Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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+