N18 Community built Weapons and Wargear

Bracer

Ganger
Jul 26, 2022
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I dont see a thread for this, so im creating one. This thread is for Weapons and Wargear created by our own community.

But i just ask; try to keep it realistic. These rules wargear should be able to be used even by your opponents and need the agreement of all of the participants in your games.

A good rule of thumb is 1 improvement and 1 drawback.
OR
2 improvements and a great increase in price.
OR
The very rarely used, 1 drawback and a decrease in price.
 
Two handed shock greatsword:

Short E Long 2 Short-1 Long-0 S+1 D2 Ap-1 Ammo- Melee, Unwieldy, Versitile, Shock Cost~35c

Just imagine a cross between a tazer and a huge sword! Totally grimdark if you ask me.


Corrected Longlas:

Short 18 Long 36 Short+1 Long+0 S4 D1 Ap0 Ammo 2+ Plentiful Cost: 20c

As discussed in another thread the longlas should really shine at 18" rather than 36, but should show no disadvantages.


Vibro Sword:

Short - Long E Short+0 Long+0 S+1 D1 Ap-2 Melee, Parry, Pulverise Cost: 45C

Just like the admech vibro sword, but with an actual bit of flavour. Now i wonder what a vibro broadsword would look like...


Corrected Sawed off Shotgun:

Short 4" Long 8" Short+2 Long+0 S3 D1 Ap0 Ammo 6+ Plentiful, Scattershot, Reckless, Sidearm Cost: 15c

You all knew it was coming... the sawed off shotgun that can be used in close combat like a sidearm. I balanced it out by giving it the reckless trait so that you can indeed hit your own team with the spray.


Naval Officers Sword:

Short 0 Long 3 Short +0 Long +1 S+1 D1 Ap0 Melee, Shocking, Combi
Short 4" Long 8" Short+2 Long+0 S3 D1 Ap0 Ammo 6+ Single shot, Scattershot, Reckless, Sidearm, Combi

Cost: ~55c

Harkening back to Dark Heresy 1e. The naval sword with a tiny shotgun shell in its grip combined also with the naval sword that has a shock field battery in it.
 
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Corrected Sawed off Shotgun:

Short 4" Long 8" Short+2 Long+0 S3 D1 Ap0 Ammo 6+ Plentiful, Scattershot, Reckless, Sidearm ~15c

You all knew it was coming... the sawed off shotgun that can be used in close combat like a sidearm. I balanced it out by giving it the reckless trait so that you can indeed hit your own team with the spray.
Reckless is just a bad idea. You can point the Sawn off at a guy on one extreme of your vision arc but end up shooting a friendly on the other extreme because of reckless (the gun magically swings the whole 45° arc), that's not how a bullet weapon should work.
 
Reckless is just a bad idea. You can point the Sawn off at a guy on one extreme of your vision arc but end up shooting a friendly on the other extreme because of reckless (the gun magically swings the whole 45° arc), that's not how a bullet weapon should work.
In my defence... Bullets splash off of surfaces.

Its called ricochet. Shotguns are particularly bad with it.

But dont sweat it, its a 8" weapon.
 
In my defence... Bullets splash off of surfaces.

Its called ricochet. Shotguns are particularly bad with it.

But dont sweat it, its a 8" weapon.
Your quite right but if you want to justify reckless by ricochet every bullet weapon in the game needs reckless. Engaging at close range is some gangs game plan so even being reckless at 8" is a big issue for them, particularly shotgun heavy orlocks who would like this most
 
Your quite right but if you want to justify reckless by ricochet every bullet weapon in the game needs reckless. Engaging at close range is some gangs game plan so even being reckless at 8" is a big issue for them, particularly shotgun heavy orlocks who would like this most

"You, a lowly orlock juve armed with moxy and a sawed off shotgun"
"You run up to a rival juve who also has a dream no one can steal and a combat knife and engage in close combat"
"You're both ducin' and divin', bobbin' and weavin'"
"You try to get a shot off with your shotgun, you point it right at him"
"But its too late he sticks his combat knife right through your forearm so the point is sticking through your skin!!!"
"You are momentarily confused by the pain, and the shot goes off in the wrong direction! Right at your very own favorite roadmaster armed with boltgun! Its large cloud of bullets will no doubt find their way!!!"
"Or it would be, except the roadmaster is exactly 9 inches away, too far for the bullets to go... so they stop existing"
"You scream in pain and... with your remaining good hand reach down to the bollocks of the opposing juve"
"Too late does he learn of your plan while you find the sisters and squeeze with all your might!"
"The opposing juves eyes visibley roll back into his head and he passes out from the pain"
"Life in the underhive..."
 
Hot Shot Volley Gun

Short 18 Long 24 Short+0 Long+0 S4 D1 Ap-1 Ammo 3+, Rapid fire 1, Scattershot 1, Cost: 140c

This is my version of a Volley. Ideally, you should be able to roll maximum of 3 shots on the rapid fire dice and distribute those between two targets if you're lucky. Then you roll scattershot as well to simulate the utter randomness of how many of the lasers rake the target. As this is inherently a las weapon it should have a decent ammo roll but not going as far as having plentiful. It also has an accuracy bonus on 18" short range. However to represent the difficulty of handling the weapon, to really get the short range bonus you need some form of sight like a las projector.


Man portable Multilaser

Short 18 Long 36 Short+1 Long+0 S4 D1 Ap0 Ammo 4+ Rapid fire 1, Scattershot 1, Cost: 150c

Ive had a crack at the multilaser. It follows the same principle as the volley.
 
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Stormchild Handcannon

Yes its another weapon from Dark Heresy 1e.

Short 8" Long 13" Short+1 Long+0 S4 D1 Ap0 Ammo 6+ Plentiful, Pulverise, Sidearm Cost: 25c Rarity 6
The user also counts as being armed with a club.

Basically a big *uck off revolver that can also work as a club. The patricians choice as it is extremely good at shooting just one thing at a time. Instead of going down the rabbit hole of explaining how handcannon rounds are distinct from boltshells and also dum dums, ive just given it the pulverize ability, which if you think about it, is enough. This is supposed to be a prime candidate for being made master crafted or gold plated. The long range of 13 is deliberate to just make the point that it is a duelists firearm and should be treated with respect by your opponent. Its supposed to have vicious recoil.
 
full.jpg
Snake-onna-stick
S-E, L-3, S—, L-+1, Str—, D—, Ap—.
Melee, toxin, reckless, versatile.
Cost 25Cr, Rarity 9

It’s basically a shock whip with toxin instead of shock and reckless too. Created to get this guy on the tabletop but now generally available in our campaign
 
Vibro Chainsword: It's really just a poorly maintained chainsword. It vibrates because the parts are so loose and the blades are dull and misaligned. That said, when it hits something, it does cause a much wider and more painful wound.

Short - Long E Short+0 Long+0 S+1 D2 Ap- Melee, Parry, Unwieldy, Rapid Fire(1), Unstable Cost: 15 Credits; Rarity: Common
 
Vibro Chainsword: It's really just a poorly maintained chainsword. It vibrates because the parts are so loose and the blades are dull and misaligned. That said, when it hits something, it does cause a much wider and more painful wound.

Short - Long E Short+0 Long+0 S+1 D2 Ap- Melee, Parry, Unwieldy, Rapid Fire(1), Unstable Cost: 15 Credits; Rarity: Common
That should probably be an eviscerator...
 
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I do love a good Eviscerator, but that already exists, and is a much longer weapon and justifiably more expensive weapon. Was looking for something here that's possibly more dangerous to use than to have used on you, and also so ridiculously "useless" to anyone looking but that hurts more than one would think. Like stabbing someone with a dull, rusty, jagged spork.
 
I've been thinking about Tanglefoot grenades lately, for some reaon. I think just because they're the only one of the major grenades I remember from old-school 40K that I haven't seen show up in Necromunda. I was considering something along the lines of:
Range: Sx3
Acc: -
S/AP/D: N/A
Ammo: 6+
Blast (5"), Grenade, Tanglefoot

Tanglefoot: This weapon does not do damage, but will still Pin targets hit by it. After the weapon has been fired, leave the Blast marker in place. Any fighter moving through this area will use 2" of their Movement for every 1" they move. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.

Basically hacked together from the Graviton Pulse (effect) and Smoke (duration) rules. Might well be over-powered in a shooting-heavy meta, but I was thinking of it in the context of a narrative campaign where that shouldn't be an issue.
 
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I'd make it either a AM5+ or Single shot. Rolling a 6+ every time you toss it is just a waste of player's time in my opinion. Also you could shorten the description by calling the blast marker difficult terrain.

Ammo 5+ it is, then, at least for this campaign. And that does kind of raise the question of why the Necromunda designers didn't just make Graviton Pulse be difficult terrain, because I literally copied and pasted that from the Grav Gun. Is there a situation or skill or something where the distinction might matter?
 
Ammo 5+ it is, then, at least for this campaign. And that does kind of raise the question of why the Necromunda designers didn't just make Graviton Pulse be difficult terrain, because I literally copied and pasted that from the Grav Gun. Is there a situation or skill or something where the distinction might matter?
I think that van saar super bionic legs allow ignoring difficult terrain, but even then I don't see a problem with them ignoring grav or tangle grenade.