Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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).