Trading Post and weapon traits

Printed pages 154–165 · PDF pages 156–167

From Core Rules. Read this book’s lore. Readable tables and original source diagrams.

PDF page 156 Printed page 154

TRADING POST

The following pages contain rules for all of the weapons and wargear available to gangs and Fighters through the Trading Post.

Players should note that, unless they are included alongside special ammo types, the different weapons unique to the various gangs of Necromunda (such as the advanced las weapons of the Van Saar, or the iconic polearms of the Cawdor) are not included in this list. Such weapons are available only to models belonging to the gangs that manufacture them and can be found within the gang's own Equipment Lists. Such weapons are not normally available through the Trading Post and rival gangs would not consider using them. These weapons are so closely linked to the cultural identities of the gangs that non-gang members using such weapons is simply not done in Necromundan culture. Profiles and rules for these weapons can be found in their relevant supplements.

RANGED WEAPONS

AUTO/STUB WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Autogun 8" 24" 3 - 1 Rapid Fire (1) 20 0
- warp round 8" 24" 3 - 1 Cursed, Single Shot +10 4
Autopistol 4" 12" 3 - 1 Light, Rapid Fire (1) 10 0
- warp round 4" 12" 3 - 1 Cursed, Light, Single Shot +10 4
Heavy stubber* 20" 40" 4 -1 1 Heavy, Rapid Fire (2) 70 2
Long rifle 24" 48" 4 -1 1 Knockback (6+) 55 1
Stub gun 6" 12" 3 - 1 Light 5 0
- warp round 6" 12" 3 - 1 Cursed, Light, Single Shot +10 4
Autogun
SR
8"
LR
24"
Str
3
AP
-
L
1
Cr
20
TP
0
Traits Rapid Fire (1)
Autogun- warp round
SR
8"
LR
24"
Str
3
AP
-
L
1
Cr
+10
TP
4
Traits Cursed, Single Shot
Autopistol
SR
4"
LR
12"
Str
3
AP
-
L
1
Cr
10
TP
0
Traits Light, Rapid Fire (1)
Autopistol- warp round
SR
4"
LR
12"
Str
3
AP
-
L
1
Cr
+10
TP
4
Traits Cursed, Light, Single Shot
Heavy stubber*
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
70
TP
2
Traits Heavy, Rapid Fire (2)
Long rifle
SR
24"
LR
48"
Str
4
AP
-1
L
1
Cr
55
TP
1
Traits Knockback (6+)
Stub gun
SR
6"
LR
12"
Str
3
AP
-
L
1
Cr
5
TP
0
Traits Light
Stub gun- warp round
SR
6"
LR
12"
Str
3
AP
-
L
1
Cr
+10
TP
4
Traits Cursed, Light, Single Shot

BOLT WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Boltgun 12" 24" 4 -1 2 Ammo (3+), Rapid Fire (1) 55 2
Bolt pistol 6" 12" 4 -1 2 Ammo (3+), Light, Rapid Fire (1) 45 1
Heavy bolter* 18" 36" 5 -2 2 Ammo (3+), Heavy, Rapid Fire (2) 100 3
Warpstorm bolter 12" 24" 4 -1 2 Ammo (6+), Cursed, Rapid Fire (1), Scarce (4+) 65 4
Boltgun
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
55
TP
2
Traits Ammo (3+), Rapid Fire (1)
Bolt pistol
SR
6"
LR
12"
Str
4
AP
-1
L
2
Cr
45
TP
1
Traits Ammo (3+), Light, Rapid Fire (1)
Heavy bolter*
SR
18"
LR
36"
Str
5
AP
-2
L
2
Cr
100
TP
3
Traits Ammo (3+), Heavy, Rapid Fire (2)
Warpstorm bolter
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
65
TP
4
Traits Ammo (6+), Cursed, Rapid Fire (1), Scarce (4+)

FLAMERS

Weapon SR LR Str AP L Traits Creds TP
Flamer T - 4 -1 1 Ammo (6+), Blaze (5+), Template 70 1
Hand flamer T - 3 - 1 Ammo (6+), Blaze (5+), Light, Template 45 1
Heavy flamer* T - 5 -2 1 Ammo (6+), Blaze (5+), Template 95 2
Flamer
SR
T
LR
-
Str
4
AP
-1
L
1
Cr
70
TP
1
Traits Ammo (6+), Blaze (5+), Template
Hand flamer
SR
T
LR
-
Str
3
AP
-
L
1
Cr
45
TP
1
Traits Ammo (6+), Blaze (5+), Light, Template
Heavy flamer*
SR
T
LR
-
Str
5
AP
-2
L
1
Cr
95
TP
2
Traits Ammo (6+), Blaze (5+), Template

GRAV WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Grav gun 9" 18" - - 2 Ammo (5+), Blast (3"), Graviton Pulse 50 4
Grav pistol 4" 9" - - 2 Ammo (5+), Blast (3"), Graviton Pulse 40 3
Grav gun
SR
9"
LR
18"
Str
-
AP
-
L
2
Cr
50
TP
4
Traits Ammo (5+), Blast (3"), Graviton Pulse
Grav pistol
SR
4"
LR
9"
Str
-
AP
-
L
2
Cr
40
TP
3
Traits Ammo (5+), Blast (3"), Graviton Pulse
PDF page 157 Printed page 155

GRENADE LAUNCHERS

Weapon SR LR Str AP L Traits Creds TP
Grenade launcher 80 1
- frag grenades 6" 24" 3 - 1 Ammo (4+), Blast (3"), Knockback (5+) +0
- krak grenades 6" 24" 6 -2 1 Ammo (4+) +0
- photon flash grenades 6" 24" - - - Ammo (5+), Blast (3"), Flash +15 1
- smoke grenades 6" 24" - - - Ammo (4+), Blast (3"), Smoke +15 1
Grenade launcher
SR
—
LR
—
Str
—
AP
—
L
—
Cr
80
TP
1
Traits —
Grenade launcher- frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
+0
TP
—
Traits Ammo (4+), Blast (3"), Knockback (5+)
Grenade launcher- krak grenades
SR
6"
LR
24"
Str
6
AP
-2
L
1
Cr
+0
TP
—
Traits Ammo (4+)
Grenade launcher- photon flash grenades
SR
6"
LR
24"
Str
-
AP
-
L
-
Cr
+15
TP
1
Traits Ammo (5+), Blast (3"), Flash
Grenade launcher- smoke grenades
SR
6"
LR
24"
Str
-
AP
-
L
-
Cr
+15
TP
1
Traits Ammo (4+), Blast (3"), Smoke

LAS WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Lasgun 16" 24" 3 - 1 - 15 0
Las pistol 8" 12" 3 - 1 Light 5 0
Long las 18" 36" 4 - 1 - 40 1
Lasgun
SR
16"
LR
24"
Str
3
AP
-
L
1
Cr
15
TP
0
Traits -
Las pistol
SR
8"
LR
12"
Str
3
AP
-
L
1
Cr
5
TP
0
Traits Light
Long las
SR
18"
LR
36"
Str
4
AP
-
L
1
Cr
40
TP
1
Traits -

MELTA WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Meltagun 6" 12" 8 -4 3 Ammo (6+), Damage (3) 140 4
Multi-melta* 12" 24" 8 -4 3 Ammo (6+), Damage (3), Heavy 150 4
Meltagun
SR
6"
LR
12"
Str
8
AP
-4
L
3
Cr
140
TP
4
Traits Ammo (6+), Damage (3)
Multi-melta*
SR
12"
LR
24"
Str
8
AP
-4
L
3
Cr
150
TP
4
Traits Ammo (6+), Damage (3), Heavy

PLASMA WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Plasma cannon* 18" 36" 6 -2 2 Ammo (6+), Blast (3"), Damage (2), Heavy, Unstable 115 4
Plasma gun 12" 24" 5 -2 2 Ammo (6+), Damage (2), Rapid Fire (1), Unstable 85 3
Plasma pistol 6" 12" 5 -2 2 Ammo (6+), Damage (2), Light, Unstable 70 3
Plasma cannon*
SR
18"
LR
36"
Str
6
AP
-2
L
2
Cr
115
TP
4
Traits Ammo (6+), Blast (3"), Damage (2), Heavy, Unstable
Plasma gun
SR
12"
LR
24"
Str
5
AP
-2
L
2
Cr
85
TP
3
Traits Ammo (6+), Damage (2), Rapid Fire (1), Unstable
Plasma pistol
SR
6"
LR
12"
Str
5
AP
-2
L
2
Cr
70
TP
3
Traits Ammo (6+), Damage (2), Light, Unstable

PRIMITIVE WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Throwing knives 6" 12" - - 1 Ammo (3+), Toxin (4+) 10 0
Throwing knives
SR
6"
LR
12"
Str
-
AP
-
L
1
Cr
10
TP
0
Traits Ammo (3+), Toxin (4+)

RADIATION WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Rad cannon* 16" 32" 3 -1 1 Ammo (4+), Blast (3"), Heavy, Rad-phage 55 4
Rad gun T - 3 -1 1 Ammo (5+), Rad-phage, Template 60 3
Rad cannon*
SR
16"
LR
32"
Str
3
AP
-1
L
1
Cr
55
TP
4
Traits Ammo (4+), Blast (3"), Heavy, Rad-phage
Rad gun
SR
T
LR
-
Str
3
AP
-1
L
1
Cr
60
TP
3
Traits Ammo (5+), Rad-phage, Template

REPURPOSED TOOLS

Weapon SR LR Str AP L Traits Creds TP
Harpoon launcher* 6" 18" 5 -3 1 Ammo (5+), Drag 80 3
Las cutter 2" 4" 9 -2 2 Damage (2), Light, Single Shot 80 3
Mining laser* 10" 14" 9 -3 3 Ammo (5+), Damage (2), Heavy 125 3
Harpoon launcher*
SR
6"
LR
18"
Str
5
AP
-3
L
1
Cr
80
TP
3
Traits Ammo (5+), Drag
Las cutter
SR
2"
LR
4"
Str
9
AP
-2
L
2
Cr
80
TP
3
Traits Damage (2), Light, Single Shot
Mining laser*
SR
10"
LR
14"
Str
9
AP
-3
L
3
Cr
125
TP
3
Traits Ammo (5+), Damage (2), Heavy
PDF page 158 Printed page 156

SHOTGUNS

Weapon SR LR Str AP L Traits Creds TP
Combat shotgun 35 1
- salvo ammo 4" 12" 4 - 1 Knockback (6+) +0
- shredder ammo T - 3 - 1 Ammo (6+), Rapid Fire (1), Shred (6+), Template +0
Sawn-off shotgun 30 1
- scatter shot 4" 8" 2 - 1 Light, Rapid Fire (2) +0
- solid shot 4" 8" 4 - 1 Light, Knockback (6+) +0
Shotgun 35 0
- scatter ammo 4" 8" 3 - 1 Rapid Fire (2) +0
- solid ammo 8" 16" 4 - 1 Knockback (5+) +0
Combat shotgun
SR
—
LR
—
Str
—
AP
—
L
—
Cr
35
TP
1
Traits —
Combat shotgun- salvo ammo
SR
4"
LR
12"
Str
4
AP
-
L
1
Cr
+0
TP
—
Traits Knockback (6+)
Combat shotgun- shredder ammo
SR
T
LR
-
Str
3
AP
-
L
1
Cr
+0
TP
—
Traits Ammo (6+), Rapid Fire (1), Shred (6+), Template
Sawn-off shotgun
SR
—
LR
—
Str
—
AP
—
L
—
Cr
30
TP
1
Traits —
Sawn-off shotgun- scatter shot
SR
4"
LR
8"
Str
2
AP
-
L
1
Cr
+0
TP
—
Traits Light, Rapid Fire (2)
Sawn-off shotgun- solid shot
SR
4"
LR
8"
Str
4
AP
-
L
1
Cr
+0
TP
—
Traits Light, Knockback (6+)
Shotgun
SR
—
LR
—
Str
—
AP
—
L
—
Cr
35
TP
0
Traits —
Shotgun- scatter ammo
SR
4"
LR
8"
Str
3
AP
-
L
1
Cr
+0
TP
—
Traits Rapid Fire (2)
Shotgun- solid ammo
SR
8"
LR
16"
Str
4
AP
-
L
1
Cr
+0
TP
—
Traits Knockback (5+)

TOXIN WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Needle pistol 4" 9" - - 1 Light, Toxin (3+) 25 1
Needle rifle 9" 18" - -1 1 Toxin (3+) 45 2
Needle pistol
SR
4"
LR
9"
Str
-
AP
-
L
1
Cr
25
TP
1
Traits Light, Toxin (3+)
Needle rifle
SR
9"
LR
18"
Str
-
AP
-1
L
1
Cr
45
TP
2
Traits Toxin (3+)

WEB WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Web gun T - 5 - - Ammo (6+), Template, Web 65 4
Web pistol T - 4 - - Ammo (6+), Light, Template, Web 50 3
Web gun
SR
T
LR
-
Str
5
AP
-
L
-
Cr
65
TP
4
Traits Ammo (6+), Template, Web
Web pistol
SR
T
LR
-
Str
4
AP
-
L
-
Cr
50
TP
3
Traits Ammo (6+), Light, Template, Web

GRENADES

Weapon SR LR Str AP L Traits Creds TP
Blasting charges - 6" 5 -1 2 Ammo (5+), Blast (5"), Knockback (5+), Limited 60 2
Choke gas grenades - 9" - - 1 Ammo (5+), Blast (3"), Gas, Limited, Toxin (3+) 45 1
Demo charges - 6" 6 -3 3 Ammo (6+), Blast (5"), Damage (2), Limited 85 3
Frag grenades - 9" 3 - 1 Ammo (4+), Blast (3"), Knockback (6+), Limited 30 0
Incendiary charges - 9" 3 - 1 Ammo (5+), Blast (5"), Blaze (5+), Limited 40 2
Krak grenades - 9" 6 -2 1 Ammo (4+), Limited 45 1
Phosphor canisters - 9" 4 -2 2 Ammo (5+), Blast (3"), Blaze (5+), Limited, Unstable 65 3
Photon flash grenades - 9" - - - Ammo (4+), Blast (5"), Flash, Limited 15 1
Plasma grenades - 9" 5 -1 2 Ammo (4+), Blast (3"), Damage (2), Limited, Unstable 70 3
Rad grenades - 9" 2 -1 1 Ammo (4+), Blast (3"), Limited, Rad-phage 25 1
Smoke grenades - 9" - - - Ammo (4+), Blast (3"), Limited, Smoke 15 0
Blasting charges
SR
-
LR
6"
Str
5
AP
-1
L
2
Cr
60
TP
2
Traits Ammo (5+), Blast (5"), Knockback (5+), Limited
Choke gas grenades
SR
-
LR
9"
Str
-
AP
-
L
1
Cr
45
TP
1
Traits Ammo (5+), Blast (3"), Gas, Limited, Toxin (3+)
Demo charges
SR
-
LR
6"
Str
6
AP
-3
L
3
Cr
85
TP
3
Traits Ammo (6+), Blast (5"), Damage (2), Limited
Frag grenades
SR
-
LR
9"
Str
3
AP
-
L
1
Cr
30
TP
0
Traits Ammo (4+), Blast (3"), Knockback (6+), Limited
Incendiary charges
SR
-
LR
9"
Str
3
AP
-
L
1
Cr
40
TP
2
Traits Ammo (5+), Blast (5"), Blaze (5+), Limited
Krak grenades
SR
-
LR
9"
Str
6
AP
-2
L
1
Cr
45
TP
1
Traits Ammo (4+), Limited
Phosphor canisters
SR
-
LR
9"
Str
4
AP
-2
L
2
Cr
65
TP
3
Traits Ammo (5+), Blast (3"), Blaze (5+), Limited, Unstable
Photon flash grenades
SR
-
LR
9"
Str
-
AP
-
L
-
Cr
15
TP
1
Traits Ammo (4+), Blast (5"), Flash, Limited
Plasma grenades
SR
-
LR
9"
Str
5
AP
-1
L
2
Cr
70
TP
3
Traits Ammo (4+), Blast (3"), Damage (2), Limited, Unstable
Rad grenades
SR
-
LR
9"
Str
2
AP
-1
L
1
Cr
25
TP
1
Traits Ammo (4+), Blast (3"), Limited, Rad-phage
Smoke grenades
SR
-
LR
9"
Str
-
AP
-
L
-
Cr
15
TP
0
Traits Ammo (4+), Blast (3"), Limited, Smoke
PDF page 159 Printed page 157

CLOSE COMBAT WEAPONS

CHAIN WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Chainaxe E - S -1 1 Melee, Shred (5+) 20 1
Chainsword E - S - 1 Melee, Parry, Shred (5+) 20 1
Chainaxe
SR
E
LR
-
Str
S
AP
-1
L
1
Cr
20
TP
1
Traits Melee, Shred (5+)
Chainsword
SR
E
LR
-
Str
S
AP
-
L
1
Cr
20
TP
1
Traits Melee, Parry, Shred (5+)

POWER WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Power axe E - S -3 1 Breaching (5+), Melee 40 1
Power fist E - S+3 -3 2 Breaching (6+), Concussive (5+), Damage (2), Melee, Unwieldy 105 3
Power hammer E - S -2 2 Breaching (6+), Concussive (6+), Melee 40 2
Power knife E - S -2 1 Backstab, Breaching (6+), Melee 30 1
Power maul E - S+1 -2 1 Breaching (6+), Concussive (6+), Melee 45 1
Power sword E - S -2 1 Breaching (6+), Melee, Parry 40 2
Power axe
SR
E
LR
-
Str
S
AP
-3
L
1
Cr
40
TP
1
Traits Breaching (5+), Melee
Power fist
SR
E
LR
-
Str
S+3
AP
-3
L
2
Cr
105
TP
3
Traits Breaching (6+), Concussive (5+), Damage (2), Melee, Unwieldy
Power hammer
SR
E
LR
-
Str
S
AP
-2
L
2
Cr
40
TP
2
Traits Breaching (6+), Concussive (6+), Melee
Power knife
SR
E
LR
-
Str
S
AP
-2
L
1
Cr
30
TP
1
Traits Backstab, Breaching (6+), Melee
Power maul
SR
E
LR
-
Str
S+1
AP
-2
L
1
Cr
45
TP
1
Traits Breaching (6+), Concussive (6+), Melee
Power sword
SR
E
LR
-
Str
S
AP
-2
L
1
Cr
40
TP
2
Traits Breaching (6+), Melee, Parry

PRIMITIVE WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Axe E - S -1 1 Melee 15 0
Fighting knife E - S - 1 Backstab, Melee 5 0
Flail E - S - 1 Knockback (6+), Melee 10 0
Maul E - S+1 - 1 Concussive (6+), Melee 20 0
Two-handed axe* E - S+1 -1 2 Heavy, Melee, Unwieldy 40 1
Two-handed hammer* E - S+1 - 3 Concussive (6+), Heavy, Melee, Unwieldy 40 1
Axe
SR
E
LR
-
Str
S
AP
-1
L
1
Cr
15
TP
0
Traits Melee
Fighting knife
SR
E
LR
-
Str
S
AP
-
L
1
Cr
5
TP
0
Traits Backstab, Melee
Flail
SR
E
LR
-
Str
S
AP
-
L
1
Cr
10
TP
0
Traits Knockback (6+), Melee
Maul
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
20
TP
0
Traits Concussive (6+), Melee
Two-handed axe*
SR
E
LR
-
Str
S+1
AP
-1
L
2
Cr
40
TP
1
Traits Heavy, Melee, Unwieldy
Two-handed hammer*
SR
E
LR
-
Str
S+1
AP
-
L
3
Cr
40
TP
1
Traits Concussive (6+), Heavy, Melee, Unwieldy

REPURPOSED TOOLS

Weapon SR LR Str AP L Traits Creds TP
Servo-claw E - S+2 - 2 Melee, Unwieldy 40 1
Servo-claw
SR
E
LR
-
Str
S+2
AP
-
L
2
Cr
40
TP
1
Traits Melee, Unwieldy

SHOCK WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Shock baton E - S - 1 Melee, Parry, Shock (6+) 20 1
Shock stave E - S+1 - 1 Melee, Shock (5+) 25 1
Shock whip E - S - 1 Knockback (6+), Melee, Shock (6+) 10 1
Shock baton
SR
E
LR
-
Str
S
AP
-
L
1
Cr
20
TP
1
Traits Melee, Parry, Shock (6+)
Shock stave
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
25
TP
1
Traits Melee, Shock (5+)
Shock whip
SR
E
LR
-
Str
S
AP
-
L
1
Cr
10
TP
1
Traits Knockback (6+), Melee, Shock (6+)

TOXIN WEAPONS

Weapon SR LR Str AP L Traits Creds TP
Stiletto knife E - - - 1 Melee, Toxin (3+) 25 2
Stiletto sword E - - -1 1 Melee, Parry, Toxin (3+) 45 2
Stiletto knife
SR
E
LR
-
Str
-
AP
-
L
1
Cr
25
TP
2
Traits Melee, Toxin (3+)
Stiletto sword
SR
E
LR
-
Str
-
AP
-1
L
1
Cr
45
TP
2
Traits Melee, Parry, Toxin (3+)
PDF page 160 Printed page 158

ARMOUR & FIELD ARMOUR

A Fighter may not be equipped with more than one item of armour or field armour, unless the wargear explicitly says it can be combined with other armour or field armour.

ARMOUR

CARAPACE ARMOUR

LIGHT: 100 CREDITS - TP 1

HEAVY: 140 CREDITS - TP 3

Formed from overlapping heavy plates, carapace armour offers greater protection to its wearer, but at the cost of mobility.

Light: Light carapace armour improves a Fighter's Save characteristic by 1. In addition, they reduce their Initiative characteristic by 1.

Heavy: Heavy carapace armour improves a Fighter's Save characteristic by 2. In addition, they reduce their Initiative characteristic by 2 and apply a -1 modifier to all Agility tests they make.

HAZARD SUIT

10 CREDITS - TP 0

The ash wastes are a hostile place, their dunes frequently toxic or corrosive, and strong winds whip up regular ash storms capable of scouring exposed skin raw in minutes. ConsequentlY, those such as ash crust miners and the poor wretches who maintain a hive's outer-armoured skin frequently wear heavy suits of rubberised canvas with vulcanised plates to protect them from the dangers of their working environment.

A Fighter wearing a hazard suit is immune to the Blaze (X+) and Rad-phage traits.

MESH ARMOUR

40 CREDITS - TP 0

Constructed from tiny metal rings linked together, mesh armour proves ineffective against projectiles but offers improved protection in melee combat.

A Fighter equipped with mesh armour increases their Save characteristic by 1 when resolving Hits suffered in close combat.

REFLEC SHROUD

25 CREDITS - TP 1

Created from layers of reflective metals, a reflec shroud provides an effective ward against energy weapons.

The wearer counts the AP of any Las, Plasma or Melta Weapon as '-' regardless of their actual AP.

FIELD ARMOUR

REFRACTOR FIELD

50 CREDITS - TP 2

A retractor field bends the energy of an attack around the wearer, harmlessly distributing it over a large area and robbing the attack of its lethal force.

A retractor field grants its wearer a 5+ Invulnerable Save; however, should a natural 1 be rolled when making the Invulnerable Save then the retractor field is burned out and cannot be used again for the rest of the battle.

A retractor field may be combined with other armour and field armour.

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PERSONAL EQUIPMENT

BIO-BOOSTER

25 CREDITS - TP 0

The first time in each battle that the bearer gains the Injured Condition, reduce the Lethality characteristic of the weapon damaging them by 1. If the Lethality characteristic is now zero, roll 2 Injury dice instead of 1 and the bearer chooses which to apply, the other dice is discarded.

DROP RIG

10 CREDITS - TP 0

An Active or Suppressed Fighter with a drop rig can perform the Descend action while they are within 1" of the edge of a platform:

Descend (Single): The Fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, i.e., towards the ground.

GRAPNEL LAUNCHER

25 CREDITS - TP 0

An Active Fighter with a grapnel launcher can perform the Grapnel action:

Grapnel (Double): The Fighter can move up to 12" in a straight line in any direction as long as they end this move on a higher level than they started.

GRAV CHUTE

30 CREDITS - TP 0

If a Fighter with a grav chute falls or jumps down, they never suffer any damage and are never Suppressed.

MEDICAE KIT

20 CREDITS - TP 0

If a Fighter with a Medicae kit aids another Fighter's Recovery test, they roll an additional Injury Dice and choose which one to keep.

PHOTO-GOGGLES

35 CREDITS - TP 0

A Fighter equipped with photo-goggles increases the value of X in the Visibility (X") rule by 9" and may see through smoke clouds placed as part of the Smoke trait. Additionally, if a Fighter equipped with photo-goggles is hit by a weapon with the Flash trait, they suffer a -2 modifier to their Initiative check to avoid being blinded.

PHOTO-LU MENS

15 CREDITS - TP 0

Increase the value of X in the Visibility (X") rule by 9" for this Fighter. This Fighter can always be targeted, regardless of the Visibility (X") rule.

RESPIRATOR

15 CREDITS - TP 0

When a Fighter equipped with a respirator is hit by a weapon with the Gas trait, they gain a 5+ Invulnerable save against that weapon.

SERVO-HARNESS - PARTIAL

100 CREDITS - TP 2

A Fighter wearing a partial servo-harness gains a +2 modifier to their Strength characteristic and a +1 modifier to their Toughness characteristic. This may take them above their maximum characteristics but it is not a permanent increase and will be lost should the servo-harness be lost or cease to function for any reason. However, a Fighter wearing a partial servo-harness reduces their Movement and Initiative characteristics by 1. This item cannot be combined with a servo-claw or any other type of servo-harness.

SERVO-HARNESS - FULL

130 CREDITS - TP 3

A Fighter wearing a full servo-harness gains all of the benefits of a partial servo-harness, but without the negative modifiers to their Movement and Initiative characteristics. This item cannot be combined with a servo-claw or any other type of servo-harness.

STIMM-SLUG STASH

25 CREDITS - TP 0

Once per battle, a Fighter equipped with a stimmslug stash may use it at the start of their activation. Until their next activation increase their Movement, Strength and Toughness characteristics by 2. At the start of their next activation, these effects wear off and the Fighter's controller must roll a D6; on a 2+ nothing happens but on a result of a 1 they suffer a bad reaction to the stimms - they suffer a Str -, AP-, Li Hit that automatically Wounds with no saves allowed.

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GANG EQUIPMENT

Unlike other items of wargear, Gang Equipment is placed into the gang's Stash when purchased and may be used from there.

TRAZIOR PATTERN SENTRY GUN

30 CREDITS - TP 2

Deployable Platform: If a gang is the defender, they may deploy up to two Trazior pattern sentry guns. Trazior pattern sentry guns are deployed after all gangs have finished deploying all of their models and must be placed along with a control console within 1" of a friendly Fighter. Once placed, a Trazior pattern sentry gun cannot be moved during a battle, though friendly Active or Suppressed Fighters may perform the Retarget action:

Retarget (Single): A Trazior pattern sentry gun within 1" of this Fighter may pivot on the spot to face another direction.

Target Spotted: Trazior pattern sentry guns do not gain Ready markers and cannot perform actions. Each time a model (either friend or foe) ends their activation within the Front Arc of a Trazior pattern sentry gun's weapon and within range, the Trazior pattern sentry gun will perform a Shoot action targeting the active model with a BS of 5+. Trazior pattern sentry guns may react this way multiple times each round.

If a friendly Fighter is within 1" of a Trazior pattern sentry gun's control console then the Trazior pattern sentry gun will not target the controlling gang's models. Enemy models are not able to override the targeting in this manner as they do not possess the access codes.

Overheat!: Trazior pattern sentry guns often run very hot and overheat. Each time a Trazior pattern sentry gun fires, it must use the maximum number of Firepower dice allowed by the Rapid Fire (X) trait and its heat level increases by D3. If the weapon would go Out of Ammo or jam, instead increase the Trazior pattern sentry gun's heat 'level by an additional D3 for each Out of Ammo result.

At the start of the End phase, each Trazior pattern sentry gun's heat level decreases by D6. If the heat level is still 6 or higher after this reduction, the Trazior pattern sentry gun shuts down and cannot fire until its heat level drops to 0.

Mechanical Platform: A Trazior pattern sentry gun can be targeted as if it was a Vehicle and has a Toughness characteristic of 4, 2 Wounds and a 5+ Save characteristic. If it is reduced to O Wounds, a Trazior pattern sentry gun is immediately removed from the battlefield.

Easy Repair: If a Trazior pattern sentry gun is removed from the battlefield, do not delete it from the gang's Stash, it will still be available for future battles.

Equipment: Trazior pattern sentry guns must select one of the following weapons to be equipped with when added to a gang's Stash, this option may not be changed later:

+45 credits

  • Trazior grenade launcher

  • Trazior heavy stubber

+80 credits

Weapon SR LR Str AP L Traits Creds TP
Trazior grenade launcher 6" 24" 3 - 1 Arc (Front), Blast (3"), Knockback (5+) E
Trazior heavy stubber 20" 40" 4 -1 1 Arc (Front), Rapid Fire (3) E
Trazior grenade launcher
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
—
TP
E
Traits Arc (Front), Blast (3"), Knockback (5+)
Trazior heavy stubber
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
—
TP
E
Traits Arc (Front), Rapid Fire (3)

MOUNTS

DIRT BIKE

35 CREDITS - TP 0

A Fighter equipped with a dirt bike gains the Mounted Subtype and sets their Movement characteristic to 8". When they perform a Dash action, they add 5" to their Movement characteristic instead of their Initiative.

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WEAPON ACCESSORIES

Each weapon may only have one weapon accessory attached.

FOCUSING CRYSTAL

(LAS WEAPONS ONLY)

25 CREDITS - TP 1

A weapon fitted with a focusing crystal increases its AP characteristic by 1 (i.e., AP - becomes AP -1). Additionally, the weapon gains the Unstable trait.

HOTSHOT LAS PACK

(LAS WEAPONS ONLY)

25 CREDITS - TP 1

A weapon fitted with a hotshot las pack increases its Strength characteristic by 1.

INFRA-SIGHT

10 CREDITS - TP 0

A weapon fitted with an infra-sight can be fired at targets hidden behind markers created by the Smoke trait. Additionally, the value of X in the Visibility (X") rule is increased by 9" when using a weapon equipped with an infra-sight.

LAS-PROJECTOR

20 CREDITS - TP 1

A weapon fitted with a las-projector reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon's Short Range.

MONO-SIGHT

20 CREDITS - TP 0

When a model performs an Aimed Shot action with a weapon equipped with a mono-sight, they apply a +2 modifier to the Hit roll instead of +1.

SUSPENSORS

(WEAPONS MARKED WITH * ONLY)

40 CREDITS - TP 0

A weapon fitted with suspensors only counts as one weapon when calculating how many weapons a Fighter may carry, instead of the normal two.

TELESCOPIC SIGHT

20 CREDITS - TP 1

A weapon fitted with a telescopic sight reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon's Long Range.

WEAPON TRAITS

The following are the most common traits for use in battles of Necromunda.

ADDITIONAL ATTACKS (X)

The weapon can be used to make a number of attacks during close combat equal to X in addition to all normal attacks. This only applies during the model's activation and only if the weapon is not designated as either the model's Primary or Secondary weapon.

AMMO (X+)

After a weapon with this trait has fired, roll a D6. If the result is X or more, there is ammo left in the weapon. Otherwise, it gains the Out of Ammo Condition automatically, even if no Firepower dice are rolled. If an Out of Ammo result is also rolled for it on the Firepower dice in addition to rolling under X, then the weapon jams and cannot be used again for the duration of the battle, as described on page 73.

ARC (X)

A weapon with this trait has limited fields of fire, as denoted by X. A model can only target models within the field of fire with a weapon with this trait (see page 34).

ASSAULT

After the bearer has performed a Dash action, they may perform a Shoot action with this weapon as a Free action.

AUXILIARY

A weapon with this trait can only be attached to another weapon and not taken on its own. This weapon does not use one of the model's three weapon slots.

BACKSTAB

This weapon gains +1 Strength if the target of the attack is Engaged with more than one model.

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BLAST (3”/5”)

When firing a weapon with Blast (3”/5”) trait, place either the 3” or 5” Blast marker centered on the model that is being targeted. if the Hit roll succeeds, the template stays where it is. If it misses scatter it by moving it D6” in a random direction determined by the Scatter dice (if the Hit symbol is rolled, follow the direction of the small arrow above the hit), stopping if it hits impassable terrain or would go off the battlefield. If a Hit symbol and a 1 are rolled on the Scatter dice then the shot misfired: centre the blast marker on the firing model. Any model with their base at least partially under the Blast marker suffers one automatic Hit.

If a weapon has both the Blast (3”/5”) and the Rapid Fire (X) traits, resolve the first Blast marker as usual. Any additional Hits that would be caused due to the number of bullet holes across all the Firepower dice are resolved as Blast markers that scatter from the final location of the first Blast marker.

BLAZE (X+)

If the Wound roll for an attack with a weapon with this trait is at least X, Then the target suffers an additional Hit with the same profile as the first, even if it fails to Wound. This additional Hit must roll to Wound separately and cannot cause further additional Hits. A weapon may never benefit from more than one instance of this trait, if a weapon has this trait multiple times, only the one with the lowest value of X used.

BREACHING (X+)

If an attack from a weapon with this trait successfully Wounds its target and the Wound roll is at least X, then Armour saves cannot be made against the attack.

COMBI

When a weapon with this trait is fired as part of a Shoot or Aimed Shot action, the model’s controller can choose which profile to resolve the attack with before rolling the dice. If they wish, they can attack with both profiles targeting the same model, applying a -1 modifier to the Hit roll for each profile. These attacks are resolved simultaneously.

CONCUSSIVE (X+)

When firing a weapon with Blast (3”/5”) trait, place successfully Wounds its target and the Wound roll is at least X, then the target of the attack reduces their initiative characteristic by 1 until the end of their next activation.

CURSED

A model hit by a weapon with the Cursed trait must pass a Willpower check or become subject to the Insanity Condition.

If the Hit roll for a weapon with the Cursed trait is a natural 1 then the bearer must pass a Willpower check or become subject to the Insanity Condition.

DAMAGE (X)

If a model is wounded by an attack with a weapon with this trait, they lose X Wounds rather than the usual one. Note that if this results in injury dice being rolled, the number rolled is equal to the Lethality characteristic of the weapon, regardless of the number of Wounds lost.

DRAG

If a model is hit by a weapon with the Drag trait but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target’s Strength characteristic, the target is dragged D3” directly towards the attacker, stopping if they hit any terrain. If they move into another model (other than the attacker), both models are moved the remaining distance directly toward the attacker. This movement can cause models to fall (see page 69). Once this movement has been resolved, any models that are now within 1” of an enemy model are moved the shortest distance possible to be Engaged with that model.

FLASH

If a model is wounded by a weapon with the Flash trait, no Wound roll is made. Instead, the target model must make an Initiative check. If the check is failed, they become subject to the Blind Condition. A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, any close combat attacks they make will only Hit on rolls of a natural 6.

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GAS

Armour saves cannot be taken against attacks made by a weapon with this trait. Models that are equipped with a respirator gain a 5+ invulnerable save against Wounds caused by a weapon with this trait.

GRAVITATION PULSE

Instead of rolling to Wound with this weapon, any model caught in the blast area must instead make a Strength check. If the check is failed, they are wounded with no Armour saves allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will treat it as difficult terrain. At the start of each End phase, roll a D6 for each Blast marker placed in this manner. On a result of a 5+, the Blast marker remains in place for another round, otherwise it is removed from the battlefield.

HEAVY

A ranged weapon with this trait can only be fired using the Braced Shot action.

INDEPENDENT

A weapon with this trait cannot be fired by the bearer of the weapon. Instead, it is fired in addition to other weapons whenever the bearer performs a ranged attack and may target a different model to the bearer. When a weapon with this trait is fired, all Hits are resolved with a BS if 4+ (note: this cannot be modified by the bearer’s skills, equipment or special rules and does not benefit from the Aimed Shot action).

KNOCKBACK (X+)

If a weapon with this trait hits a Fighter and the Hit roll is at least X, then the Fighter hit is moved 1” directly away from the attacker. if this would cause them to fall off a ledge, they test for failing. This can also cause models to no longer be Engaged and so be unable to attack back during later initiative steps.

If a weapon has both this trait and the Blast (3”/5”) trait, then after the final position of the Blast marker has been determined, roll a D6 for each Fighter Hit by the Blast marker. If the result of the roll is at least X then the Fighter is moved 1” directly away from the centre of the Blast marker. if the Fighter cannot move back due to either impassable terrain the battlefield edge or the move putting them within 1” of an enemy Fighter, they are not moved.

LANCE

While equipped by a Fighter that has the Mounted Subtype, any weapon with this trait increases its Strength characteristic by 1 for any attacks made as part of a Charge action.

LANCE-BOMB

The first successful Hit scored by a weapon with this trait each battle is resolved using the Primed profile; all subsequent hits are resolved using the Spent profile.

LIGHT

A weapon with this trait may be used as either a Primary or Secondary weapon in close combat as described on page 74, though only one attack may be made with this weapon regardless of the model’s Attacks characteristic or any skills or weapon traits.

If a weapon has both the Template and the Light trait, then if it is used in close combat one opposing enemy model suffers one automatic hit - do not place template.

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LIMITED

If a weapon with the Limited trait runs Out of Ammo then the weapon cannot be reloaded and may not be used again for the remainder of the battle.

MELEE

A weapon with this trait is used to make attacks whilst Engaged.

PAIRED (X)

A weapon with this trait can never be selected as a Secondary weapon. Additionally, a Secondary weapon may not be used alongside this weapon. When this weapon is selected as a Primary weapon, the bearer increases their Attacks characteristic by X.

PARRY

If a model uses a weapon with this trait as either their Primary or Secondary weapon when resolving a combat, they increase their Save characteristic by 1 (note: using more than one weapon with this trait does not confer any additional benefit).

POWER PACK

A weapon with this trait does not count towards the maximum number of weapons a Fighter can carry. However, a Fighter cannot have more than two weapons with this trait.

RAD-PHAGE

When a Fighter suffers an unsaved Wound from a weapon with this trait, they gain the Rad Poisoned Condition. While a Fighter is subject to the Rad Poisoned Condition they reduce their Toughness characteristic by 1, to a minimum of 1.

RAM

A weapon with this trait can only be used during an activation when the bearer has performed the Charge action.

RAPID FIRE (X)

A weapon with this trait follows the rules for Rapid Fire, as described on page 73.

RECKLESS

Weapons with the Reckless trait are indiscriminate in what they target. When resolving an attack with a weapon with the Reckless trait, the following rules apply:

  • Before making a shooting attack with a Reckless weapon, randomly determine the target of the attack from all models (including friendly models) within this model's Line of Sight, 6" of the intended target and range of the weapon.

  • Attacks made with a Reckless close combat weapon are randomly distributed between any models (including friendly models) that are Engaged with this model.

RELIABLE

A weapon with this trait ignores the first Out of Ammo symbol rolled each round on the Firepower dice.

RENDING (X+)

If the natural Wound roll for a weapon with this trait is at least X then increase the AP characteristic of the weapon for this attack by 1 (i.e., AP -1 would become AP -2).

SCARCE (X+)

If a weapon has the Scarce (X+) trait then when the Reload action is performed, instead of the weapon automatically having more ammo the player must roll a D6. If the result is at least X then the weapon is successfully reloaded, otherwise the weapon is still Out of Ammo, though further attempts can be made in later activations.

SHIELD

If a model is equipped with at least one weapon with this trait, they increase their Save characteristic by 1 against shooting attacks (note: a model gains no further benefit from being equipped with multiple weapons with this trait).

SHOCK (X+)

If an attack from a weapon with this trait hits and the Hit roll is at least X then it automatically Wounds and is considered to have rolled a natural 6 on the Wound roll for the purposes of any other traits.

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SHRED (X+)

If a weapon with this trait Wounds a model and the Wound roll is at least X then increase the Lethality characteristic of the weapon for that attack by 1.

SINGLE SHOT

A weapon with this trait can only be fired once per battle, at which point it automatically goes Out of Ammo and cannot be reloaded by any means.

SMOKE

A weapon with this trait does not have to target an enemy model; it may instead target a point on the battlefield. After the final position of the Blast marker has been determined, leave the Blast marker in place on the battlefield - a column of smoke of infinite height rises up from the Blast marker which blocks Line of Sight. If the column hits a terrain feature, it stops at the edge of the terrain feature.

During the Reinforcement step of the End phase, roll a D6 for each Blast marker placed by this trait; on a result of a 5+, the Blast marker remains in place, otherwise it is removed.

A model hit by a smoke grenade is never wounded by the attack and they are not Suppressed.

TEMPLATE

When a weapon with the Template trait is fired, place the teardrop-shaped template so that the narrow end is in base contact with the firing model and the targeted model is under the template. Any model either partially under the template or with any part of their base under the template is automatically hit, there is no need to roll to Hit.

If a weapon has both the Template and the Light trait then if it is used in close combat one opposing enemy model suffers one automatic Hit; do not place the template.

If a weapon has both the Template and the Rapid Fire (X) traits then the model that is closest to the firing model is hit a number of times, as determined by the Firepower dice; all other models are hit just once.

TOXIN (X+)

When making a Wound roll for a weapon with this trait against a Fighter, instead of comparing the weapon's Strength characteristic to the target's Toughness characteristic, the target is wounded on a result of X+.

When making a Wound roll for a weapon with this trait against a Vehicle, instead of comparing the weapon's Strength characteristic to the target's Toughness characteristic, the target is only wounded on a result of a natural 6.

TWIN-LINKED

When making a ranged attack with a weapon with this trait, the Firepower dice may be re-rolled (note: all the Firepower must be re-rolled).

UNSTABLE

If the Hit roll for a weapon with the Unstable trait is a natural 1, then the model using the weapon suffers an automatic Hit using this weapon's profile and no other models are hit by the weapon. If the weapon does not need to roll to Hit (for example, it has the Template trait) then roll a D6 before resolving the attack as described previously.

UNWIELDY

When a model attacks with a weapon with this trait in close combat, their Initiative is set to 1 before applying any modifiers.

WEB

Amour Saves cannot be taken against a weapon with this Trait, though Invulnerable Saves may still be taken. If a Fighter is wounded by a weapon with the Web trait, then instead of losing a Wound, they gain the Webbed Condition as described on page 48.