// Rulebook Scan Reference

Trading Post & Equipment

Full weapon, armour and equipment profiles, transcribed from the scanned core rulebook pages for quick reference at the table. Switch to Source to view the original scans.

The following pages contain rules for all of the weapons and wargear available to gangs and Fighters through the Trading Post. Unless they are included alongside special ammo types, weapons unique to individual gangs (such as the advanced las weapons of the Van Saar, or the iconic polearms of the Cawdor) are not included here — those are only available to models belonging to the gangs that manufacture them, and can be found in that gang’s own Equipment List.

Ranged Weapons

// p.154–156

Auto/Stub Weapons

WeaponSRLRStrAPLTraitsCredsTP
Autogun8″24″31Rapid Fire (1)200
– warp round8″24″31Cursed, Single Shot+104
Autopistol4″12″31Light, Rapid Fire (1)100
– warp round4″12″31Cursed, Light, Single Shot+104
Heavy stubber*20″40″4-11Heavy, Rapid Fire (2)702
Long rifle24″48″4-11Knockback (6+)551
Stub gun6″12″31Light50
– warp round6″12″31Cursed, Light, Single Shot+104

Bolt Weapons

WeaponSRLRStrAPLTraitsCredsTP
Boltgun12″24″4-12Ammo (3+), Rapid Fire (1)552
Bolt pistol6″12″4-12Ammo (3+), Light, Rapid Fire (1)451
Heavy bolter*18″36″5-22Ammo (3+), Heavy, Rapid Fire (2)1003
Warpstorm bolter12″24″4-12Ammo (6+), Cursed, Rapid Fire (1), Scarce (4+)654

Combi-Pistols

WeaponSRLRStrAPLTraitsCredsTP
Bolt pistol/hand flamer702
– primary component6″12″4-12Ammo (4+), Combi, Light, Rapid Fire (1)
– secondary componentT31Ammo (6+), Blaze (5+), Combi, Light, Template, Unstable
Bolt pistol/needle pistol552
– primary component6″12″4-12Ammo (4+), Combi, Light, Rapid Fire (1)
– secondary component4″9″1Ammo (3+), Combi, Light, Toxin (3+)
Bolt pistol/plasma gun1103
– primary component6″12″4-12Ammo (4+), Combi, Light, Rapid Fire (1)
– secondary component12″24″5-22Ammo (6+), Combi, Damage (2), Limited, Rapid Fire (1), Unstable
Bolt pistol/plasma pistol953
– primary component6″12″4-12Ammo (4+), Combi, Light, Rapid Fire (1)
– secondary component6″12″5-22Ammo (6+), Combi, Damage (2), Light, Limited, Unstable

Combi-Weapons

WeaponSRLRStrAPLTraitsCredsTP
Bolter/flamer1002
– primary component12″24″4-12Ammo (4+), Combi, Rapid Fire (1)
– secondary componentT4-11Ammo (6+), Blaze (5+), Combi, Template, Unstable
Bolter/grenade launcher752
– primary component12″24″4-12Ammo (4+), Combi, Rapid Fire (1)
– secondary component6″24″31Ammo (5+), Blast (3″), Combi, Knockback (5+)
Bolter/meltagun1704
– primary component12″24″4-12Ammo (4+), Combi, Rapid Fire (1)
– secondary component6″12″8-43Ammo (6+), Combi, Damage (3), Unstable
Bolter/plasma gun1153
– primary component12″24″4-12Ammo (4+), Combi, Rapid Fire (1)
– secondary component12″24″5-22Ammo (6+), Combi, Damage (2), Limited, Rapid Fire (1), Unstable

Esoteric Weapons

WeaponSRLRStrAPLTraitsCredsTP
Seismic cannon*12″24″4-12Breaching (5+), Concussive (6+), Heavy, Knockback (6+), Rapid Fire (1)652

Flamers

WeaponSRLRStrAPLTraitsCredsTP
FlamerT4-11Ammo (6+), Blaze (5+), Template701
Hand flamerT31Ammo (6+), Blaze (5+), Light, Template451
Heavy flamer*T5-21Ammo (6+), Blaze (5+), Template952

Grav Weapons

WeaponSRLRStrAPLTraitsCredsTP
Grav gun9″18″2Ammo (5+), Blast (3″), Graviton Pulse504
Grav pistol4″9″2Ammo (5+), Blast (3″), Graviton Pulse403

Las Weapons

WeaponSRLRStrAPLTraitsCredsTP
Lascannon*24″48″10-33Ammo (5+), Damage (2), Heavy2004
Lasgun16″24″31150
Laspistol8″12″31Light50
Long las18″36″41401

Melta Weapons

WeaponSRLRStrAPLTraitsCredsTP
Meltagun6″12″8-43Ammo (6+), Damage (3)1404
Multi-melta*12″24″8-43Ammo (6+), Damage (3), Heavy1504

Plasma Weapons

WeaponSRLRStrAPLTraitsCredsTP
Plasma cannon*18″36″6-22Ammo (6+), Blast (3″), Damage (2), Heavy, Unstable1154
Plasma gun12″24″5-22Ammo (6+), Damage (2), Rapid Fire (1), Unstable853
Plasma pistol6″12″5-22Ammo (6+), Damage (2), Light, Unstable703

Primitive & Radiation Weapons

WeaponSRLRStrAPLTraitsCredsTP
Throwing knives6″12″1Ammo (3+), Toxin (4+)100
Rad cannon*16″32″3-11Ammo (4+), Blast (3″), Heavy, Rad-phage554
Rad gunT3-11Ammo (5+), Rad-phage, Template603

Repurposed Tools

WeaponSRLRStrAPLTraitsCredsTP
Harpoon launcher*6″18″5-31Ammo (5+), Drag803
Las cutter2″4″9-22Damage (2), Light, Single Shot803
Mining laser*10″14″9-33Ammo (5+), Damage (2), Heavy1253

Shotguns

WeaponSRLRStrAPLTraitsCredsTP
Combat shotgun351
– salvo ammo4″12″41Knockback (6+)+0
– shredder ammoT31Ammo (6+), Rapid Fire (1), Shred (6+), Template+0
Sawn-off shotgun301
– scatter shot4″8″21Light, Rapid Fire (2)+0
– solid shot4″8″41Light, Knockback (6+)+0
Shotgun350
– scatter ammo4″8″31Rapid Fire (2)+0
– solid ammo8″16″41Knockback (5+)+0

Toxin & Web Weapons

WeaponSRLRStrAPLTraitsCredsTP
Needle pistol4″9″1Light, Toxin (3+)251
Needle rifle9″18″-11Toxin (3+)452
Web gunT5Ammo (6+), Template, Web654
Web pistolT4Ammo (6+), Light, Template, Web503

Grenade Launchers

WeaponSRLRStrAPLTraitsCredsTP
Grenade launcher801
– frag grenades6″24″31Ammo (4+), Blast (3″), Knockback (5+)+0
– krak grenades6″24″6-21Ammo (4+)+0
– photon flash grenades6″24″Ammo (5+), Blast (3″), Flash+151
– smoke grenades6″24″Ammo (4+), Blast (3″), Smoke+151

Grenades (thrown)

WeaponSRLRStrAPLTraitsCredsTP
Blasting charges6″5-12Ammo (5+), Blast (5″), Knockback (5+), Limited602
Choke gas grenades9″1Ammo (5+), Blast (3″), Gas, Limited, Toxin (3+)451
Demo charges6″6-33Ammo (6+), Blast (5″), Damage (2), Limited853
Frag grenades9″31Ammo (4+), Blast (3″), Knockback (6+), Limited300
Incendiary charges9″31Ammo (5+), Blast (5″), Blaze (5+), Limited402
Krak grenades9″6-21Ammo (4+), Limited451
Phosphor canisters9″4-22Ammo (5+), Blast (3″), Blaze (5+), Limited, Unstable653
Photon flash grenades9″Ammo (4+), Blast (5″), Flash, Limited151
Plasma grenades9″5-12Ammo (4+), Blast (3″), Damage (2), Limited, Unstable703
Rad grenades9″2-11Ammo (4+), Blast (3″), Limited, Rad-phage251
Smoke grenades9″Ammo (4+), Blast (3″), Limited, Smoke150

Close Combat Weapons

// p.157
WeaponSRLRStrAPLTraitsCredsTP
Chain Weapons
ChainaxeES-11Melee, Shred (5+)201
ChainswordES1Melee, Parry, Shred (5+)201
Power Weapons
Power axeES-31Breaching (5+), Melee401
Power fistES+3-32Breaching (6+), Concussive (5+), Damage (2), Melee, Unwieldy1053
Power hammerES-22Breaching (6+), Concussive (6+), Melee402
Power knifeES-21Backstab, Breaching (6+), Melee301
Power maulES+1-21Breaching (6+), Concussive (6+), Melee451
Power swordES-21Breaching (6+), Melee, Parry402
Primitive Weapons
AxeES-11Melee150
Fighting knifeES1Backstab, Melee50
FlailES1Knockback (6+), Melee100
MaulES+11Concussive (6+), Melee200
Two-handed axe*ES+1-12Heavy, Melee, Unwieldy401
Two-handed hammer*ES+13Concussive (6+), Heavy, Melee, Unwieldy401
Repurposed Tools
Servo-clawES+22Melee, Unwieldy401
Shock Weapons
Shock batonES1Melee, Parry, Shock (6+)201
Shock staveES+11Melee, Shock (5+)251
Shock whipES1Knockback (6+), Melee, Shock (6+)101
Toxin Weapons
Stiletto knifeE1Melee, Toxin (3+)252
Stiletto swordE-11Melee, Parry, Toxin (3+)452

Armour & Field Armour

// p.158 — a Fighter may not be equipped with more than one item of armour or field armour, unless the wargear explicitly says it can be combined

Carapace Armour — Light (100 credits, TP 1): improves a Fighter’s Save characteristic by 1. In addition, they reduce their Initiative characteristic by 1.

Carapace Armour — Heavy (140 credits, TP 3): improves a Fighter’s Save characteristic by 2. In addition, they reduce their Initiative characteristic by 2 and apply a -1 modifier to all Agility tests they make.

Hazard Suit (10 credits, TP 0): a Fighter wearing a hazard suit is immune to the Blaze (X+) and Rad-phage traits.

Mesh Armour (40 credits, TP 0): a Fighter equipped with mesh armour increases their Save characteristic by 1 when resolving Hits suffered in close combat.

Reflec Shroud (25 credits, TP 1): the wearer counts the AP of any Las, Plasma or Melta Weapon as ‘-’ regardless of their actual AP.

Refractor Field (50 credits, TP 2): grants its wearer a 5+ Invulnerable Save; however, should a natural 1 be rolled when making the Invulnerable Save then the refractor field is burned out and cannot be used again for the rest of the battle. May be combined with other armour and field armour.

Personal Equipment

// p.159

Beast Lure (50 credits, TP 3): an Active or Suppressed Fighter equipped with a beast lure may perform the Place Lure action once per battle — Place Lure (Single): Place a marker representing a Beast’s Lair within 1″ of the Fighter. From the start of the following round, any Fighter that ends their activation within 3″ of the Beast’s Lair suffers a Str 4, AP –, L1 Hit.

Beast Repellent (15 credits, TP 1): a Fighter equipped with beast repellent does not suffer a Hit if they end their activation with 3″ of a Beast’s Lair.

Bio-booster (25 credits, TP 0): the first time in each battle that the bearer gains the Injured Condition, reduce the Lethality characteristic of the weapon damaging them by 1. If the Lethality characteristic is now zero, roll 2 Injury dice instead of 1 and the bearer chooses which to apply, the other dice is discarded.

Drop Rig (10 credits, TP 0): an Active or Suppressed Fighter with a drop rig can perform the Descend action while within 1″ of the edge of a platform — Descend (Single): the Fighter makes a move of up to 3″ horizontally and up to 12″ vertically. Any vertical movement must be downwards.

Grapnel Launcher (25 credits, TP 0): an Active Fighter with a grapnel launcher can perform the Grapnel action — Grapnel (Double): the Fighter can move up to 12″ in a straight line in any direction as long as they end this move on a higher level than they started.

Grav Chute (30 credits, TP 0): if a Fighter with a grav chute falls or jumps down, they never suffer any damage and are never Suppressed.

Medicae Kit (20 credits, TP 0): if a Fighter with a Medicae kit aids another Fighter’s Recovery test, they roll an additional Injury Dice and choose which one to keep.

Photo-Goggles (35 credits, TP 0): increases the value of X in the Visibility (X″) rule by 9″ and may see through smoke clouds placed as part of the Smoke trait. Additionally, if the wearer is hit by a weapon with the Flash trait, they suffer a -2 modifier to their Initiative check to avoid being blinded.

Photo-Lumens (15 credits, TP 0): increases the value of X in the Visibility (X″) rule by 9″ for this Fighter. This Fighter can always be targeted, regardless of the Visibility (X″) rule.

Respirator (15 credits, TP 0): when a Fighter equipped with a respirator is hit by a weapon with the Gas trait, they gain a 5+ Invulnerable save against that weapon.

Servo-Harness — Partial (100 credits, TP 2): +2 Strength, +1 Toughness (not permanent, lost if the harness is lost). Reduces Movement and Initiative by 1. Cannot be combined with a servo-claw or any other servo-harness.

Servo-Harness — Full (130 credits, TP 3): as Partial, but without the Movement/Initiative penalty. Cannot be combined with a servo-claw or any other servo-harness.

Stimm-Slug Stash (25 credits, TP 0): once per battle, at the start of their activation, increase Movement, Strength and Toughness by 2 until their next activation. At the start of their next activation these effects wear off and the controller rolls a D6; on a 2+ nothing happens, but on a 1 the Fighter suffers a Str -, AP -, L1 Hit that automatically Wounds with no saves allowed.

Gang Equipment & Mounts

// p.160 — Gang Equipment is placed into the gang’s Stash when purchased and may be used from there

Trazior Pattern Sentry Gun (30 credits, TP 2): deployable platform — if a gang is the defender, they may deploy up to two, placed with a control console within 1″ of a friendly Fighter. Cannot be moved once placed, though friendly Active/Suppressed Fighters may perform the Retarget action to pivot it on the spot. It has no Ready marker; instead, each time a model ends their activation within its Front Arc and in range, it performs a free Shoot action targeting them with a BS of 5+ (multiple times per round if triggered). It will not target the controlling gang’s models if a friendly Fighter is within 1″ of its console. Overheats: each time it fires it uses the maximum Firepower dice for its Rapid Fire (X) trait and its heat level increases by D3 (an extra D3 per Out of Ammo result instead of running out); at the start of the End phase heat decreases by D6, and if still 6+ the gun shuts down until heat drops to 0. Treated as a Vehicle: Toughness 4, 2 Wounds, 5+ Save; if reduced to 0 Wounds it is removed from the battlefield but stays in the gang’s Stash for future battles. Must select one weapon when added to the Stash (fixed thereafter): Trazior grenade launcher (+45 credits) or Trazior heavy stubber (+80 credits).

WeaponSRLRStrAPLTraits
Trazior grenade launcher6″24″31Arc (Front), Blast (3″), Knockback (5+)
Trazior heavy stubber20″40″4-11Arc (Front), Rapid Fire (3)

Dirt Bike (35 credits, TP 0): a Fighter equipped with a dirt bike gains the Mounted Subtype and sets their Movement characteristic to 8″. When they perform a Dash action, they add 5″ to their Movement characteristic instead of their Initiative.

Traps — Frag, Gas & Melta: at the end of the Deployment step of the Pre-battle Sequence after all models have been deployed, either gang may deploy traps on the battlefield. If both gangs wish to deploy them, then the defender deploys theirs first.

In order to deploy a trap, place it anywhere on the battlefield outside of your opponent’s deployment zone and at least 6″ away from any models. Each trap may only be used once and once it is deployed upon the battlefield it is deleted from the gang’s Stash even if it does not detonate.

If any model, friendly or enemy, comes within 2″ of a trap for any reason, their movement is interrupted as they risk setting it off. The trap’s owner rolls a D6. On a result of 1, the trap is a dud and is removed from the battlefield. On a result of 2 or 3, the trap does not go off but is left in place. On a result of 4+, the trap is triggered and will explode; centre the blast marker on the trap and resolve any Hits before removing the trap from the battlefield. If the model is Seriously Injured/Damaged by the explosion their movement ends and if it was their activation it also ends. Otherwise the model finishes their movement.

Any model can target a trap with ranged attacks with a -1 penalty to the Hit roll. If the trap is Hit, roll a D6: on a 1, it is unaffected; on a 2-3, it is immediately triggered; on a 4-6, it is destroyed and removed from the battlefield.

TrapSRLRStrAPLTraitsCredsTP
Frag trap31Blast (5″)150
Gas trap1Blast (5″), Gas, Toxin (3+)252
Melta trap6-22Blast (5″), Damage (2)354

Weapon Accessories

// p.161 — each weapon may only have one weapon accessory attached

Focusing Crystal — Las weapons only (25 credits, TP 1): increases the weapon’s AP characteristic by 1 (i.e. AP - becomes AP -1). Additionally, the weapon gains the Unstable trait.

Hotshot Las Pack — Las weapons only (25 credits, TP 1): increases the weapon’s Strength characteristic by 1.

Infra-Sight (10 credits, TP 0): a weapon fitted with an infra-sight can be fired at targets hidden behind smoke markers created by the Smoke trait. Additionally, the value of X in the Visibility (X″) rule is increased by 9″ when using a weapon equipped with an infra-sight.

Las-Projector (20 credits, TP 1): a weapon fitted with a las-projector reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon’s Short Range.

Mono-Sight (20 credits, TP 0): when a model performs an Aimed Shot action with a weapon equipped with a mono-sight, they apply a +2 modifier to the Hit roll instead of +1.

Suspensors — weapons marked* only (40 credits, TP 0): a weapon fitted with suspensors only counts as one weapon when calculating how many weapons the bearer may carry, instead of the normal two.

Telescopic Sight (20 credits, TP 1): a weapon fitted with a telescopic sight reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon’s Long Range.

Weapon Traits

// p.161–165 — the most common weapon traits for use in battles of Necromunda, in alphabetical order