NECROMUNDA EQUIPMENT

Maintained by the GMaster - Updated 06/02/2002

Here are the statistics of all the equipment listed in the basic Necromunda set. Remember that most equipment is not available unless you are offered it at your local trading post...

Unfortunately, I do not have the table with me, so GM's without Necromunda will have to improvise. Unless noted otherwise, all items are Rare - that is, you cannot wander into your local trading post and just buy them.

Click on a link to take you directly to the section you want to see:

Grenades

Missiles

Armour

Ammunition and Gunsights

Bionics

Miscellaneous Equipment


Grenades

All grenades weigh 1/8lb each.

Krak grenades do 6d (4) explosive damage to a range of 1 yard. They do no fragmentation damage and cost 5 credits each. Krak grenades are commonly available.

Frag grenades do 3d explosive plus 2d (2) cutting damage over a 5-yard blast radius. They cost 1 credit each. Frag grenades are commonly available.

Melta Bombs do 8d (5) explosive damage. They can be attached to anything given 3 seconds and a successful Demolitions roll. They cost 50 credits each.

Gas grenades cover a 5x5-yard area and contain varying types of gases. Their effects last for 5 minutes before they begin to disperse, giving a +2 to any roll needed to avoid their effects. After 10 minutes, they will have fully dispersed. Each type of gas grenade is listed below.

Scare gas grenades cause any victim to make a Fright Check on a failed HT roll. They cost 20 credits each.

The victim of a Choke gas grenade must make a HT roll. If the roll is passed by 5 or more, or is a critical success, there is no effect. If it is passed by less than 5, they are only at -1 to IQ and DX until they leave the cloud. If it is failed, they are Stunned, and at -2 IQ and DX. If it is critically failed, they are rendered immobile at -3 IQ and DX, and take 1 point of damage. Effects last for 20-HT minutes. A Choke gas grenade costs 15 credits.

The victim of a Hallucinogen gas grenade must make a HT roll. If the roll is passed by 3 or more, or is a critical success, there is no effect. If it is passed by less than 3, the victim is at -1 DX and IQ until they leave the cloud. If it is failed, they are at -2 DX and IQ, and must make 1d-3 (minimum 1) Fright Checks. If it is critically failed, they must make 2d6 Fright Checks and are at -3 DX and IQ. Effects last for 20-HT minutes. A Hallucinogen gas grenade costs 35 credits.

Plasma grenades do 5d (3) explosive over a 3-yard area. They cost 30 credits each.

Photon Flash Flares cost 20 credits each. To find the effect, consult the table below.

Range HT Roll Passed TH Roll Failed HT Roll Critical Failure
0 -2 yards -3 DX Blinded Blinded and falls over
2.1 - 5 yards -1 DX -3 DX Blinded
5.1 - 10 yards No effect -1 DX -3 DX

Effects last for 15-HT minutes (minimum 1), and twice that on a critical failure.

A Smoke gas grenade fills a 5x5-yard area with thick black smoke. Vision becomes impossible within or through the cloud without help, Laser weapons cannot penetrate the cloud, and a HT roll must be made by occupants of the cloud every turn, or they suffer 1 hit.


Missiles

Any missile weighs 1lb.

A Frag missile does 4d explosive plus 3d (2) cutting damage over a 5-yard blast radius. They cost 2 credits each. Frag Missiles are commonly available.

A Super Krak missile does 8d (10) explosive damage. Anything within 1 yard takes 4d crushing damage. They cost 15 credits each. Super Krak missiles are readily available.


Armour

Flak armour costs 350 credits and provides PD 2, DR 5 to the torso and vitals. For 400 credits, you can buy a version that protects the arms. It weighs 5lbs (6lbs with arm protection).

Mesh armour provides PD 2, DR 15 normally. Lasers and heat-based attacks inflict half damage. On a roll of 14+ on 3d6 versus bullets, missiles, grenades and flamers it provides PD 5, DR 30. This effect happens automatically against hand to hand combat weapons. For every 10 hits of damage inflicted, the suit loses 1 point of DR. When 15 points of DR are lost, the suit is considered destroyed. Mesh armour costs 700 credits, and weighs 10lbs. It protects all areas except the head, hands and feet. Lost DR can be restored at a cost of 50 credits per point of DR.

Carapace armour provides PD 3, DR 30 to all locations. The wearer suffers a -1 to Move when using the armour. It weighs 30lbs and costs 1600 credits.

An additional type of armour that was deemed appropriate to Necromunda is the basic Leather Jacket. It provides PD 1, DR 1, costs 50 credits and weighs 4lbs (as per the Basic Set). It protects the torso and arms only, and is commonly available. Individual GM's may choose whether to allow this or not, but we think it's only fair to give the PC's a chance!


Ammunition and Gunsights

Basic ammunition for conventional weapons costs 10% of the weapons cost. An ammunition clip for a Pistol, Basic or Special weapon weighs 1lb. An ammunition clip for a Heavy weapon weighs 5lbs. Ammunition is commonly available.

Power cells for use in weapons and equipment have statistics as follows:

Cell Cost (credits) Weight
'B' Cell 100 1lb
'C' Cell 500 5lbs
'D' Cell 2000 20lbs

All cells are rechargeable, and can recharge 1 shot per minute when exposed to some kind of energy source (such as sunlight, or even a fire). All cells are also commonly available.

A Hotshot Laser Power Pack increases the damage of a Lasgun or Laspistol by 1d. However, the weapons Malf becomes 13 when the pack is in use. It costs 300 credits and weighs 2lbs.

A Red-Dot Laser Sight halves the SS and adds +2 to the Acc of the weapon it is fitted to (you can also use the more up-to-date laser sight rules, but I prefer the old ones). It costs 1000 and weighs 1lb.

A Mono-Sight subtracts 5 from the SS of the gun it is fitted to. It costs 1000 and weight is negligible.

An Infra-Red sight gives a +2 to hit versus any cover penalties and allows targeting in total darkness at a mere -1. It costs 800 and weighs 1lb.

A Telescopic sight gives +3 to the Acc of the weapon it is attached to. It costs 500 and weighs 3lbs.


Bionics

A Bionic Eye can replace a lost eye. It gives the advantages of Infravision (15 points) and Polarised Eyes (5 points). It also provides the eyes with PD 1, DR 3. A Bionic eye costs 1200 credits.

A Bionic Leg can replace a lost leg. It gives Full Co-ordination (50 points) and ST 14 to the leg (12 points). It also provides the leg with PD 1, DR 3. A Bionic Leg costs 1800 credits.

A Bionic Arm can replace a lost arm. It gives +1 DX and ST 15 to the arm (20 points). It also provides the arm with PD 1, DR 4. A Bionic arm costs 1800 credits.


Miscellaneous Equipment

An Auto-Repairer can be established in a gang hideout or base. It can be used by any two Gang members with the Armoury skill to improve the Malf of all of the gang's weapons by 1 stage, to a maximum of Ver. It costs 1800 credits and weighs 400lbs.

A Bio-Booster activates when the wearer is injured, healing 2d hits and negating the effects of shock for that turn. It costs 1200 credits and its weight is negligible. It has a self-regenerating chemical supply that only works once per day.

A Blindsnake Pouch gives Enhanced Dodge (Can be stolen with a contest of DX, -30%, Only while wearing the pouch, -10%) costing 9 points. It costs 750 credits and its weight is negligible.

A Clip Harness allows the user to safely descend from any height up to 400 yards. The line has DR 3 and 2 hit points for the purposes of being cut. It costs 200 credits and the assembly weighs 5lbs.

A Concealed Blade does Thr-1 Cut damage and cannot be detected as it is concealed in a small bio-compartment. It costs 300 credits and its weight is negligible.

Filter Plugs give the wearer +2 HT to resists any gasses or airborne poisons. They cost 200 credits and their weight is negligible.

A Grav Chute allows the wearer to fall from any height unharmed. It costs 1000 credits and weighs 10lbs.

A Grapnel can fire a line up to 320 yards. The user can then winch itself to whichever area the line has attached itself to. The Grapnel can do 2d Impaling damage to anyone it hits. It costs 900 credits and weighs 6lbs.

Infra-Goggles allow the user to see and fight in total darkness at a -1 penalty. They also give a +1 to spot warm-blooded individuals in the light. They cost 900 credits and weigh 1lb.

An Isotropic Fuel Rod can be used to establish a base or hideout, or convert one piece of territory into a Settlement (these rules assume you're using rules for territory, which can be found in the Necromunda rulebook). It costs 1300 credits and weighs 40lbs.

A Lobo-Chip gives the wearer the Prefrontal Lobotomy disadvantage worth -15 points. However, this disadvantage can replace one other mental disadvantage of the players choosing. It costs 400 credits and has a negligible weight.

A Mung Vase costs 1dx10 credits to purchase and weighs 1lb. It has no discernable use, other than if you try and sell it. If you try to sell it, roll on the chart below:

Roll 1d:

1 - The vase is broken and you get no money (you're thrown onto the street)

2 - You get 1d credits

3 - You get 4d + 30 credits

4 - You get 6d + 30credits

5 - You get 2dx5 credits

6 - You get 2dx10 credits

A Medi-Pack can be used on any individual, restoring 2d hits and negating the effects of shock. It can also give +2 to the First Aid and Diagnosis skills. It cannot be used on the same person more than once a day (or presumably they suffer some kind of massive reaction to the drugs - effects are up to the GM). A Medi-Pack costs 1900 credits and weighs 4lbs.

A One in a Million weapon costs twice as much as the average weapon would. It improves the weapons Malf to Ver. Roll 1d to determine what type of weapon you have been offered.

1-2: - Pistol, 3-4: - Basic, 5: - Special, 6: - Heavy

Photo-Contacts and Photo-Visors give a +5 HT to resist Photon Flash Flares, and reduce any darkness penalty by half as per Night Vision. Photo-Contacts cost 300 credits and have a negligible weight. A Photo-Visor costs 200 credits and weighs 1lb.

A Ratskin Map provides an equivalent Area Knowledge skill of the local area at 15. It costs 70 credits and has a negligible weight.

A Respirator renders the wearer immune to gas based weapons while it is worn. It costs 400 credits and weighs 1lb.

Screamers can detect any approaching intruder on a roll of 4-6 on 1d. They are small devices that are scattered around an area, and emit a loud warning tone if activated. They cost 400 credits.

A Silencer can be attached to a Stub Gun or Autopistol and makes the shots it fires virtually silent. A hearing roll at -4 is required to hear the gun when it is 10 yards away, and it is impossible to hear it 20 yards away. A Silencer costs 350 and its weight is negligible.

A Skull Chip gives its wearer Combat Reflexes (15 points). If he already has Combat Reflexes he gets Enhanced Dodge instead (15 points). If he has both he gets a +1 DX costing the normal amount of points, not doubled as per usual. The Skull Chip costs 800 credits and has negligible weight.

Stummers can negate the effect of Screamers and also give anyone nearby a -5 to their hearing roll. They cost 400 credits.


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