30.05.2013 Views

Necromunda rulebook - Games Workshop

Necromunda rulebook - Games Workshop

Necromunda rulebook - Games Workshop

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

FIGHTING WITH<br />

TWO WEAPONS<br />

If the model carries a weapon in each hand, such as<br />

two pistols, two swords, or a pistol and a knife, then<br />

the model rolls one extra dice to represent the extra<br />

weapon.<br />

This bonus only applies to fighters armed exclusively<br />

with pistols and/or hand-to-hand combat weapons,<br />

not to fighters who carry other basic, special or heavy<br />

weapons. Carrying grenades does not prevent you<br />

using an extra weapon as they are assumed to be<br />

clipped to the model’s belt or stowed conveniently<br />

out of the way. These different types of weapon are<br />

discussed in detail in the Armoury section.<br />

DETERMINE WINNER<br />

Each player takes his best Attack dice roll, adds the<br />

model’s Weapon Skill (WS) and then applies the<br />

following modifiers. The highest score is the winner.<br />

In the case of a tie the highest Initiative wins. If both<br />

models have the same Initiative the result is a standoff<br />

and no blows are struck.<br />

COMBAT SCORE MODIFIERS<br />

+1 OPPONENT FUMBLES<br />

Add +1 to your score for each of your opponent’s<br />

fumbled dice (rolls of 1). See the Fumble rule for an<br />

explanation of how this works.<br />

+1 CRITICAL HIT<br />

Add +1 to your score for each critical hit inflicted<br />

(additional rolls of 6). See the Critical Hit rule.<br />

+1 CHARGING<br />

If your fighter charged into combat this turn add +1<br />

to his Combat Score.<br />

+1 HIGHER UP<br />

If your fighter is standing on a higher level, platform,<br />

or slope then add +1 to his Combat Score.<br />

-1 ENCUMBERED<br />

If your fighter is carrying a heavy weapon, or other<br />

heavy piece of equipment, he suffers a -1 penalty on<br />

his Combat Score.<br />

-1 OBSTACLE<br />

If you charge an enemy who is sheltering behind<br />

cover such as a low wall, then you suffer a -1 penalty<br />

on your Combat Score that turn. Note this penalty<br />

only applies during the turn when you charge.<br />

Note that hit modifiers for weapons are never applied<br />

in hand-to-hand fighting. These only apply when<br />

shooting at a distance as described in the Shooting<br />

section.<br />

23<br />

NECROMUNDA<br />

NUMBER OF HITS<br />

The difference between the winner’s Combat Score<br />

and the loser’s Combat Score is the number of times<br />

the winner has hit the loser.<br />

Example: A ganger (WS3) is fighting a juve (WS2).<br />

The ganger rolls a 4 and adds his WS of 3 to make a<br />

total of 7. The juve rolls a 5 and adds his WS of 2 to<br />

make 7, but the juve has charged and so adds a<br />

further +1 making 8. The juve has won by 8 to 7,<br />

and the difference (1) is the number of hits he has<br />

struck.<br />

WOUNDS, ARMOUR<br />

AND INJURIES<br />

Once you have established the number of hits, the<br />

remaining procedure is the same as for shooting.<br />

Refer back to the Shooting section for a description<br />

of how to do this.<br />

Note that models cannot be pinned by hand-to-hand<br />

hits, but they suffer wounds in the same way and<br />

injuries are resolved in the same way too.<br />

WEAPONS<br />

Only hand-to-hand weapons and pistols can be used<br />

to fight hand-to-hand combat. All fighters carry a<br />

knife at the very least, and are assumed to have one<br />

tucked out of sight if the model itself does not<br />

include it.<br />

A fighter will, generally speaking, fight hand-to-hand<br />

combat with the weapons he carries as depicted on<br />

the model. However, as it is impossible to use basic,<br />

special or heavy weapons in close combat (as<br />

described in the Armoury section) fighters are<br />

allowed to draw any one pistol or hand-to-hand<br />

combat weapon from a pouch, bag, holster etc.<br />

Bear in mind that a fighter with a basic, special or<br />

heavy weapon needs at least one hand just to carry it,<br />

so he can only ever have one hand free to carry a<br />

sword, pistol, etc.<br />

A fighter who carries a hand-to-hand weapon or<br />

pistol in each hand normally fights with the two<br />

weapons depicted as carried by the model. However,<br />

if he wishes he is allowed to swap one weapon for<br />

another pistol, sword, etc at the start of the hand-tohand<br />

combat. For example, a fighter who has a<br />

laspistol and a stub gun could put away his stub gun<br />

and draw a sword. The player must declare he is<br />

doing so at the start of the combat.<br />

Fighters cannot swap weapons around once they are<br />

fighting hand-to-hand; they must persevere with their<br />

chosen weapons until the combat is over.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!