New Equipment: Hand-to-Hand Weapons
New Equipment: Hand-to-Hand Weapons
New Equipment: Hand-to-Hand Weapons
Hand-to-Hand Weapons
Longsword
15 credits
Some unhinged gang fighters prefer to fight up close with
unsuitably big weapons. Longswords are not known for their
elegant combat style, but they can still be easily manoeuvred
to deflect blows and deliver severe injuries with every strike.
Range
Strength
Damage
Save Mod.
Close Combat
User +1
Chainaxe
20 credits
The chainaxe is a large and destructive weapon utilising a
powered chainsaw edge. Its rending saw-teeth are made from
sub-atomically honed adamantium allowing it to effortlessly
cleave through the toughest of materials.
Range
Strength
Damage
Save Mod.
Close Combat
-2
Pistols
Hunting Pistol
15 credits
Hunting pistols are often salvaged or modified from other
pistols and in its crudest form simply has an extended barrel
replacing the original. The longer barrel enables complete
combustion of the gunpowder allowing any fired bullets to
accurately travel much further than its counterparts.
Range
Short Long
0-8
30+2D6 credits
Honed from the finest materials and expertise, master crafted
swords are light, perfectly balanced and retains the sharpest
of edges. They are a rare example of the most accomplished
swordsmith's art and are prized beyond mere credits.
Range
Strength
Damage
Save Mod.
Close Combat
User +1
8-20
To Hit
Short Long
+1
Str.
3
Save Ammo
Dam. Mod. Roll
1
4+
Hellpistol
30+3D6 credits
Hellpistols are modified laspistols designed to cope with the
added stresses, notably burn outs and barrel fusing, when
firing hotshot packs. This gives them the same added
destructive power offered by hotshot ammo whilst retaining
the laspistol's marked reliability.
Range
Short Long
0-8
8-16
To Hit
Short Long
+2
-1
Str.
4
Save Ammo
Dam. Mod. Roll
1
-1
2+
Basic Weapons
Hunting Rifle
20 credits
Due to the claustrophobic and ruinous Underhive domes
hunting rifles aren't especially popular with gangers. But they
have garnered niche markets among hivers excelling in long
ranged combat and in particular open areas of the badzones,
such as the wastes that surround the Ash Flats.
Range
Short Long
0-8
8-32
To Hit
Short Long
+1
Str.
3
Save Ammo
Dam. Mod. Roll
1
4+
Hellgun
50+3D6 credits
Hellguns are modified lasguns designed to cope with the
added stresses, notably burn outs and barrel fusing, when
firing hotshot packs. This gives them the same added
destructive power offered by hotshot ammo whilst retaining
the lasgun's marked reliability.
Range
Short Long
0-12
12-24
To Hit
Short Long
+1
Str.
4
Special Weapons
Sniper Rifle
80+3D6 credits
The sniper rifle is a rare weapon that is not often used by the
Underhive gangs due to the unsuitably dense dome terrain.
Nevertheless it is a deadly weapon in the hands of a true
marksman and remains in favour by delaque spymasters,
assassins, and other unseemly hivers due to its relatively low
cost and simplicity in comparison to the exotic needle rifle.
Save Ammo
Dam. Mod. Roll
1
-1
2+
Stub Rifle
Save Ammo
Range
To Hit
15 credits
Stub rifles are a primitive type of rifle that fire solid bullets Short Long Short Long Str. Dam. Mod. Roll
usually loaded manually into the breech. Manufactured
0-12 12-36
-1
+1
4
1
-1
4+
locally in the Underhive workshops they are readily available,
simple to maintain and reliable. Their stopping power can
Head Shot: If a stationary gang fighter fires the sniper rifle
also be increased using hand-made dum-dum bullets.
and scores a to-wound roll of 6 then that hit will inflict D3
wounds and count as high impact.
Save Ammo
Range
To Hit
Short Long Short Long Str. Dam. Mod. Roll
0-12
12-24
-1
Combi-weapon
4+
special+4D6 credits
Reserved for the Imperium's holiest warriors, combi-weapons
are highly destructive and extremely rare. Sometimes an odd
one can find their way into the hands of a powerful, wealthy
and plain lucky Underhive gang leader.
Scatter Rifle
20 credits
Scatter rifles are crude if not effective weapons commonly
used by gangs that prefer combat up close and personal.
They sport a long barrel that slightly flares towards the end
which combined with their hardened pellet ammunition
sprays shot in a wide but still controlled pattern.
Range
Short Long
0-12
12-24
To Hit
Short Long
+2
-1
Str.
3
Save Ammo
Dam. Mod. Roll
1
3: Bolter-plasma Gun
5: Bolter-grenade Launcher
4+
Autoslugger
50 credits
Autosluggers are churned out throughout the Underhive
workshops with varying designs, but all have the same
purpose, to rapidly fire a hail of bullets. They are simple to
use and cheap to maintain so are widely popular amongst the
Underhive gangs, especially for outlaws who cannot find nor
afford the more powerful heavy weapons.
Range
Short Long
0-12
12-24
To Hit
Short Long
+1
Str.
3
Save Ammo
Dam. Mod. Roll
1
4+
Heavy Weapons
Webber
240+4D6 credits
Webbers fire a mass of gluey threads that can envelop and
ensnare multiple targets, trapping and rendering entire
crowds immobile. Webbers are especially rare within the
Underhive as they are manufactured in limited quantities and
almost exclusively used by the Enforcement.
Storm Bolter
Save Ammo
Range
To Hit
85 credits Short Long Short Long Str. Dam. Mod. Roll
Reserved for the Imperium's finest warriors, storm bolters are
0-8
8-16
-1
6+
made from the highest quality of materials and in limited
quantities. Despite their cost and rarity, some are still
smuggled into the Underhive and find themselves in the Template: Blast template.
clutches of powerful, wealthy and persuasive gang leaders as Webber: Webbers follow the usual Webbing and Webbing
they make prestigious and destructive weapons.
Solvent rules as detailed in the web pistol rules.
Range
Short Long
0-12
12-24
To Hit
Short Long
+1
Str.
4
Save Ammo
Dam. Mod. Roll
1
-1
Heavy Flamer
100 credits
Heavy flamers fire a concentrated tide of flaming chemical, an
unstable sticky material that ignites upon contact with the air.
They can only be expected to fire a few shots, but are capable
of firing a sheet of flame over a considerable distance.
6+
Electrogun
Save Ammo
Range
To Hit
60+3D6 credits
Short Long Short Long Str. Dam. Mod. Roll
The electrogun fires a beam of electrical energy that quickly
5
D3
-3
4+
dissipates but can inflict horrific burning injuries on those
unlucky hivers to be caught by the arcing lightning. Although
expensive, hard to find and difficult to maintain, electroguns Template: The heavy flamer can deliver a sheet of flame over
are fearsome weapons at close quarters.
a much greater distance than a regular flamer. To reflect this
the heavy flamer uses a modified flamer template. When fired
Save Ammo place the flamer template as normal, however, the template is
Range
To Hit
then moved directly forward 8". Any gang fighters wholly
Short Long Short Long Str. Dam. Mod. Roll
covered by the template at any point during the move are hit
0-8
8-12
+3
-1
4
D3
6+
automatically while any models that were only ever partially
covered are hit on a roll of 4+.
Electrocute: Gang fighters in base-to-base combat with a
model hit by an electrogun will also suffer a hit. Any damage Ammo Guzzler: An Ammo test is required every time this
inflicted by the electrogun ignores all armour saving throws weapon is fired.
and counts as high impact. If a robotic fighter is hit by the Move and Fire: Unlike other heavy weapons the heavy flamer
electrogun (e.g. cyber-mastiffs) then the Strength of the hit is has no recoil and requires little aiming so a fighter can move
increased to 8 and will inflict D6 wounds instead of D3.
and fire it just like a normal weapon.
Grenades
Multimelta
320 credits
The multmelta works by means of sub-molecular thermal
agitation. It can melt even hardened materials and its effect
upon living tissue is horrible indeed. When fired, the wide
30 credits
beam heats the air to a super hot temperature, causing a Inferno grenades contain a pressurised explosive chemical
distinctive hiss that becomes a roaring blast as living flesh is that when ignited bathes any unfortunate nearby victims in a
hit and body moisture vaporises explosively.
wave of fire and sticky globules of burning liquid.
Inferno Grenade
Range
Short Long
0-12
12-24
To Hit
Short Long
-
Save Ammo
Str. Dam. Mod. Roll
8
D6
-5
4+
Range
Strength
Damage
Save Mod.
Grenade
-2
Plasma Missile
50+3D6 credits
When a plasma missile explodes the surrounding area is
15 credits
engulfed in a superheated energy that rips apart any material Stick bombs are crude blast weapons that are little more than
in an almighty explosion..
an explosive compound and detonator squeezed into a small
container and strapped to a light-weight bar.
Save Ammo
Range
To Hit
Short Long Short Long Str. Dam. Mod. Roll
Range
Strength
Damage
Save Mod.
0-20
20-72
Stick Bombs
D3
-3
Auto
Grenade
Inferno Missile
Ammunition
35 credits
Inferno missiles contain a pressurised explosive chemical that
when ignited bathes any unfortunate nearby victims in a wave
of fire and sticky globules of burning liquid.
Range
Short Long
0-20
20-72
To Hit
Short Long
-
10+D6 credits
Armour piercing bullets have a hardened tip allowing them
to punch through armour with ease.
Save Ammo
Str. Dam. Mod. Roll
5
-3
Auto
15+2D6 credits
The infernoshot power pack matrix is designed to force a
25+3D6 credits single massive discharge through the laser weapon. Although
Smoke missiles release several spring-loaded canisters that highly destructive, the complex chemical reaction generating
emit a cloud of oily smoke. Unfortunately the canisters are the vast laser power is dangerously unstable.
prone to randomly bouncing off the dense deadzone terrain. Any laspistol, hellpistol, lasgun or hellgun can make use of an
infernoshot power pack. Before the fighter shoots you can
Save Ammo elect to fire with the infernoshot power pack instead of the
Range
To Hit
usual ammo, in which case the Strength of the shot is
Short Long Short Long Str. Dam. Mod. Roll
increased by +D3 with the Save Modifier being increased
0-20 20-72
Auto
accordingly. However, the weapon cannot be fired again that
game as the weapon's innards are burnt out. In addition, if
Smoke Missile: After determining where the smoke missile the weapon would normally be required to take an Ammo
hits, it releases 3 smoke grenades D6" in a random direction. test (i.e. you rolled a to-hit score of 6) then the weapon will
automatically explode.
Roll separately for each grenade.
Smoke Missile
Weapon Upgrades
Kraken Bolts
15+3D6 credits
Kraken bolts contain a solid adamantium tip allowing them
to punch through the thickest of armour with ease.
Chainblade
20+2D6 credits
The chainblade is a destructive rending weapon with a
powered chainsaw edge that turns an ordinary gun into a
deadly close combat instrument. Its teeth are made from subatomically honed adamantium allowing it to slice through
flesh and armour alike.
Hellfire Bolts
15+3D6 credits
The core of hellfire bolts contain highly corrosive and toxic
acids that melt through flesh and metal in seconds. Poorly
maintained hellfire bolts are notoriously explosive as their
acids can spill out melting away the bolt weapon's innards.
Any bolt pistol or boltgun can make use of hellfire bolts.
Before the fighter shoots you can elect to fire hellfire bolts
instead of the usual ammo, in which case each successful hit
scored will inflict D3 wounds. However, if the bolt weapon is
required to take an Ammo test when firing hellfire bolts then
the weapon will automatically explode on a roll of 1-2.
Range
Strength
Damage
Save Mod.
Close Combat
-1
Stalker Bolts
15+3D6 credits
Instead of an explosive charge, stalker bolts are fired via a gas
powered ignition which removes all muzzle flash and any
distinctive firing sounds.
15+2D6 credits
Heavy bore silencers are designed to dampen out the sound
of larger and more rapid weapons fire that a regular silencer
could not do so effectively.
Longlas
15+2D6 credits
The longlas modifies a lasgun through an extended barrel and
altered internal laser matrix. The longlas matrix merges and
tightens the coil of light that a regular lasgun would fire
allowing it to travel further and still maintain beam integrity in
exchange for a small reduction in fire rate.
Bayonet
5 credits
Some gang fighters prefer to strap a knife to the end of their rifle.
Although not especially dangerous, it offers them a long thrusting
attack that can put charging assailants off their stride.
Underslung: Any basic weapon or special weapon can be fitted with
an underslung bayonet. If the gang fighter holds the bayoneted
weapon in two hands during hand-to-hand combat then he receives
a +1 Combat Score bonus if he charged that turn or was charged
and not already in hand-to-hand combat. Note a weapon can only
be fitted with a single underslung item.
Protective Gear
Drum Magazine
15+2D6 credits
Drum magazines modify the firing and ammo mechanisms of
an autopistol or autogun increasing the flow of ammunition
which in turn increases its rate of fire. It is named after the
circular drum clips that are used to replenish ammo but belt
fed devices are also common among Underhive gang fighters.
Crude Armour
10 credits
Gang fighters often fashion primitive pieces of armour, such
as helmets, hand guards, padded leathers, etc, to shield
vulnerable areas. They offer little real protection, but with a
slice of fortune it can save them from serious harm.
Suspensor
40+4D6 credits
Suspensors are sophisticated devices able to manipulate
magnetic fields. They are used extensively within the
industrial Hive City workshops to reduce the effects of gravity
on heavy loads, such as when moving large containers or
machinery. Smaller personal units are also used throughout
the Spire for recreation and in every day life. Naturally
Underhive gangs have found numerous ways to exploit the
suspensors unique magnetic altering effects, one of which is
to lighten heavy weapons to allow gangers to more easily
bring them to bear on their opponents.
Conversion Field
60+4D6 credits
Conversion fields generate an energy shield around the user
conferring protection against ranged weapons by converting
the energy of the impact into heat and light.
Auxiliary Launcher
Force Field
40+4D6 credits
Force fields are the simplest and most common form of
energy shield used throughout the Imperium. Although
unreliable it can stop or deflect even powerful attacks.
75+3D6 credits
Refractor Field
95+4D6 credits
Refractor fields are powerful energy shields reserved for the
finest warriors of the Imperium. Expensive and rarely seen in
the Underhive they offer effective protection.
A gang fighter protected by a refractor field receives a 5+
special save against any ranged attacks.
Auxiliary Shotgun
Stinger Pouch
10+2D6 credits
Auxiliary launchers are modified sawn-off shotguns that are
strapped under another weapon to give the fighter the added
stopping power a shotgun offers without the added weight
or fumbling that additional weaponry brings.
10+2D6 credits
Stinger mould is such a rare and precious fungi that
merchants often split their stock and combine it with other
less effective curative substances to maximise their profits.
They are sold in small pouches so they can be easily stored
and carried around by gangers for when it's needed most.
Bionics
Bionic Implant
40+4D6 credits
Bionic implants are tailored to the individual fighter to
remove the effects of a specific injury.
Bionic: A bionic implant fitted to a fighter will nullify a single
Chest Wound, Leg Wound, Arm Wound, Head Wound,
Blinded In One Eye, Partially Deafened, Shell Shock, Hand
Injury or Old Battle Wound serious injury, you can choose
exactly which injury it nullifies. If a gang fighter suffers a
serious injury where a bionic implant is fitted then the
implant is destroyed.
Bionic Chest
80+4D6 credits
Bionic chests are a toughened membrane fitted underneath
the skin and sheathes the sternum and frontal rib cage. The
material absorbs impact trauma and spreads the energy
throughout thus reducing any potential penetration.
Bionic: A bionic chest cancels out the effects of a Chest
Wound serious injury. If a fighter with a bionic chest suffers a
further Chest Wound then the bionic chest is destroyed.
If a gang fighter fitted with a bionic chest is hit by a ranged
attacks that originates from his front 90 degree vision arc,
then it suffers a -1 Strength penalty (to a minimum of 1).
Miscellaneous
Rifle Holster
Bionic Resonator
5 credits
Gangers often fashion slings and other sheaths to allow them
to safely and securely store away rifle weapons.
50+4D6 credits
Bionic resonators are surgically attached to the vertebrate
inside the ear to compensate for any equilibrium and hearing
deficiencies through injury.
Gunslinger Holsters
10+2D6 credits
Gunslinger holsters cover a variety of mechanical devices and
strappings designed to allow a concealed pistol to be drawn
and aimed as quickly as possible.
Bionic Hand
50+4D6 credits
A bionic hand is a technical device replacing injured fingers
or the entire hand and offers amplified grip and dexterity.
Berserker Chip
20+3D6 credits
Berserker chips are small bio-plates attached to the skull by
means of a fine needle-like pin which plunges straight into
the brain. The chip's circuitry melds with the wearer's mind
and on command can flood the body with adrenaline.
Injector
Frenzon
30+3D6 credits
The injector is a specialist device that safely feeds a dose of
drug into a vein close to the heart allowing the drug to take
effect and disperse throughout the body in seconds.
5+2D6 credits
Frenzon is a powerful stimulant that induces an indomitable
rage. Users of the drug are called frenzers and although it's
remarked that these foaming mouthed fighters can tear limb
from limb with their bare hands, frenzers are wracked with
an uncontrollable bloodlust that can quickly dismantle any
gang leader's plans. The drug is widely popular in established
pit fight tourneys, but due to a spate of notoriously
bloodythirsty incidents involving spectators it has since been
banned from guilder organised fights.
During the post game sequence you can choose to fill the
injector with a single dose of drug. Usually a dose of drug
must be taken before the game but with an injector the gang
fighter can choose to inject the preselected dose of drug at
the start of any of his turns. Once the drug has been injected
its effects are applied immediately. Note an injector can only
be used to inject a single dose per game and a model can
only be fitted with a single injector.
White Spook
25+3D6 credits
White spook or 'super spook' is a rare and powerful form of
spook that when ingested not only enhances latent psyhic
awareness but also amplifies it. Unfortunately for the user
this additional channeling of Warp energy makes them
especially vulnerable to daemonic attacks.
Force
5+2D6 credits
Force is harvested from the adrenal glands of the giant
corpse roaches that infest the lowest regions of the hive. It is
first dried before being mixed into a concoction of other
synthetic chemical compounds which can then be drunk or
injected. Force triggers a powerful biological reaction
increasing the explosive psyhical power of the user and
causing their muscles and veins to visibly spasm and pulse
under the drug's unnatural influence.
Drugs
Limnull
5+1D6 credits
Limnull is a chemical extracted from synthesised redback
spider venom. In a concentrated form limnull inhibits the
brain's limbic system which is responsible for fear and
emotionally charged memories. Users under the influence of
limnull become unaffected by previous fears, even powerful
phobias, and any chemical reactions in the brain through
emotional situations are diminished.
Side Effects: When rolling to see if the effect of the drug has
worn off during the recovery phase, if a 2 is rolled then the
gang fighter has become addicted to the drug. An addicted
model no longer gains any benefit from the drug and must
continue taking it after every game. If the gang fighter is
denied his fix then he suffers a cumulative -D3 penalty to his
Movement and Strength characteristics. If either characteristic
is reduced to 0 then the model cannot fight. Once the gang
fighter has his fix his characteristics are reduced to their
normal levels and he can fight in the next game.