To include the following weapons in your campaign the following additions should be made to the following charts:
Hand-to-Hand Weapons
Hunting Lance 10 Common
Power Blades 35+2d6(1) 50+3d6(2) Rare
Stun Lance 45+2d6 Rare
Basic Weapons
Auxiliary Grenade Launcher 10 Common Automatic Shotgun 30 +2d6 RareSpecial Weapons
Sniper Rifle 60 +4d6 RareArmor
Power Shield 10+d6 RareAmmo
Flachette (Shotgun) 10 Common
11-14 Power Weapon. Roll D6. 1: Power Axe, 2: Power Fist, 3: Power Maul, 4: Power Blades, 5-6: Power Sword. 15 Rare Weapon. Roll D6. 1-2: Needle Weapon (1-4 Pistol, 5-6 Rifle), 3: Sniper Rifle, 4-5: Web Pistol, 6: One in a Million Weapon. 23 Stun Lance Rare Trade Chart
24 Hotshot Laser Powerpack
25 Automatic Shotgun.
26-31 Gunsight. Roll D6. 1-2: Red Dot Laser, 3: Mono Sight, 4: Telescopic, 5-6: Infra-Red.32-34 Armor. Roll D6. 1-3: Flak, 4: Power Shield, 5: Carapace, 6: Mesh.
Weapon Descriptions
Close Combat Weapons
Hunting Lance Cost: 10 Availability: CommonHunting Lances, more commonly referred to as “bang sticks” are used by prospectors to subdue large snakes and spiders. The lance is simply a long pole with an explosive tip. When the weapon strikes, the charge detonates. The weapon can only be used once, but that is usually enough. The lance may only be used in the first round of close combat and is discarded in later rounds, regardless of whether or not the bearer hit.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll Close Combat Only 6 1 -2 - Close Combat only
Power Blades Cost: 35+2d6(1), 50+3d6(2) Availability: Rare
Power blades are short, dagger-like blades attached under the bearer’s forearms. Some gangers wear a single blade while others prefer two. If two Power Blades are worn the bearer receives an additional attack die and may parry twice in close combat. The twin blades can be restricting however, so bearers may use only pistol and grenade weapons.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll Close Combat Only 5 1 -2 - Parry
Stun Lance Cost: 45 + 2d6 Availability: RareStun Lances are used by Ratskins and other hunters in the underhive for stalking wild game. The long reach and power of the lance is excellent for keeping giant snakes and rats beyond arms length. The Stun Lance incorporates a tiny capacitor the releases a burst of energy everytime the lance strikes. This is not enough to kill, but is sufficient to render a human unconscious for a short period. Models struck by a Stun Lance must roll d6, if the number is greater then their strength value the model is rendered unconscious. The model is considered “out of action” for the remainder of the game. Afterward, the model makes a full recovery, no roll on the serious injuries chart is required. Stun Lances require two hands to use, so no other close combat weapon may be used. The lance does allow the user to one parry.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll Close Combat Only 6 1 -3 - Close Combat. User May Parry Opponent out of action Does not cause serious wounds
Pistols
Basic Weapons
Automatic Shotgun Cost: 30 +2d6 Availability: RareAutomatic Shotguns, also known as "Tunnel Sweepers" were developed for the Imperial Guard Assault squads. They are manufactured by contract on Necromunda, but few find there way to the civilian population. The weapons are complex and prone to break down. When they function, however, they can have a frightening effect. in the tight recesses of the under-hive. They can fire most types of shotgun ammunition. Hotshot, Bolt, Manstopper and Flachette rounds may be loaded, but they may only be fired singly.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll 0-4" 4-12" -1 (as ammo type) 6+ Sustained Fire -1D
Auxiliary Grenade Launcher Cost: 10 Creds Availability: Common
An Auxiliary Grenade Launcher is comprised of a single shot launcher attached to a basic weapon. The launcher may fire a single grenade per game. You may select either a frag or krak grenade.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll 0-10” 10-40” - -1 - - - - As Grenade Type.
Special Weapons
Sniper Rifle Cost: 60 +4d6 Availability: RareSniper rifles are utilized by the Special Weapons teams of the Palace Guard, and by the paid assassins of the upper spire. From time to time these weapons filter down into the underhive. The weapon is equiped with a special telescopic, night-vision sight. The firer may reroll the injury chart result once from any wounds caused by the sniper rifle and select which result is used. The sniper rifle is a move or fire weapon.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll 0-10" 10-40" +1 +1 4 1 -3 4+ Move or Fire. Firer may re-roll injury die.
Ammo
Flachette Shotgun Ammunition Cost: 10 Availability: CommonFlachettes rounds are comprised of thousands of tiny darts that tear apart the target. They can cover a wide area, but are relatively weak when compared to other weapons. Their main advantage is their wide dispersion and the fact they ignore cover.
Range To Hit Str Dmg Save Ammo Special Short Long Short Long Mod. Roll Flamer Template - - 2 1 - 4+ Ignores Cover
Armor
Power Shield Cost: 10+1D6 Availability: Rare
Power Shields incorporate tiny power field projectors to protect the bearer from shrapnel and small arms. The shield also protects the wearer in close combat. A power shield adds +1 to the bearer’s armor save versus hits from the front firing arc. It has no effect, however, against area effect weapons. In close combat the shield counts as +2 to the bearer’s save and can be used to parry. A model carrying a power shield may use, pistol, grenade, and assault weapons.
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