NECROMUNDA: Quick rules guide (“Cheatsheet”)

To prepare for our Roshan campaign, I made this reference sheet for the Necromunda rules.  The Necromunda rules are available for free from GW’s website here.  I claim no authorship, just a summary of basic rules in the game.
Each model has the following characteristics:

M = Movement     WS = Weapon Skill     BS = Ballistic Skill
S = Strength      T = Toughness     W = Wounds
I = Initiative     A = Attacks     Ld = Leadership
Sv = Armor Save

The Turn
1 – Movement Phase
2 – Shooting Phase
3 – Hand-to-Hand Phase
4 – Recovery Phase
Order of Phase: 
1 – Charging: All charging models moved first. Must declare. No pre-measuring distance. Charge range = 2″ x M.  Failed charges move toward target @ 2″ x M.  Cannot shoot in same turn.  Must reach base-to-base contact to complete charge.
2 – Compulsory Moves: fleeing moves for broken models.
3 – Other Moves: Any move up to 1″ x M (regular), or may run up to 2″ x M (but may not shoot or hide).
Models may hide behind terrain if it is logical that they may do so.  Charging, running, or shooting models cannot hide.
Terrain: Difficult = M/2.  Very difficult = M/4.  Impassible is not passable.  Walls less than 1″ wide and 1″ high do not impede movement, but obstacles more than 2″ high are impassible.
Each model may shoot once with 1 weapon, 1 time (if did not charge, run, hide).
Each model has 90° firing arc in the direction it faces.
Each model must shoot at nearest visible model unless another target is easier to hit (e.g., not behind cover).
Each weapon has a short and a long range value: target must be within maximum range in order to hit.  If not, shot will automiss.
Roll to hit according to BS of shooter (subtract BS from 7 to get score required to hit).  Rolls of 1 always miss.  Apply to-hit modifiers:

+1 Large Target     -1 Small Target     -1 Rapid moving target (moved 10″+)
-1 in partial cover (more than 50% still visible)     -2 in full cover (less than 50% visible)
-1 Appearing/Disappearing/Charging (for models using Overwatch)

If hit, model is “pinned” and may not act in next turn unless it can escape pinning (if friendly model is within 2″, take I test).
Roll to Wound: S of weapon vs. T of target (To Wound chart on pg 16).
Each wound caused reduces model’s remaining wounds by 1.  Each wound that gets model to 0W = roll on injury chart:

1 = Flesh Wound; -1WS and -1BS, fights on.
2-5 = Down; may do nothing but move up to 2″; roll again on injury chart in recovery phase.
6 = Out of action; remove model from table.

Each wound caused might be saved by armor worn by target; armor save modifiers from weapon may negate saves.
If shooting into HtH, randomize who gets hit.
Blast weapons: roll to hit normally.  If miss, scatter with scatter direction + artillery dice; models partially under template are hit on a D6 roll of 4+.
Grenades may be thrown according to S.  S3=8″, S4=10″ max range.
Flamers use flame template.
Sustained fire: Sustained fire value = # of additional D3 shots.  May chain fire across several targets if within 4″ of each other.
A to-hit roll of 6 = hit (if applicable) and must check ammo roll according to weapon ammo roll value; if failed, weapon is useless for rest of game.
Overwatch: if does nothing else in turn, may fire in opponent’s move phase if model comes into view.
Hand to Hand (HtH)
Models touching base to base can fight.  Both models fight in each player’s turn.
Step 1: Roll 1D6 for each A (+1D6 if holding 2 HtH weapons including pistols).
Step 2: Take highest roll + WS +modifiers:

     +1 Charging     -1 Carrying Heavy Weapon
-1 Fighting first turn over obstacle (for charger)
+1 Higher up     +1 Opponent “fumbles” (fumble= A roll of 1)
+1 for each Critical hit (each additional roll of 6)

Step 3: Highest score wins.  For tie, highest I wins.
Step 4: Difference of scores is # of hits.  If fighting w/ 2 HtH weapons/pistols, alternate hits according to weapons.
Step 5: Roll to Wound (S of weapon)
Step 6: Armor saves (remember modifiers)
Step 7: Resolve injuries; fighters “down” count as “out of action.”
Before combat starts, each fighter may draw 1 HtH weapon or pistol.  Models armed with basic, special or heavy weapons must hold them in one hand and may not ever get +1 A for 2 HtH weapons.
Swords may Parry, forcing opponent to re-roll highest A dice.
In multiple combat, outnumbered model must fight each opponent one after the other.  Each opponent model after first gets cumulative +1A and +1 combat score.
If all a fighter’s opponents go out of action, winner may move up to 2″.
Fighters cannot be pinned if in HtH.
If a friendly model goes “down” or “out of action” within 2″, model must take Ld test on 2D6.  If score is greater than Ld value, test is failed.
If failed, model immediately runs 2D6″ away from enemy and towards cover to hide.
If breaking while in HtH, opponent scores 1 automatic hit resolved immediately.
May attempt to recover nerve in recovery phase: take a Ld test.  If failed, continues to flee in following compulsory moves phase.
Cannot recover nerve in same turn as losing it.
Friendlies within 6″ of Leader may use its Ld to test.
If gang has more than 25% of gang down or out of action at start of turn, take Ld test with Leader’s value (or, if leader is down/out of action, highest Ld in game).  If failed, gang loses and game immediately ends. Player may voluntarily fail this test if desired.
Advanced Rules
Falling: If model becomes pinned, goes down, or loses HtH within 1″ of ledge, take I test.  If failed, model drops to next level and takes automatic hit @ S= inches of fall distance.  Falls inflict 1 wound, unless over 3″, in which case they inflict D6 wounds.  A fall over 12″ is auto out of action.  Armor saves and save modifiers are taken as normal.  If model is in falling path, it is hit on 4+, suffering same S hit as falling model.
Jumping: if distance is less than 3″, take I test.  Failure = fall as above.  Models may jump horizontally D6″. Counts as moving.
Stray shots: If a shot passes within 0.5″ of a friendly model, and the to hit roll misses with a roll of 1, the friendly model is hit by the shit if you roll a subsequent 1 on 1D6.
Exploding weapon: If failing ammo roll with roll of 1, roll 1D6.  If this roll is less than normal Ammo Roll value for weapon, weapon explodes, causing automatic hit on owner at weapons S -1.
Wild Grenades: If scatter roll comes up as Hit + Misfire, roll on wild grenade chart (pg 29). 
Structures: Have T and W, autohit in HtH, are large targets for shooting.
Fear: Ld test required if charged by or wishing to charge Fear-causing model.  If charged and Ld failed, immediately broken & flees.  If charging and Ld failed, does not charge and can do nothing that turn.
Terror: As fear above, and if Terror-causing model is within 8″, take Ld test.  If failed, run 2D6″ and do nothing for turn.
(Note: Terror-causers ignore Fear and Terror.  Fear-causers ignore fear and treat Terror as Fear-like.)
Stupidity: Ld test at beginning of turn. If failed, roll on Stupidity test and consult chart (pg 30).
Hatred: If model hates enemy, all its Ld tests are taken at Ld10. May re-roll any Attack dice in first round of combat. Must use 2″ follow up move to engage enemies.
Frenzy: Must always charge enemy if possible. Always at 2 x A.  Cannot parry. Must use 2″ follow up to engage enemy or move closer as possible.  Ignores Fear, Terror, Stupidity, Hared.  Loses Frenzy if a nerve test is failed.  Player can try to restrain Frenzied models for 1 turn at a time by passing a Ld test.
(c) GW

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