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Necromunda rulebook - Games Workshop

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Note that a follow-up doesn’t affect a model’s ability<br />

to move in its following movement phase. The<br />

follow-up is an extra bonus move which reflects the<br />

intense activity of close quarter fighting.<br />

FIGHTERS DOWN<br />

Fighters who are wounded and go down are<br />

completely at the mercy of their enemy. In a one-onone<br />

combat any model that goes down is<br />

automatically out of action. His enemy finishes him<br />

off with a quick blow and the model is removed.<br />

In multiple combats a fighter who goes down has<br />

more chance of survival. Where all models on one<br />

side go down they are automatically out of combat.<br />

Where two or more models are fighting on the same<br />

side, some can go down and crawl away at 2" in their<br />

movement phase so long as at least one continues to<br />

fight.<br />

PINNED FIGHTERS AND<br />

HAND-TO-HAND COMBAT<br />

Fighters cannot be pinned when fighting hand-tohand<br />

combat. A fighter who is hit whilst engaged in<br />

hand-to-hand combat, even if hit by shooting in the<br />

shooting phase, is not pinned.<br />

If a fighter is already pinned when he is charged then<br />

the pin is discounted as soon as he is engaged.<br />

KEEPING YOUR NERVE<br />

This section of the rules is concerned with how your<br />

fighters react under fire: whether they bravely<br />

continue to fight while shells explode around them or<br />

whether they turn tail and run for cover. Regardless of<br />

your own feelings or those of the gang’s leader, even<br />

the most hardened gang fighter can be driven off or<br />

forced to take cover as the action hots up.<br />

LEADERSHIP TESTS<br />

A fighter may be called upon to take a test to see if his<br />

nerve holds. This test is taken using the model’s<br />

Leadership characteristic (Ld) and is therefore called a<br />

Leadership test. To take the test roll two dice (2D6)<br />

and add the scores together.<br />

If the result is more than your model’s Ld then the test<br />

is failed. The fighter’s nerve is broken and he runs to<br />

cover as described below.<br />

If the result is equal to or less than your model’s Ld<br />

then the test is passed, and the fighter keeps his nerve.<br />

In this case there is no further effect and the model<br />

continues to fight as normal.<br />

WHEN TO TEST<br />

If a model goes ‘down’ or ‘out of action’ then each<br />

friend within 2" must take an immediate Leadership<br />

test.<br />

LEADERSHIP<br />

25<br />

BROKEN FIGHTERS<br />

NECROMUNDA<br />

MOVING FROM COMBAT<br />

Once models are engaged in hand-to-hand fighting they<br />

cannot move away in their movement phase. They must<br />

stand and fight until they are taken out of action, until<br />

they take out their enemies, or until one or the other<br />

breaks and runs as described later.<br />

The only exception to the above is in a multiple<br />

combat, where fighters who are down may crawl away<br />

so long as friends continue to fight.<br />

BREAKING FROM COMBAT<br />

A fighter who loses his nerve whilst fighting hand-tohand<br />

combat will break off and make a run for it as<br />

described in the Leadership section.<br />

When a fighter breaks off from a fight he simply turns<br />

his back and runs off. His opponent automatically hits<br />

the fighter as he breaks, inflicting 1 hit which is worked<br />

out immediately.<br />

If a model fails a Leadership test then the fighter’s<br />

nerve has broken. For this reason we refer to such<br />

fighters as broken and you can indicate this by<br />

placing a Broken counter by the model if you wish.<br />

The broken fighter is momentarily panicked or<br />

shaken and will attempt to run for cover. He might<br />

recover sufficiently to return to the fray once he has<br />

steeled himself to fight on.<br />

Run to Cover<br />

As soon as a fighter is broken he turns tail and runs<br />

for cover. This movement takes place outside the<br />

normal turn sequence and is worked out<br />

immediately. The fighter makes a dash of up to 2D6"<br />

away from his enemy and towards cover. Roll the dice<br />

and determine how far the model runs.<br />

If he can reach a position of cover within this distance<br />

where he cannot be seen then he stops there.<br />

If he is unable to reach cover where he cannot be<br />

seen the fighter runs the full distance rolled. In<br />

subsequent movement phases he continues to move<br />

2D6" away from the enemy until he reaches such a<br />

position. If he can get out of sight by staying where<br />

he is and hiding then he will do so (see the<br />

Movement section).

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