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Necromunda rulebook - Games Workshop

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NEEDLE PISTOL PLASMA PISTOL<br />

The needle pistol or needler is a complex laserpowered<br />

weapon. Its tight laser beam carries a tiny<br />

toxic needle or dart which pierces the target’s flesh to<br />

send its deadly poisons into their body. The laser<br />

carrier beam will dissolve or blow away armour or<br />

clothing and burrow into exposed flesh enabling the<br />

darts to penetrate more deeply.<br />

The needler is a rare and expensive weapon in the<br />

Underhive. Its chief advantage is that it is virtually<br />

silent, and consequently the favoured weapon for<br />

assassins and other unwelcome characters.<br />

Range To Hit Save Ammo<br />

Short Long Short Long Str. Damage Mod. Roll<br />

0-8 8-16 +2 - 3 1 -1 6+<br />

Special Rules<br />

Toxic Dart. No wound roll is required when shooting<br />

a needler: if the target is hit then the toxins will<br />

automatically inflict 1 wound. Armour may still save a<br />

target as normal.<br />

Injuries. A target suffering his final wound from a<br />

toxic dart does not roll on the standard Injury chart.<br />

Instead, roll on the chart below both when the injury<br />

is inflicted and in subsequent recovery phases.<br />

D6 Result<br />

1-2 No Effect. The toxin has no effect or wears off.<br />

The target may continue to fight in the same<br />

way as if he’d suffered a flesh wound except<br />

that he suffers no penalties on his WS/BS.<br />

3-4 Sedated. The target shrugs off the full effect of<br />

the toxin or recovers sufficiently to crawl up to<br />

2" but can do nothing else. This is the same as<br />

a normal ‘down’ result.<br />

5 Comatose. The target is knocked comatose<br />

and falls to the ground. The target cannot move<br />

at all.<br />

6 Out of Action. The target slumps lifelessly to<br />

the ground. He may be dead or barely living,<br />

but is overcome by the toxin for the rest of the<br />

game. Remove the model as you would any<br />

other that was out of action.<br />

37<br />

NECROMUNDA<br />

Plasma weapons fire energy shells of bright glowing<br />

plasma – matter in a super-heated energised state.<br />

When a plasma shell strikes its target there is a<br />

tremendous release of energy and the target blows<br />

apart in an almighty explosion. Plasma weapons are<br />

extremely effective and very dangerous. The biggest<br />

disadvantage of a plasma pistol is that it takes a<br />

relatively long time to recharge once it has been fired.<br />

The user can mitigate against this by firing as short a<br />

blast as possible with slightly reduced effectiveness.<br />

Firing on Maximum Power:<br />

Range To Hit Save Ammo<br />

Short Long Short Long Str. Damage Mod. Roll<br />

0-6 6-18 +2 -1 6 1 -3 4+<br />

Firing on Low Energy:<br />

Range To Hit Save Ammo<br />

Short Long Short Long Str. Damage Mod. Roll<br />

0-6 6-18 +2 -1 4 1 -1 4+<br />

Energy Levels. You can choose to shoot the weapon<br />

on a low energy setting or maximum power. The<br />

profiles for each setting are different. If you shoot the<br />

weapon on maximum power then you cannot shoot<br />

again until it has recharged. It takes the firer’s entire<br />

following turn for the weapon to recharge once<br />

more. This restriction does not apply on the low<br />

energy setting.<br />

STUB GUN<br />

The stubber or slugger is a primitive type of hand gun<br />

which fires solid bullets – usually one at a time. It is<br />

recognisable as a revolver or small automatic of the<br />

kind used since the Twentieth century. Stub guns are<br />

made locally in the Underhive and are readily<br />

available, simple to maintain, and fairly reliable. The<br />

quality and appearance of individual weapons varies<br />

a great deal. Their effectiveness can be increased by<br />

using more powerful, if somewhat expensive, dumdum<br />

bullets.<br />

Range To Hit Save Ammo<br />

Short Long Short Long Str. Damage Mod. Roll<br />

0-8 8-16 - -1 3 1 - 4+<br />

Special Rule<br />

Dum-dum Bullets. A stub gun can be loaded with<br />

dum-dum bullets. A supply of these hand-made<br />

bullets costs extra, but they are more powerful than<br />

standard ammunition and add +1 to the Strength of<br />

any hits (Strength 4 rather than 3). However, if an<br />

Ammo roll is failed while using dum-dum bullets the<br />

weapon automatically explodes (see Exploding<br />

Weapons).

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