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Movement

Source: Necromunda Core Rulebook (2023)

During the Action phase, a number of actions allow a model to move in different ways, as detailed previously. Sometimes, a model may even be moved involuntarily as a result of an enemy attack or an in-game effect. This section deals with how models are moved around the tabletop and how terrain can hinder their progress.

Moving Models

All models, be they fighters or vehicles, move by performing actions. For example, a fighter might perform a Move (Simple) action to advance cautiously, or may perform two Move (Simple) actions in quick succession to run forward and cover a lot more ground. A fighter might Charge (Double) to get into combat, or Crawl (Double) to get out of the firing line.

A model is not obliged to move its full Movement allowance, it can move any distance up to its Movement allowance, but it cannot move further. A fighter need not move in a straight line, vehicles however are more restricted; a fighter can zigzag around terrain as appropriate (though note that a Charge (Double) action should take the shortest route possible), whereas a vehicle can make a number of turns based upon the action being performed. After moving, a fighter can turn to face any direction, whereas a vehicle’s facing will be determined by the action it performed.

All actions that include movement must be declared before any measuring is carried out. Sometimes, after a model’s declared movement is measured, it may become obvious that it does not have as much movement as hoped and will end its movement short of where the controlling player had planned. In this case, move the model as far as possible in the desired direction, and try to make good use of any available cover!

Note that, in the case of a fighter performing a Charge (Double) action, if the fighter has insufficient movement to make it into base to base contact with an enemy fighter, they must still move the full distance (stopping 1" away, as follows) and may often end their movement in a very dangerous position!

YAQ

Fighters can move (voluntarily) through friendly fighters (if having sufficient movement to not overlap any bases).

The 1" Rule

Fighters cannot move to within 1" of an enemy fighter during their activation, unless that enemy fighter is Prone and Seriously Injured. Vehicles suffer no such restriction and can move to within 1" of any enemy model during their activation, as described on the opposite page.

The only exception to this rule is when a Standing and Active fighter performs a Charge (Double) action, in which case they may move to within 1" of one or more enemy fighters, provided that they end their movement in base to base contact with one or more enemy fighters. If a fighter performing a Charge (Double) action has sufficient movement to get within 1" of an enemy fighter but does not have sufficient movement to make it into base to base contact with the enemy fighter, they must stop moving 1" away.

It may occur that a fighter is moved involuntarily to within 1" of an enemy model. For example, a fighter with the Hurl skill may throw an enemy fighter that they are engaged with, which may result in that fighter coming into contact with other fighters, friendly or enemy. Should this happen, the normal rules described previously are temporarily suspended until the movement and any other effects it causes have been fully resolved (such as in the previous Hurl example, in which case the fighters would suffer hits as a result of being thrown into contact with one another). Once they have been, move the model that was involuntarily moved by the shortest route possible until it is 1" away from the enemy model.

Directly Towards & Directly Away From

Sometimes, the rules will say that a model needs to move directly towards another model. To do this, trace an imaginary straight line that crosses through the centre of each model – the moving model then moves towards the other along this line the required distance. Similarly, to move directly away from another model, follow the same method but move the moving model away.

As always, this cannot make a model move through a solid terrain feature. Should a model contact a solid terrain feature, it stops and does not move further

Vehicles And Difficult Terrain

How a vehicle interacts with difficult terrain depends upon how the vehicle moves. This will be indicated in the vehicle’s rules, normally based on their type of Locomotion.

Locomotion Special Rules

All vehicles must have a Locomotion special rule – this dictates how they interact with terrain. The four Locomotive special rules are Skimmer, Tracked, Walker and Wheeled.

Wheeled

For every 1" a walker moves through difficult terrain, it counts as having moved 2".

Tracked

Ignore movement penalties when moving over difficult terrain.

Skimmers

Ignore all difficult & dangerous terrain. If ending an activation on difficult or dangerous terrain, pass a Handling test or suffer a Catastrophic hit to the Drive.

Walker

Make any amount of turns during an activation.

For every 1" a walker moves through difficult terrain, it counts as having moved 2".

Vehicles And Dangerous Terrain

A vehicle may cross dangerous terrain in the same way as difficult terrain. However to safely do so, a vehicle must also pass a Handling check. If this check is passed, the vehicle crosses the terrain safely. If it fails, a vehicle will suffer an immediate Catastrophic Hit to its Drive.

Fighter Movement On Vehicles

In the ash wastes, gang members scramble over vehicles as they race along, engaging in rooftop fights and leaping from one vehicle to another.

To represent this, fighters treat vehicles like terrain for the purposes of movement, climbing up the sides and leaping onto them from gantries (though falling and ending up Prone next to a vehicle is a very dangerous position to be in).

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 spaces, must immediately pass an Initiative check 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 ½" of the edge of a platform, they must test again 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, though will also have to test if the vehicle they are on is moved as part of a collision.

Note that objects such as Loot caskets will automatically fall off a vehicle if not placed in a designated transport area, unless it is in base contact with a fighter which passes its Initiative check.