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Necromunda & Warhammer 40,000



НазваниеNecromunda & Warhammer 40,000
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1. /Necromunda Rules.docNecromunda & Warhammer 40,000





Necromunda

Necromunda & Warhammer 40,000



Obviously, Warhammer 40,000 (“40k”) and Necromunda (“Nec”) are not the exact same game; otherwise, they wouldn’t have different names or one would be an expansion of the other. They are both based in the same game mechanics, storyline universe, and to a certain extent, weapons and equipment, though, and you can even use the miniatures and terrain interchangeably.

Similarities






As a result of these factors, many of the rules that 40k uses are identical to the ones which apply in Nec. Instead of being re-listed in this section, these rules are listed here as cross-references only. Below is a list of all rules which apply identically to both 40k and Nec:


Movement, Shooting, Psychology, Phases of a Game Turn

Differences




The D66 Roll


This is a method that is used frequently in Necromunda’s many lookup-tables. Roll two D6’s, noting one as the “tens” die and the other as the “ones” die. Then take the score of the tens-die and use it as the first digit, and use the ones-die score as the ones-digit, and you have the result; this is called a D66 roll. So if you roll an 4 on the tens-die, and a 5 on the ones-die, you’ve rolled a 45.

Pinning


Any model which is “hit”, regardless of whether it is wounded, becomes Pinned instantly; place the model on its back facing up to indicate this. Pinned models may not move or shoot, though pinned models which are charged or otherwise engaged in hand-to-hand combat instantly become unpinned. A model normally remains pinned for its entire following turn. At the start of its turn, a pinned model may attempt to recover earlier if it has a friendly model within 2” which is itself not pinned or Down (2). A pinned model making this early-recovery attempt rolls a D6; if the number rolled is equal to or less than the pinned model’s Initiative, it regains its feet and may fight normally immediately.

Shooting at Pinned Models


If you’re in a particularly nasty mood, you may fire upon models that are pinned or Down. The shot is resolved exactly as normal.
The main reason this ability is listed specially is that a fighter may choose to ignore a target that is pinned or down if it is the closest model.

Wounded Models


A model which sustains a lethal Wound may not necessary die; each time a model sustains a lethal Wound (i.e., one that would reduce it to less than 1 Wound), roll on the Injury Table below:


1

Flesh Wound

2-5

Down

6

Out of Action



Flesh Wound


Models sustaining a Flesh Wound have their WS and BS reduced by –1. These penalties are cumulative and last only for the remainder of the current game, so if a model with a normal BS of 4 had taken 2 Flesh Wounds, his BS would now be only 2. Models whose WS or BS are reduced to 0 or below by Flesh Wounds fall unconscious and are considered Out of Action (see below).

Down


The model isn’t out of the action yet, but isn’t able to regain its feet. Re-roll on the Injury Table next turn.

Out of Action


The model’s injuries are too severe for it to continue fighting; remove the model as a casualty.

Wild Shots (Optional Rule)


If the thrower of a grenade or the shooter of a weapon with a blast template misses his mark, you must still determine where the shot ends up, as normal for blast templates (Error: Reference source not found). However, if you roll a Hit/Misfire combination with the Scatter and Artillery dice, roll a D6 and consult this chart:


Misfire Table

D6

Result

1

The grenade goes off in the thrower’s hand, or the shell explodes in the weapon’s breech. Center the template on the shooter and resolve as normal.

2

The projectile travels 2D6” in a random direction and explodes.

3

For grenades, the same as Result 2, above. For other weapons, the same as Result 2, but the distance is D6 x D6”.

4

As with Result 3, but the projectile does not explode. Mark its landing place; at the start of each player’s turn, roll a D6; on a 4+, the shell explodes.

5

The shot goes stray, and finds its way to a structural support above, where it explodes. From now on, each player must roll a D6 at the start of his turn; on a 1, a random one of his fighters has been struck by debris raining down from above (S3).

6

The shell is a dud; no effect.



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