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Terrain

RAW ✔️ Necromunda Core Rulebook (2023), p62

Terrain plays a vitally important role in Necromunda. Not only does it provide a dense and challenging battlefield for gangs to fight over, but it also instils battles with the character of the world in which those gangs exist.

How terrain can impact the game and the rules governing specific terrain features will be presented elsewhere within this book. For example, the ways in which terrain can hamper movement is dealt with in the Movement section. There are, however, a few features that should be dealt with here as general principles.

Impassable Terrain

Any terrain can be designated impassable when setting up the battlefield, regardless of size. Impassable terrain may include solid sections of wall, vertiginous rock formations or towering vats of molten metal. Impassable terrain cannot, as the name suggests, be moved through or over.

Walls

Walls are almost always considered impassable terrain. On a battlefield of only one level, it is assumed that at the top of each wall sits a ceiling, preventing fighters from climbing over a wall. However, on a battlefield that covers multiple levels, featuring ladders, staircases and even lifts, it is possible for fighters to scale and even climb over walls.

Solid Terrain Features

Particularly solid terrain features are treated similarly to walls. Any terrain designated as solid when setting up the battlefield is considered impassable, as described above.

Doors

These come in various sizes, but their rules are the same regardless of size – they are set up as part of the pre-battle sequence. By default, all doors are closed at the start of a battle, unless a scenario specifies otherwise. Closed doors are considered impassable terrain. They cannot be moved through and block both line of sight and measurement in the same way as walls and solid terrain as described previously.

Any fighter may open a closed door or close an open door by performing an Operate Door (Simple) action during their activation. If a door opens or closes within 1" of a booby trap, it may be triggered.

Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have a Toughness of 5 and 4 Wounds; if a door is reduced to 0 Wounds, it is removed from the battlefield.

Locked Doors & Terminals

When a door is set up during the pre-battle sequence, two door terminals may be placed, one on either side of the door, touching the wall within 1" of it. The presence of a door terminal indicates that the door is locked and very secure indeed!

A fighter cannot perform an Operate Door (Simple) action against a locked door. Instead, they must perform an Access Terminal (Basic) action or a Force Door (Basic) action in order to unlock the door. Once a locked door has been opened in this way, it remains unlocked for the remainder of the battle.

In a scenario where one gang is the attacker and the other gang the defender, the defender is assumed to have the access codes for any locked doors, and can make an Operate Door (Simple) action on them as normal.

Obstacles & Structures

Obstacles are any free standing terrain features measuring no more than 2" high and no more than 2" across, although they may be far longer, such as barricades, barrels and pipelines.

Structures are any terrain features measuring more than 2" high or more than 2" across, be they free standing or connected to other terrain features in some way. Structures may feature many different levels, platforms and walkways on which fighters may be placed. Structures may be further classified as being 'sturdy' or 'flimsy'. Sturdy structures cannot be knocked down by vehicles (see Vehicle Impacts: Colliding With Terrain).

Both obstacles and structures may interrupt line of sight and offer cover to models as described previously and in the shooting rules.

Fighters may climb over obstacles or up onto structures as described in the Movement rules, but players should be aware that movement may be reduced or not possible in some cases.

Zone Mortalis

RAW ✔️ Necromunda Rulebook (2018), p52

Zone Mortalis terrain represents the dense corridors and tightly packed terrain that is common throughout a hive city, particularly in the lower levels. It may represent anything from a warren of disused, collapsed tunnels to a network of busy service tunnels surrounding a bustling manufactorum. The name Zone Mortalis derives from the deadly nature of such terrain; cover is often sparse and gangs can easily be ambushed in a bottle-neck or forced to risk a dash across open terrain. Consequently, battles fought over this type of terrain are often very tense affairs and rival gangs play cat and mouse with one another, culminating in a rush of action.

Walls: Zone Mortalis terrain is defined by the solid walls that split the battlefield into narrow, twisting corridors and deadly open spaces. Walls on a Zone Mortalis battlefield are always considered impassable terrain. Impassable terrain cannot, as the name suggests, be moved across. Walls block both line of sight and measurement as described previously.

Doors: One of the most distinct features of Zone Mortalis battlefields, other than the tight, twisting corridors themselves, are the doorways that separate different sections. Players should note that doors are not limited to Zone Mortalis and fighters may wish to interact with them on a Sector Mechanics battlefield. Doors come in various sizes, but their rules are the same regardless of size – they are set up as part of the pre-battle sequence.

By default, all doors are closed at the start of a battle, unless a scenario specifies otherwise. Closed doors are considered impassable terrain. They cannot be moved through and block both line of sight and measurement in the same way as walls and solid terrain as described previously.

Any fighter may open a closed door or close an open door by performing an Operate Door (Simple) action during their activation.

Closed doors, locked or otherwise, can be targeted by attacks and are automatically hit. All doors have a Toughness of 5 and 4 Wounds; if a door is reduced to 0 Wounds, it is removed from the battlefield.

Locked Doors and Door Terminals

When a door is set up during the pre-battle sequence, two door terminals may be placed, one on either side of the door, touching the wall within 1" of it. The presence of a door terminal indicates that the door is locked and very secure indeed!

A fighter cannot simply perform an Operate Door (Simple) action against a locked door unless they are part of the defending gang in certain scenarios (see below). Instead, they must perform an Access Door Terminal (Basic) action or a Force Door (Basic) action in order to unlock the door. Once a locked door has been opened in this way, it remains unlocked for the remainder of the battle.

In a scenario where one gang is the attacker and the other gang the defender, the defender is assumed to have the access codes for any locked doors, and can make an Operate Door (Simple) action on them as normal.