Rak'gol razor gun confusion

do note that Toxin weapons become a lot more interesting in an Escher gang, due to they ways they can enhance them.

Although this gun--Rak'gol Razer Gun--is probably Essoteric, so I don't think they can use their chem alchemy on it.
 
How does that gun work exactly. Is it just rapid fire needle gun? Rak'gol razor gun has normal gun profile except is lacks strenght. I guess it just rolls on toxic trait instead on wound but why give it -2 ap and 1 dmg. How do you inflict normal dmg with this gun if you doens't know what STR is the shot.

First of all, the Rak'gol Razor Gun has a mangled profile; D1 does not make any sense for it and your arbitrator needs to fix it. It has to be D-, due to how Toxin works.

So you do this:
  1. Roll a hit die and 1-2 firepower dice (you choose 1 or 2).
  2. If you hit, you hit a number of times equal to the pips shown on all FP dice you rolled.
  3. Do any ammo tests you need to make (you will need to make 0-2 ammo tests, depending on how many are showing). 1 failure empties the gun, 2 failures breaks it for the rest of the battle.
  4. Resolve each hit, one at a time, using the Toxin rules:
    1. Roll target's T or higher, or a nat 6, to wound.
    2. Opponent rolls armour save.
    3. Go straight to injury, Toxin weapons do not use the damage mechanic (which is why D1 is a rules paradox for this gun).
 
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Rak'gol originates from N19 Judgement. It was the worst year of Necromunda rules quality, full of mistakes. It's the only gun in the entire game with Toxin and Damage stat. Never been reprinted since? Obvious mistake.

Already reported here: https://yaktribe.games/community/threads/collected-errors-typos-in-the-book-of-judgement.9166/
Funny, seems like the FAQ has already fixed this once, but only half way, removing the Strength stat. Classic GW.
Gunk Bombs are worse, at least with the RRG it's easy to ignore a bogus S if present. With the Gunk Bomb, it could plausibly need its S removed or a D added.