Necromunda 2nd [p130-131] Weapons Summary.pdf

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NECRO_UH_130
NECRO_UH_130-131 18/3/03 11:47 am Page 130
NECROMUNDA
Weapons summary
Hand to hand weapons
Weapon
Range
Strength
Damage Save Mod Special Rules
Massive Axe
Close Combat As user +2
1
-
Opponent wins
Sword or Club
draws
Chains & Flails
Close Combat As user +1
1
-
Opponent may not parry
Fumbles count double
Chainsword
Close Combat
4
1
-1
Pa rry
Swords & Kinves Close Combat
As user
1
-
Swords
Power Swords
Close Combat
5
1
-3
Pa rry
Power Axe
2-hand Close Combat 6 1 -3
1-hand Close Combat 5 1 -2
Power Fist Close Combat 8 1 -5
Power Maul Close Combat 5 1 -3
Special Rule: Enemies who go down are automatically out of action. Does not inflict seroius injuries.
Pistols
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod.
Roll
Special
Autopistol
0-8
8-16
+2
-
3
1
-
4+
Boltpistol
0-8
8-16
+2
-
4
1
-1
6+
Laspistol
0-8
8-16
+2
-1
3
1
-
2+
Needle Pistol
0-8
8-16
+2
-
3
1
-1
6+
To x ic dart,
Injuries
Plasma Pistol
Low Energy
0-6
6-18
+2
-1
6
1
-1
4+
Maximum Energy 0-6
6-18
+2
-1
6
1
-1
4+
Special Rule: Ta kes an entire turn to recharge when fired on maximum power.
Stub Gun
0-8
8-16
-
-1
3
1
-
4+
Dum-dum
Bullets (S4)
Web Pistol
0-4
4-8
-
-1
-
Special
-
6+
Fires Web
Hand Flamer
Special Rules
-
-
4
1
-2
-
Template Weapon
Special Rule: All pistols count as Close Combat weapons.
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NECROMUNDA
basic weapons
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod.
Roll
Special
Autogun
0-12 12-24
+1
-
3
1
-
4+
Boltpistol
0-12 12-24
+1
-
4
1
-1
6+
Lasgun
0-12 12-24
+1
-
3
1
-1
2+
Shotgun
Solid slug
0-4
4-18
-
-1
4
1
-
4+
Scatter shot
0-4
4-18
+1
-1
3
1
-
4+
Man Stopper 0-4
4-18
-
-
4
1
-2
4+
Hot Shot
0-4
4-18
-
-1
4
1
-
6+
Catch Fire
Bolt
0-4
4-24
+1
-
4
1
-1
6+
Range 24”
special weapons
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod.
Roll
Special
Flamer
Special Rules
-
-
4
1
-2
4+-
Ta r g e t may
Template Weapon
catch fire
Grenade
0-20 20-60
-
-1
As grenade type
auto
Move or fire
Launcher
Melta-gun
0-6
6-12
+1
-
8
D6
-4
4+
Needle Rifle
0-16 16-32
+1
-
3
1
-1
6+
Special injury
chart
Plasma-gun
Low Energy
0-6
6-24
+1
-
7
1
-2
4+
Maximum Energy 0-6
6-16
+1
-
5
1
-1
4+
Special Rule: Ta kes an entire turn to recharge when fired on maximum power.
heavy weapons
Range To Hit Save Ammo
Short Long Short Long Str. Damage Mod.
Roll
Special
Autocannon
0-20 20-72
-
-
8
D6
-3
4+
Sustained Fire
1 Dice
Heavy Bolter
0-20 20-40
-
-
5
D3
-2
6+
Sustained Fire
2 Dice
Heavy Plasma-gun
Low Energy
0-20 20-40
-
-
7
D3
-2
4+
Maximum Energy 0-20 20-40
-
-
10
D6
-6
4+
Special Rule :Takes an entire turn to recharge when fired on maximum power.
Heavy Stubber 0-20 20-40
-
-
4
1
-1
4+
Sustained Fire
2 Dice
Lascannon
0-20 20-60
-
-
9
2D6
-6
4+
Missile Launcher 0-20 20-70
as missile (see below)
auto
Super Krak Missile
8
D6
-6
-
Frag
4
1
-1
Blast
grenades
Strength Damage Save Modifier pecial
Krak
6
D6
-3
-1 to hit, Demolition, Scatter
Frag
6
D6
-3
Blast
Melta bomb
8
D6
-4
Demolition
Plasma
5
1
-2
Blast
Photon
0
0
0
Blast
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