Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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NECROMUNDA<br />
A broken fighter may do nothing other than run to<br />
cover and remain there while he attempts to recover<br />
his nerve as described below. He may not otherwise<br />
move and he will not shoot.<br />
Combat with Broken Fighters<br />
Should a broken fighter be charged and forced into a<br />
hand-to-hand engagement then he is in deep trouble!<br />
While broken a fighter’s WS counts as zero. If he<br />
survives the hand-to-hand phase, even if he wins, he<br />
automatically breaks from combat and runs for cover<br />
at the end of the phase as described below.<br />
Breaking from Hand-to-hand Combat<br />
A fighter who loses his nerve and breaks while<br />
fighting hand-to-hand combat turns away from his<br />
enemy and runs away 2D6" just like any other broken<br />
fighter.<br />
Because a broken fighter is turning his back upon the<br />
enemy he is very likely to be struck as he turns to flee.<br />
To represent this the model takes one automatic hit<br />
from his enemy. Work this out as soon as the fighter<br />
breaks and before he is moved.<br />
Recovering Your Nerve<br />
A broken fighter may attempt to recover his nerve<br />
during his recovery phase so long as he is in cover<br />
and he cannot be seen by an enemy model.<br />
To attempt to recover a fighter’s nerve roll 2D6. If the<br />
score is equal to or less than the fighter’s Leadership<br />
he has passed the test and can fight normally from<br />
then on. If the score is more than the fighter’s<br />
Leadership he fails the test and remains broken.<br />
Broken That Turn<br />
It is not possible to be broken and recover your nerve<br />
during the same turn. Consequently, a fighter who<br />
loses his nerve during his own side’s turn will not be<br />
able to recover in the recovery phase of that turn.<br />
Leaders<br />
A fighter within 6" of the gang’s leader may use the<br />
Leadership characteristic of the leader when taking<br />
any Leadership test. This applies to tests to see if a<br />
fighter loses his nerve and also to tests to recover.<br />
This represents the leader’s ability to encourage his<br />
fighters and push them beyond their normal limits!<br />
A leader cannot confer this benefit if he is down or<br />
broken himself. The sight of your leader running for<br />
cover is far from encouraging.<br />
26<br />
THE BOTTLE TEST<br />
The Bottle test is a special test the player must make<br />
at the start of his turn if a quarter (25%) or more of<br />
his gang is down or out of action. For example, in a<br />
gang of 10 men a test is required if 3 or more men are<br />
down or out of action.<br />
If the Bottle test is failed the gang automatically loses<br />
the fight. The game ends immediately and surviving<br />
fighters retreat from the area. A failed Bottle test is<br />
the most common way in which a game ends.<br />
To take a Bottle test roll 2D6.<br />
If the score is more than the gang leader’s Leadership<br />
characteristic then the test is failed. The gang bottles<br />
out of combat and the player has lost the game.<br />
If the score is equal to or less than the gang leader’s<br />
Leadership characteristic the player has passed the<br />
test and may continue to fight.<br />
If the gang’s leader is out of action or is down, then<br />
the player may not use his Leadership to take the test.<br />
Instead, use the highest Leadership characteristic<br />
amongst those of the remaining fighters who are<br />
neither down nor out of action.<br />
A player may voluntarily fail a Bottle test if he<br />
wishes to do so. In which case there is no need<br />
to actually take the test it is assumed to<br />
automatically fail as the gangers melt into the<br />
shadows and retreat. Note that all the conditions<br />
for taking a Bottle test (25% causalities) still<br />
need to be met and the bottling player is still<br />
classed as losing the game.