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Note: Only Solid and Scatter shells are normally available outside of Necromunda.

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Shuriken Catapult (Tuelean)

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 4 1 -2 D6+4 Sustained fire (30) -1

 

Sonic Blaster

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 +1 4 1 -2 D6+4 Sustained fire (30) -2

 

Spike Rifle

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 3 1 -1 D6+3  

 

Staff of Light

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-18 +1 5 D3 -2 D6+D3+5 Close combat

 

Strangleweb

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Hand flamer (240) template (29)

Close combat
                 

 

 

Models hit by the template roll a D6 and add their Strength; on a score of 9+, the hit has no effect. On an 8 or below, the model must make a normal saving armour throw or suffer 1 Wound. Force fields don‘t protect, but shields do. If the model fails the above roll, it must make similar rolls at the start of each of its turns. Until this roll is succeeded, the model may do nothing except use psychic powers. Vehicles aren‘t affected by the Strangleweb, but exposed crew are hit normally.

 

Storm Bolter

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 4 1 -1 D6+4 Sustained fire (30) -1

 

Wailing Doom

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 8 D3 -4 D6+D3+8 Close combat

Negates Daemonic saving throws.

 

Wraithcannon

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16

Special

Auto  

Vehicles hit by a Wraithcannon have their armour penetrated automatically. Other hit models must roll on the

following table:

 

1-3 Destroyed. The model is removed as a casualty, regardless of saving throws, Wounds, etc.
4-6 Moved.  Displace  the  model  2D6”  in  a  random direction.

 

 

Close Combat Weapons

 

In case it isn't obvious, all Close Combat weapons may be used in hand-to-hand combat (32). Weapons which rely upon the Strength of the user use the normal chart (32) for determining Saving Throw modifiers.

 

Axe

Str Dmg Save Mod Armour Pen Special
User+1 1 As Str S+D6  

This category also includes all blunt and bashing weapons: clubs, maul, picks, hammers, etc.

 

Axe of Khorne

Str Dmg Save Mod Armour Pen Special
User+1 D3 As Str S+D6  

 

Bayonet

Str Dmg Save Mod Armour Pen Special
User+1 1 As Str S+D6 adds Close Combat option to other weapons

This entry also covers the wide variety of blades and saws which may be mounted on Basic (224) weapon.

 

Bonesword

Str Dmg Save Mod Armour Pen Special
User 1 -3 D6+D12+6 parry (33)

Chain-Axe

Str Dmg Save Mod Armour Pen Special
User+1 1 -2 S+D6  

 

Chainfist

Str Dmg Save Mod Armour Pen Special
10 D4 -6 D20+D4+D6+10  

 

Chainsword

Str Dmg Save Mod Armour Pen Special
4 1 -1 2D6+4 parry (33)

 

Crozius Arcanum

Str Dmg Save Mod Armour Pen Special
5 D3 -3  

 

Flail

Str Dmg Save Mod Armour Pen Special
User+1 1 As Str S+D6 Opponent may not parry (33); fumbles (33) count double

This category includes all related weapons, such as chains and morning stars.

 

Hellblade

Str Dmg Save Mod Armour Pen Special
User+1 D3 As Str S+D6 parry (33)

 

Lance

Str Dmg Save Mod Armour Pen Special
User 1 As Str S+D6 +2 Strength when charging; mounted models only

 

Lash Whip

Str Dmg Save Mod Armour Pen Special
4 1 -1 D6+4  

 

 

At the start of hand-to-hand combat, a model with a lash whip can make 3 attacks against enemy models in base-to- base contact. Attacked models must roll under their Initiative on D6 to avoid the blades; failure means taking an S4 hit with a –1 save modifier. The model armed with the whip does not count it as an additional close combat weapon.

 

Lightning Claws

Str Dmg Save Mod Armour Pen Special
8 D3 -5 8+D3+D20+D6 One parry (33) per Claw

Multiple hits against anything with an Armour Value (31) may be combined into one hit with an Armour Penetration

of 8+3D6+D20.

 

Melta-Bomb

Str Dmg Save Mod Armour Pen Special
8 D6 -4 2D6+8 Must be placed while in base contact.

May only be used against targets which have an Armour Value (31).

 

Plagueknife

Str Dmg Save Mod Armour Pen Special
User 1 As Str S+D6  

For each Plagueknife Wound inflicted on a living creature, roll a D6 — on a 6, the victim is automatically killed.

 

Plaguesword

Str Dmg Save Mod Armour Pen Special
User 1 As Str S+D6 parry (33)

For each Plaguesword Wound inflicted on a living creature, roll a D6 — on a 4+, the victim is automatically killed.

 

PoleArm

Str Dmg Save Mod Armour Pen Special
User+2 1 As Str S+D6+2 Two-handed; lose all ties (32) in close combat.

This category includes all large primitive weapons, such as battle axes and two-handed swords.

 

Power Axe

Str Dmg Save Mod Armour Pen Special
6 1 -3 D6+D12+6 two-handed
5 1 -2 2D6+5 one-handed

House Rule: Always counts as two-handed when wielded by a model wearing Terminator Armour.

 

Power Claw

Str Dmg Save Mod Armour Pen Special
8 1 -5 D6+D20+8  

You may choose to swap any 2 hits you score in hand-to-hand combat (32) into a single Tear attack; this option only

applies against models with armour locations (e.g., vehicles and Dreadnoughts). For each Tear attack, nominated a single location on the target and roll for penetration as normal; any penetrating hits roll on the appropriate damage table with a +2 result modifier.

 

Power Fist

Str Dmg Save Mod Armour Pen Special
8 1 -5 D6+D20+8  

 

Power Mace

Str Dmg Save Mod Armour Pen Special
5 D3 -2 2D6+D3+5  

 

Power Maul

Str Dmg Save Mod Armour Pen Special
5 1 -3 2D6+5  

 

 

Power Sword

Str Dmg Save Mod Armour Pen Special
5 1 -3 2D6+5 parry (33)

 

Power Scourge

Str Dmg Save Mod Armour Pen Special
6 1 -3 D6+D12+6 +2 Attacks

Multiple combatants (33) against the model bearing the Scourge do not gain their normal bonuses.

 

Hunting Lance

Str Dmg Save Mod Armour Pen Special
6 1 -2 D6+D12+6 +2 to Close Combat score; use once then discard

 

Rod of Khorne

Str Dmg Save Mod Armour Pen Special
8 1 -5 D6+8  

Any creature with psychic powers in base-to-base contact with the wielder at the start of any psychic phase loses D3

Wounds with no save of any type allowed.

 

Sword

Str Dmg Save Mod Armour Pen Special
User 1 User S+D6 parry (33)

This category also covers all simple melee weapons: knives, spears, etc. Only swords may parry, however.

 

Thunder Hammer

Str Dmg Save Mod Armour Pen Special
Auto D6 -5 Auto Close combat

 

 

Heavy Weapons

 

Assault Cannon

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 +1 8 D10 -3 D6+D10+8 Sustained Fire (30) -3

If you roll 3 Jams (31) using the sustained fire dice, the weapon explodes, instantly killing the user with no armour

save possible. If mounted on a Dreadnought, only the weapon is destroyed. House Rule: if a vehicle-mounted Assault Cannon explodes, a random non-weapon armour location is hit; roll for armour penetration as normal as if that location were hit by an Assault Cannon.

 

 

Autocannon

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-70 8 D10 -3 D6+D10+8 Sustained Fire (30) -1,

Move or Fire for foot troops.

 

Barbed Strangler

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-18 18-36 -1 4 Special -1 D6+4  

Move or fire for foot troops. If the shot misses, roll to Scatter as normal, and place a 3” blast marker (29) where the

shot ends up. If a model is hit, do not use a template. Models wounded by the initial shot are slain regardless of how many Wounds they have; place a 3” blast marker over the slain model. Roll a D6 for each model and vehicle that is fully or partially under the template; on a roll of 4+, the model is caught by the strangler. Caught models must each roll 2D6; if the roll beats the model‘s Strength (or Ram Value for vehicles), it is either torn to pieces or so entrapped that it is effectively slain.

 

Bio-Plasma Attack

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-18 18-36 +1 8 D6 -4 2D6+8 2” blast (29)

Move or fire for foot troops.

 

Blastmaster

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 D6+4 D6 -3 3D6+8 2” blast (29)

Move or fire for foot troops.

 

Cyclone Missile Launcher

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72 +1 +1 8 D10 -6 D10+D6+8  

May only be used by Terminators. The Terminator may fire either one or a salvo of missiles and use the integrated

Targeter (221), giving the Terminator a +2 to hit. Optionally, the Terminator may ignore the guidance system and fire both missiles and his other weapon (presumably a StormBolter (229)) — in this case, the Targeter cannot be used, and neither shot gets the +1 bonus. The Cyclone is loaded with 12 missiles and cannot be reloaded during battle; keep track of them. If the Terminator carrying a Cyclone is hit by enemy fire, there is a chance that the launcher will be affected — roll 2D6; on an 11+, the Cyclone activates immediately. Roll on the Catastrophic Launch Chart:


 

 

Catastrophic Launch Chart

1 Explode. All remaining missiles explode; the Marine is destroyed. Treat as if a salvo was centreed on the hapless Marine.
2 Fire at Nearest Target.  All remaining  missiles are launched at the nearest target — friend or foe — in the Marine‘s 90° firing arc in a salvo.
3 Fire at Furthest Target. All remaining missiles are launched at the most distant legal target within range — friend or foe — in the Marine‘s 90° firing arc in a salvo.
4 Fire Straight Ahead. All remaining missiles launch in a salvo straight ahead, traveling D6 x D10”.
5 Missiles Move Randomly. All remaining missiles launch in a salvo, moving 2D6” straight ahead, then changing direction randomly (roll a Scatter Die) and moving a further 2D6” until it comes in contact with a target or flies off the table.
6 Fire Missiles Separately. For each remaining missile in turn, roll a Scatter Die; the missile hits the closest target within 1” of a straight line drawn along the resulting arrow.

Note that if a Hit/Misfire is rolled using the standard scatter rules (30), treat it as a roll of a 1 on the above table.

 

Salvo Firing — Cyclone Launcher Only

You may fire between 2 and the number of missiles remaining in the launcher all at once in a shooting phase (27) when firing a salvo. Roll to hit as normal, and position a blast template (29) with a diameter of ½” for each missile in the salvo. Strength, damage and save modifiers are as for a single missile.

 

Gauss Cannon

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-36 +1 6 D6 -3 2D6+6 Metal Flayer

If you roll a 6 when determining Armour Penetration, roll a further D6 and add it to the score — this would results

in a total armour penetration of 3D6+6 points.

 

Havoc Missile Launcher

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72 4 1 -1 D6+4 2” blast marker (29)

The Havoc Launcher is armed with 9 Frag missiles; keep track of them. When the launcher is fired, you may choose

to fire a cluster of one, two or three missiles, or all the remaining missiles at once. Chaos Dreadnoughts (68) armed with this weapon and suffering from Stupidity (48) will always fire off all of their remaining missiles. Roll to hit for the first missiles as normal. The rest of the salvo will automatically scatter (30) from this point. Any scatter result of a Hit/Misfire indicates that the missile exploded on the launcher rack; this will destroy the launcher as well as any unfired missiles. The exploding launcher causes no damage to the Dreadnought that wears it, but troops within 2” of the centre of the Dreadnought suffer a hit as by a Havoc missile. Any hit penetrating the body of the Dreadnought cripples the launcher as well.

 

Heavy Bolter

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 5 D4 -2 D6+D4+5 Sustained Fire (30) -2,
0-20 20-40 * D6 -2 D6+5 Hellfire  Shell,  2”  acid splatter (29)

*Hellfire shells are available only to the Imperium and always cause wounds on a 2+ on D6.

Move or Fire for foot troops.


 

 

Heavy Flamer

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Heavy Flamer Template

5 1 -3 D6+5  
                 

Use standard blast template (29) rules. Models surviving a Heavy Flamer hit may catch fire (20).

 

Heavy Plasma Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 7 D4 -2 D6+D4+7 Low power mode. 1½” blast marker (29)
0-20 20-72 10 D10 -6 D6+D10+10 1½‖ blast marker

After firing at Maximum Power, the Heavy Plasma Gun may not be fired at all on the player‘s next turn. Firing

under Max Power is also Move or Fire for foot troops.

 

Heavy Stub Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 4 1 -1 D6+4 Sustained fire (30) -2

Move or Fire for foot troops.

 

Heavy Webber

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24

Special

 

Models hit by a Webgun may not move for the remainder of the game. A model may attempt to free itself at the

beginning of its own turn by rolling D6 and adding its Toughness; a result of 9 or greater frees the model. Models failing this test must make an immediate armour saving throw or suffer 1 wound. Vehicles hit by a Heavy Webber must roll a D6 on the following chart:

 

Vehicle Speed (Last movement phase)

  0-4‖ 4-8‖ 8-12‖ 12-16‖ 16‖+
To Hit 3+ 4+ 5+ 6+ Miss

A miss against a vehicle has no further effect. A hit brings the vehicle to an immediate halt regardless of its speed. The vehicle may do nothing while it remains webbed. Troops inside may not operate weapons, fire from it, or leave. The vehicle may attempt to break free from the web at the start of each subsequent turn; roll a D6 on the Vehicle

Escape Chart.

D6 Result
1 Fail. Trapped for the remainder of the game; may not roll again on this table.
2-3 Fail. Remains trapped; try again next turn.
4 Fail. One randomly-determined weapon is freed and may be used normally.
5-6 Free. The web is destroyed as soon as the vehicle moves in its next movement phase (23).

 

Lascannon

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 9 2D6 -6 3D6+9  

Move or fire for foot troops.

 

Mk 1 Heavy Plasma Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 7 D4 -2 D6+D4+7 Low power
0-20 20-72 10 D10 -6 D6+D10+10 Max power

 

 

Sustained fire (30) - 1, Move or fire, 1” blast marker (29). If you miss, roll the sustained fire die to see how many templates you must scatter from the target. If a Hit/Misfire is rolled for any of these templates, a Catastrophic Coil Burnout occurs, as described below. In addition, if a Jam (31) is rolled on the sustained fire die at any time, the weapon does not fire and cannot fire on its next turn just as if it were recharging. However, if the gun is being fired on maximum power and rolls a jam, a Catastrophic Coil Burnout occurs.

Catastrophic Coil Burnout

Make an immediate roll on the damage table for the arm the Mk 1 Heavy Plasma Gun is mounted on. In addition to other damage, any models within D3” suffer a S5 hit with a –2 save modifier.

 

Multi-Melta

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 8 2D12 -4 D6+2D12+8 2” blast marker (29). Move or Fire for troops

Variable-Focus

When mounted on a Marine Dreadnought (155), this weapon may be fired as a Heavy Flamer (235).

 

Missile Launcher

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72

As missile type

Move or fire for troops

Missile Types: Normally, Frag and Krak missile come standard with the launcher.

 

      Save Armour  
Type Str Dmg Mod Pen Special
Frag 4 1 -1 D6+4 2" blast
Super Krak 8 D10 -6 D6+D10+8 -
Melta 8 D6 -4 2D6+8 1" blast
Anti-Plant (256) 2" blast (29)
Blind (256) 2" blast
Plasma (257) 5 1 -2 D6+5 1½" blast

See the appropriate Shell Type (256) descriptions for more information on each type of missile.

 

Multilaser

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 +1 6 D4 -1 D6+D4+6 Sustained fire (30) -3

Move or fire for troops.

 

Pulse Laser

Range

To Hit

 

 

Save Armour  
Short Long Short Long Str

Dmg

Mod Pen Special
0-20 20-60

9

2D6 -6 3D6+9 Sustained Fire (30) -1
                   

Distribute multiple hits up to 6" away from the first target. Treat any Jam results as no effect.

Move or fire for troops.

 

Reaper Autocannon

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 8 D6 -3 2D6+8 Sustained fire (30) -2

You may re-roll up to one of the Sustained Fire dice. The second roll always counts, even if it is worse.


 

 

Shokk Attack Gun

Range

To Hit

    Save Armour  
Short Long Short Long Str Dmg Mod Pen Special

Special

Special

Move or fire for troops
                 

The user of a Shokk Attack Gun is accompanied by one or more Snotling bases; to fire the weapon, the user must remain stationary (move or fire) for the turn and ―feed‖ one or more of the Snotlings into the weapon‘s barrel (remove the selected Snotling base from the game). There is no limit to the number of Snotlings that may be used in this manner in a single turn. Next, the player indicates the point where he wants the Snotlings to appear. The weapon has unlimited range, but must be within the normal 90° firing arc of the firing model. Place the 2” blast template

(29) at this point, then roll the Scatter and Artillery dice. A result of a Hit/Number indicates the shot was on target; leave the marker where it is. Any result of a Misfire results in a roll on the Misfire Table below. Otherwise, scatter the marker as usual. Any model touched by the template at its final location is attacked by the Snotlings; refer to the appropriate chart and roll on it a number of times equal to the number of Snotlings used this turn to fire the weapon. Models in vehicles — even exposed ones — do not make separate rolls; roll for the vehicle itself only.

 



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