Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
NECROMUNDA<br />
ARMOUR<br />
The armed forces of the far future are equipped with advanced powered armoured suits and<br />
protective fields. These bulky and expensive devices are necessary to protect a warrior against the<br />
awesome weaponry used on the battlefields of the 41st millennium. Armour is less useful in the depths<br />
of the <strong>Necromunda</strong>n hives. Its bulk hinders movement amongst the tangled ruins and its cost is<br />
beyond the means of all but the most wealthy fighters. Although advanced armour is sometimes<br />
traded, by far the most common forms of protection are simpler types of protection such as mesh and<br />
carapace.<br />
CARAPACE<br />
Carapace armour is made of rigid plates of armaplas<br />
moulded to fit parts of the body. A typical suit of<br />
carapace covers the vital chest region, with separate<br />
plates for the arms and legs. The armaplas plates<br />
offer quite good protection from low-powered<br />
weaponry but are rather heavy.<br />
Special Rules<br />
Save. A fighter wearing carapace armour has a basic<br />
D6 saving throw of 4, 5 or 6 against a wound.<br />
Initiative. Because of its weight a fighter wearing<br />
carapace armour counts his Initiative characteristic as<br />
only half its actual value, rounding up. For example,<br />
a fighter with I5 would count as having I3.<br />
FLAK<br />
Flak armour is made from high-tensile padded fabric<br />
usually in the form of a sleeveless jacket which covers<br />
the upper torso. Flak is rather uncomfortable and not<br />
especially popular despite its low cost. It offers<br />
minimal protection against low powered weapons<br />
and is most useful against blasts and explosive impact<br />
from near-misses.<br />
Special Rule<br />
Save. A fighter wearing flak armour has a basic D6<br />
saving throw of 6 against a wound. This is increased<br />
to 5 or 6 against weapons which use a template as<br />
these are generally the low velocity weapons that flak<br />
is most effective against – flamers, blast weapons and<br />
Frag grenades, for example. The save modifiers for<br />
these weapons may reduce or cancel out this save in<br />
many cases.<br />
48<br />
MESH<br />
Mesh armour is a fabric-like material made from tiny<br />
cells of bonded thermoplas. The resultant mesh is<br />
light but very strong and can be fashioned into<br />
garments or used as a protective lining. Mesh absorbs<br />
physical blows or heat energy by becoming<br />
momentarily solid, effectively absorbing the energy of<br />
an attack to switch from one morphic state to<br />
another. Repeated hits to the same area will tend to<br />
erode this effect and reduce the protective value of<br />
the mesh.<br />
Special Rule<br />
Save. A fighter wearing mesh armour has a basic D6<br />
saving throw of 5 or 6 against a wound.