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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.

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