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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+

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