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Made in gb
Power-Hungry Cultist of Tzeentch





Hello,

I just wanted to ask as to how other people play the 'Raid/Rescue' Mission in Necromunda, the one with the sentries. I had a bizarre game yesterday that leaves a bit of a sour taste.

Under the rules 'Sounding the alarm' there are rules for spotting a person (2D6 range, followed by a dice roll) in your own and the enemies turn. You can sound the alarm if a weapon shoots and makes too much noise, or if a close combat makes too much noise.

Nowhere in the rules does it seem to say that if someone is shot and not killed, they can raise the alarm.

I had the situation yesterday when my friend uses nothing but needle weapons and silenced attacks, stays out of spotting range (12") and can fire away to his hearts content with no chance of ever raising the alarm.

Common sense tells me that if a sentry gets shot and not killed, of course they will raise the alarm, however the rules don't seem to back me up and if that ruling were the case then it would be nigh impossible to avoid raising the alarm.

Please let me know how you guys play this mission and whether you have come across the same circumstance?
   
Made in gb
Power-Hungry Cultist of Tzeentch





Bump for great justice
   
Made in gb
Blood-Raging Khorne Berserker





London

I would say that because Necromunda is a slightly older game, and more open to 'house-ruling' as it's generally played for fun and not at tournys. That if it makes sense, you should house rule it.

Obviously a shot but not dead sentry would raise the alarm!


Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in us
Been Around the Block




From the LRB itself:

A sentry can only give the alarm if he survives the raiders’ turn. If he is taken out of action then he cannot give the alarm.


And to elaborate from the much more refined NCE version:

A sentry can only give the alarm if he survives the turn. If he's taken out of action then he cannot give the alarm. If a sentry is hit by a ranged attack then he will sound the alarm at the end of the turn unless he is taken out of action. If a sentry ends the raider's turn down then he will sound the alarm on a roll of 4+.


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