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Weapon Traits

The following list contains all the Weapon Traits in full.

NecroRAW: Sources for Weapon Traits

Sources for Weapon Traits are indicated individually.

RAW ✔️ All Weapon Traits have been sourced and verified. All are verbatim.

Additional Attacks (X)

Tribes of the Wastelands, p114

A weapon with this Trait may perform X additional attacks when taking an Attack (Basic) action or making Reaction attacks. Note that a weapon with this Trait may never be selected to make normal attacks with, if a fighter has no weapons without this Trait and with either the Melee or Sidearm traits they will perform unarmed attacks.

Additionally, a weapon with the Additional Attacks (X) trait does not count against the maximum number of weapons a fighter may carry.

Arc (X)

Book of the Outlands, p140

This Trait indicates the vision arcs into which a weapon fitted to a vehicle can fire, as shown in brackets after the name of the Trait. These are Front, Left, Right, Rear and All Round. All Round means the weapon can fire into all four arcs.

Players should note that this Trait is determined by the vehicle rather than the weapon. Therefore, it is not uncommon for this Trait to be applied differently to the same weapon when that weapon is fitted onto a different vehicle.

Assault Shield/Energy Shield

Necromunda Core Rulebook (2023), p310

An assault/energy shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from within the fighter's vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that originate from within the fighter's vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear whether the attacker is within the target's Front arc, use a Vision Arc template to check – if the centre of the attacker's base is within the arc, the assault/energy shield can be used. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault/energy shield cannot be used.

Backstab

Necromunda Core Rulebook (2023), p310

If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

Blast (3"/5"/*)

Necromunda Core Rulebook (2023), p310

The weapon utilises a Blast marker.

Blaze

Necromunda Core Rulebook (2023), p310

After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out of Action or Wrecked. On a 4+, they become subject to the Blaze condition.

Burrowing

Necromunda Core Rulebook (2023), p310

Burrowing weapons can be fired at targets outside of the firer's line of sight. When firing at a target outside of line of sight do not make an attack roll, instead place the 3" Blast marker anywhere on the battlefield, then move it 2D6" in a direction determined by the Scatter dice. If a Hit is rolled on the Scatter dice, the Blast marker does not move. At the start of the End phase of the round in which this weapon was fired, before step 1, any fighters touched by the marker are hit by the weapon.

Note that this Blast marker can move through impassable terrain such as walls and may move off the battlefield. If the Blast marker does move off the battlefield, the attack will have no effect. Burrowing weapons are capable of digging through several levels of wall and flooring, and can be used regardless of where the fighter is positioned on the battlefield.

Chem Delivery

Necromunda Core Rulebook (2023), p310

When a weapon with the Chem Delivery trait is used, the fighter declares what kind of chem they are firing at the target. This can be any chem the fighter is equipped with (note that firing the weapon does not cost a dose of the chem and that friendly fighters cannot be targeted), or if the weapon also has the Toxin or Gas trait, the fighter can use these Traits instead. Instead of making a Wound roll for a Chem Delivery attack, roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, the target is affected by the chosen chem just as if they had taken a dose. If the roll is lower than the target's Toughness, they shrug off the chem's effects.

Combi

Necromunda Core Rulebook (2023), p311

A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of these weapons, they often have less capacity for ammunition, and are prone to jamming and other minor issues. When making an Ammo test for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.

Concussion

Necromunda Core Rulebook (2023), p311

Any fighter hit by a Concussion weapon will have their Initiative reduced by 2, to a minimum of 6+, until the end of the round. Any vehicle hit by a Concussion weapon will suffer a -2 penalty to all Handling tests until the end of the round.

Crew Operated

Book of the Outlands, p141

This Trait indicates that a weapon fitted to a vehicle is operated by the crew of the vehicle. This weapon may be used during the vehicle's activation. It uses the BS characteristic of the vehicle's crew. In addition, the Unwieldy trait has no effect on this weapon.

Cursed

Necromunda Core Rulebook (2023), p311

A fighter hit by a weapon with the Cursed trait must pass a Willpower test or gain the Insane condition.

Deflagrate

Book of Desolation, p141

After fully resolving a hit with this weapon against a fighter, if any damage was inflicted, the fighter suffers an additional automatic hit with the weapon's profile. This additional hit will not itself cause an additional hit.

Defoliate

The Book of Peril, p96

Carnivorous Plants hit by a weapon with the Defoliate Trait immediately take D3 Damage. Brainleaf Zombies hit by a weapon with the Defoliate Trait lose a wound and are removed from the battlefield if they suffer an Out of Action result on the Injury dice.

Demolitions

Necromunda Core Rulebook (2023), p311

Grenades with the Demolitions trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically.

Digi

Necromunda Core Rulebook (2023), p311

A Digi weapon is usually worn mounted on a ring or hidden inside a glove. It can be used in addition to any other Melee weapon carried by the fighter, granting an additional close combat attack. A weapon with this Trait does not count towards the maximum number of weapons a fighter can carry. However, the maximum number of weapons with this Trait a fighter can carry is 10.

Disarm

Necromunda Core Rulebook (2023), p311

If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks for the remainder of that round – they make unarmed attacks instead.

Drag

Necromunda Core Rulebook (2023), p311

If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a D6. If the score is equal to or higher than the target's Strength, the target is dragged D3" straight towards the attacker, stopping if they hit any terrain. If they move into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.

Entangle

Necromunda Core Rulebook (2023), p311

Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

Esoteric

Necromunda Core Rulebook (2023), p311

An Esoteric weapon does not conform to standard Imperial patterns or fittings, as such they may never be given any Weapon Accessories, upgraded or modified in any way.

Exclusive

Necromunda Core Rulebook (2023), p311

An Exclusive weapon cannot be purchased from the Trading Post, a gang may only purchase it if it appears on their gang equipment lists.

Fear

Necromunda Core Rulebook (2023), p312

If this attack would result in an Injury roll being made for any reason, no Injury roll is made and instead the opposing player makes a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately Broken and runs for cover.

Firestorm (X)

Halls of the Ancients, p121

When firing with a Firestorm weapon, a successful hit roll scores a number of hits to the model closest to the weapon equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Firestorm (2) weapon, up to two Firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

Fixed

House of Chains, p155

A fixed weapon is not included on a fighter's card, but is instead represented by a weapon on its own base. Fixed weapons can only be moved by fighters who begin their activation in base contact with the weapon and take the Move Weapon (Double) action. This action allows a fighter to move up to their Movement characteristic and then place the weapon in base contact with themselves when they finish moving.

Fighters in base contact with a fixed weapon count it as if it were a weapon on their Fighter card (i.e., they can aim, shoot and reload it as normal), provided there are no enemy fighters also in base contact with the weapon.

Flare

Necromunda Core Rulebook (2023), p312

A model hit by a weapon with the Flare trait, or who is touched by a Blast marker fired from a weapon with the Flare trait, is Revealed if the battlefield is in darkness (see Pitch Black). If a weapon has both the Flare trait and the Blast (X") trait, after determining where the Blast marker ends up, leave it in place. In the End phase, roll a D6. On a 4+, the flare goes out and the marker is removed, otherwise it remains in play. While the Blast marker is on the battlefield, all models touched by it are Revealed.

Flash

Necromunda Core Rulebook (2023), p312

If a model is hit by a weapon with the Flash trait, no wound roll is made. Instead, if the target is a fighter they must make an Initiative test, and if they are a vehicle they must make a Handling test. If the test is failed, they become subject to the Blind condition. A Blind model loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the model is activated, they cannot make any attacks other than Reaction attacks, for which any hit rolls will only succeed on a natural 6.

Force

Necromunda Core Rulebook (2023), p312

In the hands of a non-psyker a Force Weapon has no additional effects. However, when wielded by a fighter with either the Sanctioned Psyker or Non-sanctioned Psyker special rule, the weapon gains both the Power and Sever traits.

Gas

Necromunda Core Rulebook (2023), p312

When a fighter is hit by an attack made by a weapon with the Gas trait, they do not become Prone and Pinned and a wound roll is not made. Instead, roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). Otherwise, they shrug off the effects of the gas. No save roll can be made against a weapon with this Trait.

When a vehicle is hit by an attack made by a weapon with the Gas trait a wound roll is not made. Instead, roll a D6. If the result is equal to or higher than the target's rear Toughness, or is a natural 6, they suffer a Driver Wounded result on the Crew Damage table. If the roll is lower than the target's Toughness, they shrug off the effects of the gas. No save roll can be made against a weapon with this Trait.

Graviton Pulse

Necromunda Core Rulebook (2023), p312

Instead of rolling to wound normally with this weapon, any fighter caught in the Blast must instead roll equal to or under their Strength on a D6 (a roll of 6 always counts as a fail), or suffer Damage with no armour save allowed; any vehicle caught in the Blast must instead roll equal or over the Toughness value of the facing hit on a D6 (a roll of a 6 always counts as a success), or suffer a hit to the Body with no armour save allowed. After the weapon has been fired, leave the Blast marker in place. For the remainder of the round, any model moving through this area will use 2" of their Movement for every 1" they move (note this affects all vehicles regardless of their Locomotive special rule). Remove the Blast marker during the End phase.

Grenade

Necromunda Core Rulebook (2023), p312

Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter's Strength by the amount shown.

A fighter can only carry a limited number of grenades. The Firepower dice does not need to be rolled when attacking with a grenade. Instead, after the attack has been resolved, it is assumed that the Ammo symbol has been rolled and an Ammo test is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.

Gunk

The Book of Peril, p96

A fighter hit by a weapon with the Gunk Trait becomes subject to the Gunked condition. Gunked fighters reduce their Movement characteristic by 1 to a minimum of 1 and don't add D3" to their movement when making a Charge action. In addition, they subtract 1 from the dice roll when making an Initiative check. Gunked fighters are also more flammable and catch fire on a 2+, rather than a 4+, when hit by a weapon with the Blaze trait.

The Gunked condition lasts until the End phase or until the fighter catches fire after being hit by a weapon with the Blaze Trait.

Haemophagic

Apocrypha Necromunda: Blood in the Spire, p9

When resolving a Toxin attack with this weapon, apply a +1 modifier if this weapon has previously hit the target.

Haywire

Tribes of the Wastelands, p114

When a vehicle is hit by a weapon with this Trait, instead of rolling to wound roll a D6; on a result of 4+ the vehicle is wounded. If a weapon with the Haywire trait has a Strength of * then it causes no damage to fighters and does not cause them to become Prone and Pinned, otherwise resolve any hits normally.

Hexagrammatic

Necromunda Core Rulebook (2023), p313

The ammo used by this weapon has been specially treated to defeat psychic defences and severely harm Psykers. Hits from weapons with this Trait ignore saves provided by psychic powers. Additionally, weapons with this Trait will inflict double damage against Psykers.

Impale

Necromunda Core Rulebook (2023), p313

If an attack made by this weapon hits a fighter and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another model! Trace a straight line from the target, directly away from the attacker. If there are any models within 1" of this line, and within the weapon's Long range, the one that is closest to the target is at risk of being hit. Roll a D6. On a 3 or more, resolve the weapon's attack against that model, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more models.

Knockback

Necromunda Core Rulebook (2023), p313

When a weapon with the Knockback trait hits a fighter, if the hit roll is equal to or higher than the target's Strength, they are immediately moved 1" directly away from the attacking model. If the fighter cannot be moved the full 1" because of impassable terrain or another model, they move as far as possible and the attack's Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative test. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform.

Lance

Tribes of the Wastelands, p115

While subjected to the Mounted condition, increase the Strength characteristic of this weapon by 1 for any attacks made as part of a Ride By or a Charge (Double) action.

Lance-Bomb

The Aranthian Succession – Vaults of Temenos, p134

The first successful hit scored by this weapon each battle is resolved using the Primed profile, all subsequent hits are resolved using the Spent profile.

Limited

Necromunda Core Rulebook (2023), p313

This special rule is applied to some special ammo types which can be purchased for weapons. If a weapon fails an Ammo test while using Limited ammo, they have run out – that ammo type is deleted from their Fighter or Vehicle card, and cannot be used again until more of that special ammo is purchased from the Trading Post. This is in addition to the normal rules for the weapon running Out of Ammo. The weapon can still be reloaded as normal, using its remaining profile(s).

Master-crafted

Necromunda Core Rulebook (2023), p314

Once per battle, a weapon with the Master-crafted trait may re-roll a single failed hit roll.

Melee

Necromunda Core Rulebook (2023), p314

This weapon can be used during close combat attacks.

Melta

Necromunda Core Rulebook (2023), p314

If a Short range attack from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result.

If a Short range attack from a weapon with this Trait wounds a vehicle, roll an additional Damage dice.

If a weapon with this Trait has no Short range, then the Trait applies to all attacks made by it.

Paired

The Book of Ruin, p123

A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled. Fighters subject to the Mounted condition gain no benefit from this Trait

Parry

Necromunda Core Rulebook (2023), p314

After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Passenger Operated

Book of the Outlands, p142

This Trait indicates that a weapon fitted to a vehicle is operated by fighters other than the Crew of the vehicle. This weapon may be used during a fighter's activation as if they were equipped with it as long as they are within 1" of the weapon. A weapon with this Trait cannot be fired more than once per round. In addition, the Unwieldy trait has no effect on this weapon.

Phase

The Aranthian Succession – Cinderak Burning, p126

Save rolls granted by armour or field armour cannot bemade against a weapon with this Trait. If the target ishit, treat them as having no save. Note, however, that saves granted by a special rule may still be made–this Trait only ignores armour and field armour.

Vehicles cannot make armour saves against a weaponwith this Trait.

Plentiful

Necromunda Core Rulebook (2023), p314

Ammunition for this weapon is incredibly common. When reloading it, no Ammo test is required – it is automatically reloaded.

Power

Necromunda Core Rulebook (2023), p314

The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be Parried except by other weapons with the Power trait. In addition, if the hit roll for a Power weapon is a natural 6, no save roll can be made against the attack (except Field armour save rolls) and its Damage is increased by 1.

Power Pack

Halls of the Ancients, p123

A weapon with this trait is worn mounted on the power pack of an Ironhead Squat and does not count towards the maximum number of weapons a fighter can carry. However, a fighter cannot have more than two weapons with this trait.

If the weapon also has the Melee or Sidearm trait it can be used in addition to any other weapon carried by the fighter, granting an additional close combat attack.

Pulverise

Necromunda Core Rulebook (2023), p314

After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result, or if targeting a vehicle roll an additional Damage dice.

Rad-phage

Necromunda Core Rulebook (2023), p314

After fully resolving any successful hits a fighter suffers from a weapon with this Trait, roll an additional D6. On a 4+, the fighter will suffer an additional Flesh Wound.

Rapid Fire (X)

Necromunda Core Rulebook (2023), p315

When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition, the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two Firepower dice can be rolled). Make an Ammo test for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the original target, but the remainder can be allocated to other models within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Reckless

Necromunda Core Rulebook (2023), p315

Reckless weapons are indiscriminate in what they target:

  • Before making a ranged attack with a Reckless weapon, randomly determine the target of the attack from all eligible models (including friendly models) within this model's line of sight and range of the weapon.
  • Attacks made with a Reckless weapon that also has the Melee trait are randomly distributed between any models (including friendly models) that are in base contact with this fighter.
  • Attacks made with a Reckless weapon that also has the Versatile trait are randomly distributed between any models (including friendly models) that are within the weapon's Long range.

If the weapon also has the Rapid Fire (X) trait, then any additional hits generated from the Firepower dice must be distributed among the maximum number of eligible targets. If there are more hits than eligible targets, the attacker may choose where any spare hits are allocated.

Rending

Necromunda Core Rulebook (2023), p315

If the roll to wound with a Rending weapon is a 6, then the attack causes 1 extra point of Damage if the target is a fighter, or rolls an extra Damage dice if the target is a vehicle.

Scarce

Necromunda Core Rulebook (2023), p316

Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.

Scattershot

Necromunda Core Rulebook (2023), p316

When a target is hit by a Scattershot attack, make D6 wound rolls instead of 1.

Seismic

Necromunda Core Rulebook (2023), p316

If a fighter hit by a weapon with this Trait is Standing and Active, they will always become Prone and Pinned – even if they have an ability that would normally allow them to avoid becoming Prone and Pinned by ranged attacks. If a vehicle is hit by a weapon with this Trait, after the attack has been fully resolved the vehicle must make a Loss of Control test.

In addition, if the wound roll for a Seismic weapon is a natural 6, no save roll can be made against that attack.

Sever

Necromunda Core Rulebook (2023), p316

If a wound roll from a weapon with this Trait reduces a fighter to 0 wounds, no Injury dice are rolled – instead, any Injury dice that would be rolled cause an automatic Out of Action result.

Shield Breaker

Necromunda Core Rulebook (2023), p316

Weapons with this Trait ignore the effects of the Assault Shield/Energy Shield trait. In addition, when a target equipped with Field Armour is wounded by a weapon with this Trait, they must roll two dice when making a Field Armour save and choose the lower result.

Shock

Necromunda Core Rulebook (2023), p316

If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

Shred

The Book of Ruin, p123

If the wound roll for a weapon with this trait is a natural 6, then the Armour Penetration of the weapon is doubled.

Sidearm

Necromunda Core Rulebook (2023), p316

Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.

Silent

Necromunda Core Rulebook (2023), p316

In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Visibility (X") rules, a model using this weapon that is Hidden does not become Revealed.

Single Shot

Necromunda Core Rulebook (2023), p316

This weapon can only be used once per battle. After use, it counts as having automatically failed an Ammo test. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (X) trait.

Smoke

Necromunda Core Rulebook (2023), p316

Smoke weapons do not cause hits on models – they do not cause Pinning, and cannot inflict wounds. Instead, mark the location where they hit with a marker. They generate an area of dense smoke, which extends 2.5" out from the centre of the marker, vertically as well as horizontally. Models can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the marker is removed.

Template

Necromunda Core Rulebook (2023), p317

Template weapons use the Flame template to determine how many targets they hit.

Toxin

Necromunda Core Rulebook (2023), p317

Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target's Toughness, they shrug off the toxin's effects. This attack has no effect on vehicles.

Twin-linked

House of Artifice, p125

When a model makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse.

Unstable

Necromunda Core Rulebook (2023), p317

If the Ammo symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance that, in addition to needing an Ammo test, the weapon will prove as hazardous to its user as the enemy.

Roll a D6. On a 1, 2 or 3, something has gone wrong; if the attacker is a fighter they are taken Out of Action, if the weapon is mounted on a vehicle the vehicle suffers a Catastrophic Hit to the body and the weapon cannot be used again for the rest of the battle. The attack is still resolved against the target.

Unwieldy

Necromunda Core Rulebook (2023), p317

A Shoot action made with this weapon counts as a Double action as opposed to a Basic action.

In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.

Versatile

Necromunda Core Rulebook (2023), p317

The wielder of a Versatile weapon does not need to be in base contact with an enemy model in order to engage them in melee during their activation. They may engage and make close combat attacks against an enemy model during their activation, so long as the distance between their base and that of the enemy model is equal to or less than the distance shown for the Versatile weapon's Long range characteristic. For example, a fighter armed with a Versatile weapon with a Long range of 2" may engage an enemy model that is up to 2" away.

The enemy model is considered to be engaged, but may not in turn be Engaging the fighter armed with the Versatile weapon unless they too are armed with a Versatile weapon, and so may not be able to make Reaction attacks.

At all other times other than during this fighter's activation, Versatile has no effect.

Vortex

Apocrypha Necromunda: Blood in the Spire, p9

A fighter who is hit by a weapon with the Vortex trait must make an Initiative test. If successful, move them the shortest distance to avoid the Blast marker. Otherwise, they immediately go Out of Action. Any obstacles touched by a Vortex Blast marker are also removed from the battlefield. If a vehicle is hit by a weapon with the Vortex trait, they are immediately Wrecked and removed from the battlefield. After working out the effects of an attack with a weapon with the Vortex trait, leave the blast marker on the battlefield. At the start of each End phase, roll on the Vortex Stability table for each Vortex Blast marker:

Vortex Stability Table

D6
Result
1-2The vortex vanishes with no further effect. Remove the Blast marker.
3-4The vortex remains unchanged. Any models coming into contact with the Vortex Blast marker in the subsequent round count as being hit by it.
5-6Move the Vortex Blast marker D6+2" in a random direction (as determined by the Scatter dice). Any models or terrain in its path or under the Blast marker when it stops count as being hit by it.

Web

Necromunda Core Rulebook (2023), p317

If the wound roll for a Web attack against a fighter is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed.

Whispering

Apocrypha Necromunda: The Coveted Cache (2024), p9

Whispering Weapons are powerful with killing intent. Equipping one triggers an intense desire to keep hold of it, no matter the cost; scavengers of Helmawr's Graveyard have even reported the weapons' dark iron soldering to their palms or digging hooked barbs into their flesh. If a fighter wielding a Whispering Weapon takes an enemy Out of Action with a Fight (Basic) action, they may immediately make an additional Fight (Basic) action.

When a fighter equips a Whispering Weapon, it cannot be unequipped or upgraded, cannot be affected by the Disarm trait and the fighter equipped with the Whispering Weapon cannot be voluntarily removed from the Gang Roster. The Whispering Weapon must appear on every Fighter card of a fighter if it has the 'Tools of the Trade' special rule.

If a fighter equipped with a Whispering Weapon is killed, roll a D6. On a 2-6 it can be sold; on a 1 it must be equipped by a fighter immediately. The new fighter's previous weapons can be placed back into the gang's Stash.

Heeding the Whispers

The mutagenic power of the Whispering Weapons comes at a steep cost, their gifts eroding both the body and soul of their wielders. When a fighter equipped with a Whispering Weapon is taken Out of Action, apply the effects from the following table as well as the roll on the Lasting Injury table:

Number of times Out of ActionEffect
1+All of the fighter's weapons gain the Reckless trait.
2+Increase the Whispering Weapon's Strength characteristic by 1.
3+The fighter starts every battle subject to the Insane condition.
4The Whispering Weapon destroys the fighter's body, melting it into a bubbling pile of slop. The fighter is removed from the Gang Roster.