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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.

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