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Necromunda rulebook - Games Workshop

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NECROMUNDA<br />

SHOTGUN<br />

A shotgun is a simple low velocity weapon which any<br />

Underhive workshop can make to order. They vary in<br />

appearance, often incorporating special features or<br />

decoration to the taste of the owner or the gunsmith.<br />

Some are pump-action guns, fed from a tubular<br />

magazine slung under the barrel, others have box<br />

magazines or long ammo belts. The ammunition<br />

itself is easy to make, and many owners make their<br />

own shells. There are several recognised types, each<br />

tailored to a particular type of shot or range. The<br />

ingenuity of the Underhive gunsmiths is quite<br />

remarkable in this respect.<br />

Special Rules<br />

Knock-back. The high impact of a shotgun is quite<br />

capable of knocking a man off balance or even off his<br />

feet. To represent this a target making a roll for falling<br />

over an edge as a result of a shotgun hit counts his<br />

Initiative with a -1 penalty. For example, if his I is 3 he<br />

will fall on a score of 3-6 rather than 4-6.<br />

Ammo<br />

A variety of shell types is available and you can decide<br />

which to use before each shot. Their different effects<br />

are summarised on the profile. Each type has its<br />

advantages. Some are effective but expensive and<br />

often unreliable. If you fail an Ammo roll the weapon<br />

and all ammunition carried cannot be used for the<br />

remainder of the game.<br />

Solid Slug: This is the standard type of solid<br />

ammunition. It takes the form of a heavy shell which<br />

is fairly inaccurate but quite powerful.<br />

Range To Hit Save Ammo<br />

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

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

Scatter Shot: This is a cartridge filled with lots of<br />

small pellets. Although it’s not as powerful as other<br />

types of ammunition it is very useful for blasting<br />

enemy out of cover. The hundreds of pellets ricochet<br />

around and often score hits on partially concealed<br />

targets. When firing a scatter shot, disregard any<br />

cover modifiers for hitting the target – the hundreds<br />

of pellets saturate the area with shot and can catch<br />

partially concealed targets as if they were in the open.<br />

In addition, roll a dice for any other models in base<br />

contact with the target model, or within the range at<br />

which they could normally be hit by stray shots (see<br />

the advanced rules). Any such models are hit on a<br />

4+, in a similar way to blast weapons. Resolve hits as<br />

normal.<br />

Range To Hit Save Ammo<br />

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

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

40<br />

Man Stopper: This is a particularly heavy solid<br />

cartridge with a massive propellant charge. It is more<br />

powerful than a normal solid shot and more accurate<br />

at range. However, it is more expensive than an<br />

ordinary solid shot.<br />

Range To Hit Save Ammo<br />

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

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

Hot Shot: This is a hollowed out shot which contains<br />

a small charge of flamer chemical. If a target is hit and<br />

is not wounded you may re-roll to wound. You must<br />

accept the second result.<br />

Range To Hit Save Ammo<br />

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

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

Bolt: This is a small self-propelled missile. In fact it is<br />

a charge adapted from a boltgun round, and has<br />

similar properties including being somewhat<br />

temperamental. The long range of the shotgun is<br />

extended to 24" when firing a bolt.<br />

Range To Hit Save Ammo<br />

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

0-4 4-24 +1 - 4 1 -1 6+

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