Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi we have just started playing Necromunda but i am a little confused with regards to the down rule, as i understand it, you take a wound and go down, you then need to roll a 1 to get back up and carry on being useful. Is this right? Otherwise your little gangers can only move 2" and jst wait to be kicked to death, this is how most games end up when we play with only 3 gangers left and the rest down and being trampled, i know you should bottle out but rolling for leadership i always getv low numbers so i end up passing =( grr, please advise to the rules for this or any variations you play
If you look in the online rulebook on the Specialist Games website (click me) it explans the rule rather well.
Basically, after a model has lost all it's wounds, you roll a D6, possibly getting a 'down' result. If you do get a 'down' result, your model only move 2" a turn and do nothing else. However, at the end of each of your recovery phases you get to roll another D6 for every model you have that is 'down'. The result of this D6 can lead to your model can either remaining down, regain conciousness and reverting to a flesh wound, or passing out completely and being considered out of action.
Have a look at page 17 of the first PDF of the above link you will se ti all printed down there. Hope this helps mate.
Thanks Rich, thats exactley what i thought the rule was, i had checked it before but the main problem is it makes the game boring quite quickly if a lot of models are down without bottling out =(
True, a game can often get a bit dull if everyone is down by turn three
To me it sounds as if you are playing on a board with too little terrain. Casualties should not mount up quite so quickly as that:wacko:. How much terrain do you play with? Bear in mind that the whole idea of necromunda is that it is a close-in terrain packed environment, much much more dense than a 40K board is meant to be. I suggest you increase the amount of terrain you are useing. As a guide, look at these pics for some help:
If the amount of terrain is not the problem, then maybe you are not using it well. With such a small group of fighters, it is essential that you use them well if you are to get the best from your gang. As such you need to use the available terrain to the best of your ability. Get those gangers hiding behind walls, barrels and the like and you will find they live alot longer! Avoid the rambo-esque 'run into the middle of the compund and shoot everything that moves' - really doesn't work
The rule itself is pretty good, I think it is more the way you are playing that is causing the problem. Have a think about the terrain and how you use it, try and solve the problem that way, and if it doesnt help come back here and I'll try and think up some more things that might help
Also, about bottling out. If you look at page 26 of the rulebook you will notice that if two or more members of the gang go "down" or "out of action" you can bottle out without taking a test.
Best of luck mate, Necromunda is a terrific game. Stick with it; you won't regret it!
I like that top picture very cool, i have got more than enough pieces of terrain, have 2 necromunda and outlanders sets worth so it must be cos we are playing like 40k will try more stealth based routes next time. Leon