skill (WS) to the score. He<br />

then adds any Combat Score modifiers as shown<br />

on the opposite page. The total is the Combat<br />

Score.<br />

3 DETERMINE WINNER<br />

The player with the highest Combat Score wins. In<br />

the case of a tie the model with the highest<br />

Initiative characteristic wins. If there is still a tie<br />

the combat is a stand-off.<br />

4 NUMBER OF HITS<br />

Compare the Combat Scores of both combatants.<br />

The difference between their Combat Scores is the<br />

number of times the winner has hit the loser. If<br />

you win the combat on a tie you still cause 1 hit.<br />

5 THROW TO WOUND<br />

For each hit scored the winner rolls a D6 on the<br />

Wound chart in exactly the same way as hits from<br />

shooting. The Strength value will depend upon<br />

the weapon used.<br />

6 SAVING THROW<br />

Models which are wearing armour may attempt<br />

saves in the same way as troops hit by shooting.<br />

7 RESOLVE INJURIES<br />

Resolve injuries in the same way as you would for<br />

wounds inflicted by shooting.<br />

ATTACK DICE<br />

Roll the number of Attack dice indicated by the<br />

model’s Attacks characteristic. This will normally be<br />

one but some especially mean fighters may have two<br />

or more Attacks.<br />

Although a model may roll more than one Attack dice<br />

it is only the best result that counts towards the<br />

Combat Score. The advantage of rolling more dice is<br />

that it gives you a better chance of rolling high.

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