Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
Necromunda rulebook - Games Workshop
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The flamer fires a burst of flaming chemical, an<br />
unstable sticky material that ignites upon contact<br />
with air. This volatile fuel is held within a pressurised<br />
container that fits underneath the weapon or is<br />
attached by a separate fuel pipe. A container contains<br />
little fuel, so flamers often run out of power after a<br />
few shots. The unstable and temperamental nature of<br />
the fuel also means that some containers prove<br />
useless whilst others explode unexpectedly as they<br />
are loaded.<br />
The flamer is a very dangerous weapon that spreads<br />
a sheet of flame over a short distance. At this range it<br />
is almost impossible to miss and several victims can<br />
be claimed with a single shot.<br />
Special Rules<br />
Ammo Test. An Ammo test is required every time the<br />
flamer is fired regardless of your to hit roll. Flamers<br />
are unreliable weapons, and can only be counted<br />
upon to fire once or twice per engagement.<br />
Template. The flamer’s shot is represented by the<br />
larger teardrop-shaped flamer template. This is used<br />
as described in the Shooting section.<br />
SPECIAL WEAPONS<br />
41<br />
NECROMUNDA<br />
Special weapons are similar in size and design to basic weapons and like them require both hands<br />
to fire. These are technically sophisticated weapons which require above average care and skill to<br />
use. For this reason not everyone can use such a weapon and they are mostly carried by heavies or<br />
gang leaders.<br />
FLAMER<br />
Range To Hit Save Ammo<br />
Short Long Short Long Str. Damage Mod. Roll<br />
Special Rules - - 4 1 -2 4+<br />
GRENADE LAUNCHER<br />
A grenade launcher is a light tubular launcher<br />
capable of firing most grenade types by means of a<br />
compressed gas charge. The most common grenades<br />
are explosive Frag grenades and implosive Krak<br />
grenades which are designed for cracking open<br />
tough and well armoured targets. These grenades are<br />
often home-made affairs, simple devices<br />
manufactured in the Underhive itself.<br />
The launcher is a very robust and straightforward<br />
weapon. Its supply of compressed gas is soon<br />
expended, but recharging is a simple matter using a<br />
high pressure source to fill its internal tank.<br />
Frag and Krak grenades are described in the section<br />
on grenades. When you equip a model with Krak or<br />
Frag grenades you are assumed to be buying him a<br />
supply sufficient to last for the entire game – or until<br />
you fail an Ammo roll. Other kinds of grenade that<br />
can be used are Choke, Flash, Plasma, Scare, Smoke<br />
and Hallucinogen.<br />
Range To Hit Save Ammo<br />
Short Long Short Long Str. Damage Mod. Roll<br />
0-20 20-60 - -1 - - - auto<br />
Special Rule<br />
Move or Fire. Because of its bulk and massive recoil,<br />
a fighter cannot shoot a grenade launcher if he moves<br />
in the same turn. He can move, or fire, but not both.<br />
MELTA-GUN<br />
The melta-gun is also known as the melter, cooker or<br />
vape gun. It works by means of sub-molecular<br />
thermal agitation, literally cooking, melting, or<br />
eventually vaporising the target. A melta-gun can melt<br />
plasteel and its effect upon living tissue is horrible<br />
indeed.<br />
The weapon makes no noise when fired. The passage<br />
of the beam heats the air to super-hot temperatures,<br />
causing a distinctive hiss which becomes a roaring<br />
blast as living flesh is hit and body moisture vaporises<br />
explosively.<br />
Range To Hit Save Ammo<br />
Short Long Short Long Str. Damage Mod. Roll<br />
0-6 6-12 +1 - 8 D6 -4 4+