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Necromunda rulebook - Games Workshop

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The multiple levels and gantries of the Underhive<br />

afford fighters ample opportunity to fall from a great<br />

height.<br />

TEST TO FALL<br />

If a fighter is pinned or goes down within 1" of an<br />

edge there is a chance he will slip and fall off. To<br />

determine this roll a D6. If the score is more than the<br />

fighter’s Initiative characteristic then he falls over the<br />

edge to the ground.<br />

If a fighter is engaged in hand-to-hand fighting within<br />

1" of an edge then he may fall off if he loses the<br />

combat. Roll a D6. If the score is more than the<br />

fighter’s Initiative characteristic, or a 6, then he falls<br />

over the edge to the ground.<br />

DAMAGE<br />

A fighter who falls sustains an automatic hit at a<br />

strength equal to the height of the fall in inches.<br />

Where a wound is suffered a fall of up to 3" will inflict<br />

1 wound, and a fall of more than 3" will inflict D6<br />

wounds. Although the scenery supplied in the game<br />

does not scale to such dizzy heights, a fall of more<br />

than 12" is assumed to take the fighter out of action<br />

with no dice rolls required.<br />

27<br />

NECROMUNDA<br />

ADVANCED RULES<br />

This section includes a variety of new rules which add further detail and complexity to the game.<br />

They are not necessary in order to play, and for this reason the rules have been gathered together at<br />

the end here to avoid potential confusion.<br />

We recommend that new players ignore this section to start with, or at least until they are familiar<br />

with the way the game works. If you consider yourself to be an experienced games player then you’ll<br />

have no problem introducing these more complex elements as you go along.<br />

FALLING<br />

Armour saves do apply to wounds sustained by falling.<br />

Save modifiers are the same as for hand-to-hand<br />

combat hits from combatants with high strengths. So<br />

S4 counts -1, S5 -2, S6 -3 and so forth. See the Handto-Hand<br />

Combat section for the full chart.<br />

A model which falls without going down or out of<br />

action is automatically pinned as if hit by enemy fire.<br />

FALLING ONTO ANOTHER MODEL<br />

In the unlikely event that someone else lies directly in<br />

the path of a plummeting fighter then he may also be<br />

hurt. The hapless individual is hit on a D6 roll of a 4,<br />

5 or 6. He sustains the same strength hit as the faller,<br />

suffering 1 or D6 wounds depending on the distance<br />

of fall.<br />

If struck by the falling fighter, and assuming he<br />

doesn’t go down or out of action, the victim is pinned<br />

as if hit by a shot.<br />

Assuming the faller and victim survive, position the<br />

models 1" apart to make it clear they are not in handto-hand<br />

combat.<br />

JUMPING<br />

A model may jump down from a higher level to<br />

another. If the height is 3” or less then take an<br />

initiative test, a failure means you fell, a success means<br />

you have landed safely but may not move further and<br />

a roll of one means you have landed and may take the<br />

remainder of your move if applicable. A vertical jump<br />

over 3” is treated as a deliberate fall and uses the rules<br />

in the above damage section as normal. You may<br />

deliberately 'charge' another model who is below your<br />

model should you wish to, in which case use the rules<br />

for falling onto another model as described above.<br />

A model may also attempt to jump across a horizontal<br />

gap from one side to the other. He does this instead<br />

of a normal move and jumps D6". If he fails to cover<br />

the gap the fighter plummets down as per a fall.<br />

A model may attempt a jump by way of a charge in<br />

order to engage an enemy, but still jumps only D6".<br />

A jumping model counts as moving and will otherwise<br />

fight as normal.

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