NECROMUNDA WEAPONS

Maintained by the GMaster - Updated 06/02/2002

IMPORTANT: This represents the work of two people, and special credit goes to The Unspeakable One, who helped to develop this. Anyone is free to copy it (as with anything else on my site), but just don't pretend its your work. You'll only be fooling one person... Cheers.

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Hand to Hand combat Weapons

Pistol Weapons

Basic Weapons

Special Weapons

Heavy Weapons


Hand to Hand Combat Weapons

WeaponTypeDamageReachST WeightCost
Massive Axe Cut Sw+3 1,2 13 8lbs 300
Massive Club Cr. Sw+4 1,2 14 14lbs 300
Massive Sword - Cut Cut Sw+3 1,2 12 7lbs 300
Massive Sword - Impale Imp Thr+3 2 " " "
Club, etc Cr. Sw+1 1 10 3lbs 200
Chainsword Cut 4d (2) 1, 2 10 4lbs 500
Chain / Flail Cr. Sw+4 1, 2 13 8lbs 200
Sword - Cut Cut Sw+1 1 10 3lbs 200
Sword - Impale Imp Thr+2 1 10 " "
Knife - Cut Cut Sw-2 C, 1 - 1lb 100
Knife - Impale Imp Thr 1 - " "
Power Sword - Cut Cut 5d (4) 1 10 5lbs 1000
Power Sword - Impale Imp 5d (4) 2 10 " "
Power Axe - 2 handed Cut 6d (4) 2 13 8lbs 900
Power Axe - 1 handed Cut 5d (3) 1 13 " "
Power Fist Cr. 8d (10) C - 6lbs 1900
Power Maul Cr. Var. C, 1 9 5lbs 900

Hand to Hand Combat Weapon Notes

The Power Sword uses a 'B' Cell and lasts for 12 minutes of continuous use.

The Power Fist uses a 'B' Cell and lasts for 10 minutes of continuous use. It also provides the hand and forearm with PD 6, DR 50.

The Power Maul can do damage in increments of 1d, up to a maximum of 5d. It always has a divisor of (4) and can strike 50 times on a 'B' Cell on 1d damage. Each additional die of damage uses an additional charge; e.g. 3d damage would use 3 charges. It can also be used to stun; the victim must make a HT roll minus the damage taken of be knocked unconscious for 20-HT minutes (minimum 1).


Pistols

Weapon Malf Type Dam SS Acc 1/2D Max RoF Shots ST Wt Rcl Cost
Autopistol 15 Cr. 3d 12 10 80 320 4 20 9 6 -1 300
Bolt Pistol 14 Cr. 4d (2) 10 6 80 320 3~ 10 12 6 -3 400
Hand Flamer 14 Spcl 4d (3) 6 12 - 40 1 5 8 5 - 400
Laspistol Crit Imp 3d 9 10 80 320 3~ 60/C - 7 - 300
Needle Pistol 14 Imp 3d (2) 9 10 80 320 3~ 10 - 2 -1 2300
Plasma Pistol - Low Power 15 Spcl 4d 10 8 60 240 3~ 45/C 9 9 - 500
Plasma Pistol - High Power15 Spcl 6d (2) 10 8 60 360 3~ 15/C 9 " " "
Stub Gun 15 Cr. 3d 9 4 80 320 3~ 15 8 3 -1 200
Web Pistol 14 Spcl Spcl 5 6 - 80 1 3 10 2 -1 2700

Pistol Notes

All Bolt rounds do not have a maximum 'Blow-through' damage due to their explosive nature.

The Hand Flamer burns for 1d turns doing the normal 1d-1 fire (Spcl) damage. The fire can be smothered as normal.

All Plasma weapons recharge 1 low power shot every 2 turns and do double damage after penetrating armour (but aren't treated as Impaling).

The Stub Gun can fire Dum-Dum bullets doing 4d damage which reduces Malf to 14. Dum-Dums cost 40 credits per clip.


Basic Weapons

Weapon Malf Type Dam SS Acc 1/2D Max RoF Shots ST Wt Rcl Cost
Autogun 15 Cr. 3d 12 10 120 480 4 32 10 9 -1 400
Boltgun 14 Cr. 4d (2) 14 8 120 480 3~ 16 11 8 -2 700
Lasgun Crit Imp 3d (2) 10 14 120 480 3~ 30/C - 10 - 500
Shotgun - Solid 15 Cr. 4d 12 6 40 360 2~ 16 12 8 -3 400
Shotgun - Scatter Shot 15 Cr. 3d - - - - - - - - - -
Shotgun - Man-Stopper 15 Cr. 4d (3) - 7 - - - - - - - -
Hot Shot 14 Spcl 4d - - - - - - - - - -
Bolt 14 Cr. 4d (2) - - - 480 - - - - - -

Basic Weapon Notes

Solid slugs and Man-Stopper rounds do double damage after penetrating armour.

Hot Shot rounds set the target alight for 1d-3 rounds doing the normal 1d-1 fire damage per round. The fire can be smothered normally.


Special Weapons

Weapon Malf Type Dam SS Acc 1/2D Max RoF Shots ST Wt Rcl Cost
Flamer 14 Spcl 4d (3) 7 12 - 80 1 8 10 10 - 800
Grenade Launcher 13 Var. Var. 14 8 - 1200 1 4 12 12 -4 2600
Melta-Gun 15 Spcl 8d (5) 5 16 60 240 1 45/D 10 16 - 1900
Needle Rifle 14 Imp 3d (2) 13 9 160 640 3~ 16 - 5 -1 4900
Plasma Gun - Low Power 15 Spcl 5d (2) 12 7 60 360 1 18/C 11 14 - 1400
Plasma Gun - High Power 15 Spcl 7d (3) 12 7 60 480 8 8/C 11 - - -

Special Weapon Notes

The Grenade Launcher can fire a variety of grenades, see the Grenade descriptions in the Equipment section.


Heavy Weapons

Weapon Malf Type Dam SS Acc 1/2D Max RoF Shots ST Wt Rcl Cost
Auto-Cannon 15 Cr. 8d (4) 14 14 200 1440 8 120 14 30 -1 6000
Heavy Bolter 13 Cr. 5d (3) 16 9 200 800 12 120 15 30 -3 3600
Heavy Plasma Gun - Low Power 15 Spcl 7d (3) 14 10 200 800 1 85/D 14 50 - 5700
Heavy Plasma Gun - High Power 15 Spcl 10d (10) 15 10 200 1440 1 18/D 14 - - -
Heavy Stub Gun 15 Cr. 4d (2) 15 12 200 800 12 180 13 50 -2 2400
Lascannon 15 Imp 9d (10) 16 12 200 1200 1 20/D 12 35 - 8000
Missile Launcher 13 Var. Var. 15 6 200 1440 1 7 13 35 -2 3700

Heavy Weapon Notes

The Missile Launcher can fire a variety of missiles, see the Missile descriptions in the Equipment section.


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