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.
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.
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.
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.
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.