Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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PLASMA GRENADES<br />
Plasma is a dangerous and unstable matter in a highly<br />
energised state. When a Plasma grenade explodes it<br />
creates a plasma ball like a miniature sun.<br />
Strength Damage Save Modifier Special<br />
5 1 -2 Blast<br />
Using Plasma Grenades: Throw the grenade as<br />
normal and when you have established where it lands<br />
place a blast template on the spot. Work out damage<br />
on the targets within the plasma ball in the usual way.<br />
Once casualties have been determined do not<br />
remove the marker as you normally would but leave<br />
it in place. The area indicated is undergoing a<br />
matter/energy transformation and is glowing like a<br />
small sun.<br />
A plasma ball can persist for several turns, or slowly<br />
disperse or drift away altogether. Test at the<br />
beginning of each player’s turn. At the start of each<br />
turn roll a D6.<br />
1-3 The plasma ball collapses in upon itself and<br />
disappears causing no further damage.<br />
4-5 The plasma ball remains in place.<br />
6 The plasma ball drifts D6" in a random<br />
direction established using a Scatter dice and<br />
disappears at the end of the turn. Any models<br />
enveloped by the moving plasma ball are hit<br />
and may suffer damage as a result.<br />
Because of the nature of the shining plasma ball it is<br />
not possible to see through it or to shoot weapons<br />
through it.<br />
PHOTON FLASH FLARES<br />
Also known as the flash bomb, Photon grenade or<br />
simply as a flare, this device explodes with a burst of<br />
intense light, blinding or stunning those nearby. A<br />
Photon grenade can dazzle fighters and damage<br />
sensitive range finding equipment such as targeters.<br />
Strength Damage Save Modifier Special<br />
0 0 0 Blast<br />
Using Photon Flash Flares. Throw the grenade and<br />
place the template as normal. Models hit by the flash<br />
may be affected as described below. Note, however,<br />
that fighters hit by a flash are not pinned as a result. In<br />
other words, although ‘hit’ the targets are not actually<br />
struck or hurt so the hit doesn’t count the same as a<br />
regular weapon hit. Roll a D6 for each model.<br />
Any model which rolls under its Initiative<br />
characteristic is merely dazzled for the remainder of<br />
that turn, counting its WS and BS as 1. Otherwise the<br />
fighter is unharmed.<br />
47<br />
NECROMUNDA<br />
Any model that does not roll under its Initiative is<br />
blinded. Blinded models are unable to see and so<br />
cannot move properly or shoot. If they do decide to<br />
move they do so at half speed and in a random<br />
direction. If engaged in hand-to-hand combat they<br />
can fight but their WS is reduced to 1.<br />
A model who is blinded remains blinded throughout<br />
his following turn, but may test at the start of each of<br />
his subsequent turns to recover his sight. Roll a D6.<br />
On the score of a 5 or 6 the model regains its sight<br />
and can see and move normally once more.<br />
If the target carries a weapon fitted with a monosight,<br />
red-dot laser sight or infra-red sight, roll a D6.<br />
On the score of a 6 the sight is damaged beyond<br />
repair and is premanently destroyed.<br />
SMOKE GRENADES<br />
A Smoke grenade or smoke bomb releases a cloud of oily<br />
smoke that is impossible to see through without special<br />
visual devices such as a photovisor.<br />
When you throw a Smoke grenade you must aim at a<br />
specific point of ground – this counts as a small target at<br />
-1 to hit. Work out where the grenade lands and place a<br />
a gas cloud template to show the extent of the smoke<br />
cloud. You can use a patch of cotton wool to represent<br />
this if you like. The height of the cloud is assumed to be<br />
2".<br />
Models cannot see through smoke unless equipped to<br />
do so, and therefore cannot fire through it. Models<br />
within a smoke cloud can see nothing and can either stay<br />
where they are or attempt to move out of the cloud in<br />
their movement phase. Models moving within a cloud<br />
always move in a random direction (established using<br />
the Scatter dice) and at half speed.<br />
If enemy fighters find themselves engaged in hand-tohand<br />
combat within a smoke cloud they still fight, but<br />
halve their WS characteristic rounding any odd halves<br />
up.<br />
A smoke cloud can last for several turns, slowly disperse<br />
or drift away altogether. Test at the beginning of each<br />
player’s turn. At the start of each turn roll a D6.<br />
1-2 The cloud remains where it is until the end of the<br />
testing player’s turn and then dissipates with no<br />
further effect.<br />
3-4 The cloud remains where it is.<br />
5 The cloud shrinks to a blast template in size.<br />
6 The cloud drifts D6" in a random direction<br />
established using a Scatter dice.