Professional Documents
Culture Documents
Necromunda Equipment List
Necromunda Equipment List
Power Maul Power Sword Pistols Autopistol Laspistol Stub Gun Bolt Pistol Hand Flamer Needle Pistol Plasma Pistol, Low power Max. power Web Pistol Basic Weapons Autogun Lasgun Shotgun Boltgun
Short
Long
Hit Short
Hit Long
Damage
Save Mod. 0 -1
1 1 1
As user, +1 5 6 8 5 5 1 1 1 1 1 -2 -3 -5 -3 -3
8 8 8 8
16 16 16 16 Template
2+ 2+ 2+
0 -1 -1 0
3 3 3 4 4
1 1 1 1 1 1 1 1 Special
0 0 0 -1 -2 -1 0 -1 0
8 6 6 4
16 12 18 8
2 2 2+ 0
0 -1 -1 1
3 4 6 0
12 12 12
24 24 24
1+ 1+ 1+
0 3 0 3 As shot type. 0 4
1 1 1
0 -1 -1
Special Weapons
Flamer Grenade Launcher Meltagun Needle Rifle Plasma Gun, low power
Template 20 6 16 6 60 12 32 16
0 0 1 1 1
0 -1 0 0 0
4 0 8 3 5
1 0 D6 1 1
-2 0 -4 1 -1
Max. power Heavy Weapons Heavy Stubber Autocannon Heavy Bolter Heavy Plasma Gun, low power Max. power Lascannon Missle Launcher Frag Super krak Grenades Frag Krak Melta Bomb Plasma Photon Flash Flare Smoke Gas Scare Hallucinogen Choke Armour Caraprace Flak Mesh Ammo Solid Slug Scatter Shot Man-Stopper Hot Shot Bolt Hotshot Laser Dum-Dum bullets
24
-2
20 20 20 20 20 20 20
40 72 40 40 72 60 72
0 0 0 0 0 0 0
0 0 0 0 0 0 0
4 8 5 7 10 9 4 8
-1 -3 -2 -2 -6 -6 1 -6
-1
3 6 8 5 0
1 D6 D6 1 0
-1 -3 -4 -2 0
Fall to floor. Can crawl 2" to escape, no attacking/defending in gas. Save 4+ 6+ 5+ Initiative Special -1 5+ vs flamers/blast weapons/frag grenades
4 4 4 4 4
18 18 18 18 24
0 1+ 0 0 1+
-1 -1 0 -1 0
4 3 4 4 4 4
1 1 1 1 1
0 0 -2 0 -1
Ammo
Area
Availability Common Common Common Common Common Common Rare Rare Rare Rare
Enemies who go down are automatically out of action. No serious injuries. Parry
35+3D6 40+3D6
4+ 2+ 4+ 6+ 4+ 6+ 4+ 4+ 6+
Close Combat Flaming attack. Burns on 4+ Close Combat, Toxic darts, Injuries Close Combat Close Combat, one turn recharge Close Combat, fires web
15 15 10 20 20 100+4D6
25
120+4D6
Rare
4+ 2+ Solid/Scatter free. 6+
20 25 20 35
4+ Auto 4+ 6+ 4+
Flaming attack. As type. Move or Fire. Special injury chart Low energy
40 130 95 230+4D6 70
4+
70
4+ 4+ 6+ 4+ 4+ 4+ Auto
Sustained Fire - 2 dice. Sustained Fire - 1 dice. Sustained Fire - 2 dice. Move or fire 1 1/2" Move or fire
2"
ing/defending in gas.
s/frag grenades
4+ 4+ 4+ 6+ 6+
1"
Free 5 5 15 15 5
Miscellaneous Auto-repairer Bio-Booster Bio-Scanner Blindsnake Pouch Clip Harness Concealed Blade Filter Plugs Grav Chute Grapnel Infra-Goggles Isotropic Fuel Rod Lobo-Chip Medi-pack Mung Vase One in a Million Weapon Photo-Contracts Photo-Visor Ratskin Map Respirator Screamers (One encounter) Silencer Skull Chip Stummers (One Encounter) Weapon reload Table Re-roll failed gas test. Raid/Rescue only. Alarms. Set off on roll of 6. Silenced Re-roll failed initiative tests. Raid/Rescue only. -1 to alarms. Nullifies screamers. 8" 16" 2+ Re-roll ammo check's, auto pass on +4, must select fit Heavy, territory based. First injury = 1-3 flesh wound, 4-5 down, 6 out of action. One use. Triples hidden detection range. +1 sentry detection. On Overwatch, dodges on 4+ as soon as hit. Prevents falling if stationary, roll under initiative to scramble back to safety. Captured fighter rolls D6. 1 killed escaping. 2 recaptured immediatey. 3 escapes but loses all gear. 4-6 escapes with gear Re-roll failed toughness test Vs gases No damage from falling or jumping 1+ 2 1 0
Doubles detection range. +1 sentry detection. Convert one territory to Settlement. One use. Removes stupidity/frenzy. Reduces Initiative to 1. Cant self-target. 1-4 flesh wound, 5 down, 6 out of action.
Roll catergory. 1-2 pistol. 3-4 basic. 5 special. 6 heavy. Choose any weapon.
To Hit S 1+
To Hit L
1+ strength close combat/throwing grenades, +1 Initiative close combat Photosensitive Kick +1 attack in close combat. +2 strength D3 damage if kicked when down.
Special
Availability Rare Rare Rare Rare Common Rare Common Rare Rare Rare Rare Common Rare Rare Rare Common Common Rare Common Rare Rare Rare Rare
sentry detection.
s soon as hit.
30+4D6 30+3D6 50+4D6 20 80+4D6 D6x10 As weapon x2 15 10 D6x10 10 10+3D6 10+2D6 30+3D6 10+3D6 Half weapon base cost
try detection.
ent. One use. s Initiative to 1. wn, 6 out of action. Table Pass all ammo rolls on 4+
t.
ff on roll of 6.
ests.
lifies screamers.
1+
Rare
Rare Rare
tries.
s only.
ng grenades, +1 Initiative close combat osensitive rength D3 damage if kicked when down.
Income 0-29 40-49 50-79 80-119 120-169 170-229 230-299 300-379 380-459 460-559 560-669
Models in gang 7-9 10-12 5 0 15 5 25 15 40 30 55 45 75 65 95 85 110 100 125 115 135 125 145 135
16-18 0 0 0 5 15 35 55 65 80 90 100
19+ 0 0 0 0 0 15 35 45 55 65 70
Rating difference 1-49 50-99 100-149 150-199 200-249 250-499 500-749 750-999 1000-1499 1500+
Income bonus +5 +10 +15 +20 +25 +50 +100 150 +200 +250