From Core Rules. Read this book’s lore. Readable tables and original source diagrams.
MOVEMENT
During the Action phase, many actions allow models to perform a move. This section deals with how to resolve movement.
MOVING MODELS
When a model moves, the action they are performing will say how far they can move; unless stated otherwise, they do not have to move this full distance. A Fighter need not move in a straight line - they can zigzag around terrain as appropriate (note: a Fighter performing a Charge or Engage action should take the shortest route possible). A Vehicle, however, must move in a straight line directly forwards though, and unless stated otherwise, may perform as many turns as it wishes. When a Vehicle turns, pivot it around its central point.
THE 1" RULE
Unless they are performing the Charge, Engage, Retreat or Crawl actions, a model may not move within 1" of an enemy model unless the enemy model is Seriously Injured/Damaged.
When performing the Charge or Engage action, if a model moves within 1" of an enemy model, they must end their move in base contact with an enemy model (note: this must be the model targeted by the action).
When performing the Retreat action, a model may move within 1" of any enemy models, but must end the move at least 1" away from all enemy models.
When performing the Crawl action, a Fighter may move within 1" and end the move within 1" of any enemy models; however, if they are within 1" of an enemy Fighter who is not Seriously Injured when they make their Recovery test they are automatically taken Out of Action.
OTHER MODELS
Models may not move through other models, either friend or foe.
DIRECTLY TOWARDS & DIRECTLY AWAY FROM
Sometimes the rules will say that a model must move directly towards or directly away from another model. To do this, trace an imaginary straight line that crosses through the centre of each model the moving model then moves the required distance towards or away from the other along this line.
As always, this cannot make a model move through a solid terrain feature or other model. Should a model come into contact with a solid terrain feature, or other model, it stops and does not move further.
If this would cause a model to fall off a platform or ledge, resolve it as described on page 69.
TERRAIN
The battlefields of Necromunda are covered in a wide variety of obstacles and features, many of which affect how models move. The following sections cover the various effects such terrain has on the movement of models.
AGILITY TESTS
Many terrain features require models to make Agility tests, in order to do so a model needs to roll a D6 - if they roll a 4 or more they pass the test. Some abilities and skills may modify this roll; for example, all Escher Fighters add +1 to Agility tests. Regardless of modifiers, a natural 1 is always a fail and a natural 6 is always a success.
DIFFICULT TERRAIN
From pools of stagnant sludge or areas of fallen rubble deep in the underhive, to areas of uneven and rocky ground in the ash wastes - there are numerous things that can make terrain difficult to cross.
When measuring how far a Fighter may move through difficult terrain, treat every 1" moved as 2".
How a Vehicle interacts with difficult terrain depends upon the Vehicle's Subtype (see page 47).
DANGEROUS TERRAIN
Vats of toxic chems, jagged rocks so sharp they can tear through plates of armour and driveshafts with ease, and more besides - any terrain feature designated as dangerous when setting up the battlefield can pose a huge risk to models crossing it.
A model treats dangerous terrain as difficult terrain for measuring how far they can move. Additionally, after moving through dangerous terrain a model must roll a D6; on a result of a 1, they immediately suffer a Str -, AP-, Li
Hit that Wounds automatically and ignores all saves.
OBSTACLES
Obstacles are any freestanding terrain features measuring no more than 2" high and no more than 2" across, such as barricades, barrels and pipelines. Fighters may cross obstacles as they move, but doing so reduces their Movement by a number of inches equal to the height of the obstacle. A Fighter may not end their movement on top of an obstacle.
STRUCTURES
Structures are any terrain features measuring more than 2" high and/or more than 2" across, be they freestanding or connected to other terrain features in some way. Fighters may climb up and onto structures and between the various levels and platforms of a structure as they move, and may end their movement on any level of a structure if there is sufficient space for their base (see Climbing on page 69).
IMPASSABLE TERRAIN &
SOLID TERRAIN FEATURES
Any terrain can be designated impassable when setting up the battlefield, regardless of size. Impassable terrain may include solid sections of walls, lookout towers or towering vats of molten metal. Models may not move across impassable terrain.
Ductways: Ductways can be represented either by a marker placed on or next to a wall, or by a scenic ductway opening modelled onto the wall itself (note: such a feature must be present on both sides of the wall).
A ductway can be up to a maximum of 2" in length and can be placed across any 2" wide wall or any other terrain features that would otherwise be impassable. Their presence creates an exception to the rule that Fighters may not move across impassable terrain and allows Fighters to crawl through a narrow duct and traverse the terrain feature by using the Crawl Through Ductway action (see page 62).
DOORS
When Fighters are moving, they may open or close doors they are within 1" of at any point during their move. Doing so costs them 2" of movement each time they do so. Note that a Fighter can open a door, move through it and then close it providing they have sufficient movement to do so.
Locked Doors: Some doors have access terminals located near them, allowing them to be locked against future access. Any Fighter within 1" of a terminal may perform the Interact action to either lock or unlock the door. While a door is locked it cannot be opened by sacrificing 2" of movement, though it can still be destroyed (see page 37).
FIGHTER MOVEMENT ON VEHICLES
In Necromunda battles, gang members engage in rooftop fights, leaping from one Vehicle to another as they race along.
To represent this, Fighters treat Vehicles like terrain for the purposes of movement; climbing up the sides and leaping onto them from gantries.
However, trying to balance on the roof of a speeding Vehicle is a tricky proposition. Whenever a Vehicle moves, any Fighters on it, except those on designated transport areas, must immediately pass an Agility test or fall. If they fall, place them 1" away from the Vehicle in a direction determined by the Scatter dice after the Vehicle has finished moving. If this causes them to land within 1h" of the edge of a platform, they must make another Agility test to avoid falling. If it would cause them to hit impassable terrain, move them the shortest distance so as to be able to be placed. They only need to test once during each Vehicle's activation.
Note that objects will automatically fall off a Vehicle if not placed in a designated transport area, unless they are in base contact with a Fighter which passes their Agility test.
CLIMBING
Fighters can climb up or down any vertical surface to reach a higher level or platform of a structure during their movement. For every 1" a Fighter moves vertically by climbing, they count as having moved 2".
A Fighter cannot end their activation mid-climb; they must have sufficient Movement to reach a flat surface.
Stepping Up & Stepping Down: Whilst moving, a Fighter may freely step up or down onto another level or platform of a structure, provided that it is no more than ½" higher or lower than the level they are currently on. If the difference in height is more than ½", they must climb or jump down.
Overhangs: When climbing, a Fighter can traverse an overhang as long as it protrudes no more than 1" from the vertical surface. Overhangs that protrude more than 1" are considered impassable to a climbing Fighter.
Ladders & Stairs: When climbing a ladder or stairs between the levels of a structure, there are no modifiers to a Fighter's Movement.
LEAPING GAPS
A Fighter can cross any gap of 2" or less with no need to roll as long as they have sufficient Movement to reach the other side and there is space for their base there. If wishing to leap across a gap larger than 2", they must make an Agility test. If the test is passed, they successfully cross the gap. If the test is failed, they fall from the point they were attempting to leap from as described opposite.
The only Vehicles that can attempt to cross gaps are Walkers. Walkers leap over gaps in the same manner as Fighters, except they only have to make Agility tests if attempting to cross a gap larger than their base.
FALLING HAZARDS
If a model is forcibly moved off a ledge, they must make an Agility test. If the test is passed, they remain where they are and are not moved. If the test is failed, they fall as described below.
Raillngs: If a ledge has railings, a Fighter applies a +1 modifier to the Agility test to avoid falling. A Vehicle gains no benefit to its Agility tests due to railings.
Jumping Down: A model may wish to deliberately jump down to a lower level. When a model does so they automatically fall, there is no need to test. Make an Agility test for the model to see how well they land; if they pass the test then reduce the effect on the Falling table by one level (i.e., a fall of between 3" and 6" becomes a fall of less than 3", and a fall of less than 3" will not count as a fall, and therefore not cause the Fighter to become Suppressed or end their activation). If the test is failed, apply the result from the Falling table as normal.
FALLING
If a model falls for any reason, they are placed on the level directly below where they fell, what happens to them depends on the distance fallen:
| Distance Fallen | Effect |
|---|---|
| Less than 3" | The model becomes Suppressed and if they fell during their activation, their activation ends immediately. |
| Between 3" and 6" | As above, plus they suffer a Str -, AP -, L1 Hit that automatically Wounds with no saves allowed. |
| More than 6" | The model is taken Out of Action. |
If a falling model would land on top of another model, roll a D6. On a result of a 4+, the falling model lands on top of the other model; treat them as if they had fallen the same distance as the falling model. Regardless of the result, the falling model is placed as close to the point they would have landed as possible while still being 1" away from the other model.