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The Book of Peril: Badzones Trading Post

RAW ✔️ The Book of Peril, p42

Smart gangers know that when exploring the Badzones, a sturdy grapple line or a sniffer rat is often more valuable than the sidearm on your hip. The section that follows presents a collection of additional weapons and Wargear for players to add to their gang. These items can be purchased in the post-battle sequence from the Trading Post, or if players are building gangs for a Skirmish game, they may agree to allow their gangs access to some or all of the equipment that follows.

Special Ammunition

Auto Weapon Ammunition

The following types of ammunition can be purchased for use in any autogun or autopistol (reclaimed or otherwise), a heavy stubber, or any combi-weapon that includes an auto-weapon component.

ItemPriceRarity
Plantbuster rounds15 creditsRare (9)
Phosphor rounds10 creditsRare (8)
Rad rounds20 creditsRare (9)

Shotgun Ammunition

The following types of ammunition can be purchased for use in any shotgun, combat shotgun or sawn-off shotgun.

ItemPriceRarity
Plantbuster shells15 creditsRare (9)
Phosphor shells10 creditsRare (8)
Rad shells25 creditsRare (9)

Plantbuster Ammunition: Dipping rounds in defoliation compounds, often taken from anti-plant grenades, gives even the humble autogun teeth against a Carnivorous Plant. An added bonus is that plantbuster rounds have also proved effective against Brainleaf Zombies.

Phosphor Ammunition: Adding a phosphorescent coating to rounds is a common practise in the underhive, where sometimes it can be handy to know where your bullets are going; phosphor rounds have the added benefit of tagging anything they hit with glowing dots.

Rad Ammunition: Only slightly less reckless than building a plasma grenade is the process of making rad rounds. Heavily irradiated ammo might inflict horrific wounds upon an enemy, but with little more than a lead-lined clip for protection, they can cause as much damage to the user as their intended target!

Bolt Weapon Ammunition

The following types of ammunition can be purchased for use in any boltgun, bolt pistol, heavy bolter, or any combi-weapon that includes a boltweapon component.

ItemPriceRarity
Gunk bolts15 creditsCommon

Gunk Bolts: Getting hold of old bolt shells is much easier than finding fresh ones. Apart from paperweights and Wild Snake shot glasses, the other use for these cast-off casings is the creation of gunk bolts. They might not hit as hard, but they make a mess when they do.

Grenade Launcher

The following types of ammunition can be purchased for any grenade launcher. Ammunition marked with an asterisk (*) may also be used in the grenade launcher component of a combi-weapon but gains the Single Shot Weapon Trait.

ItemPriceRarity
Anti-plant grenades*40 creditsRare (7)
Flares*30 creditsCommon
Plasma grenades100 creditsRare (12)
Designer's Note: Grenades And Grenade Launchers

While it might seem logical that a fighter armed with grenades can either fire them from a launcher or hurl them by hand, the reality is that these pieces of wargear are used in very different ways. For example, flares for grenade launchers are harder to come by than their handheld cousins as they require a stable casing and reliable propellant. Most grenade launcher flares are liberated from Palanite Enforcer stores, and still bear the Spider crest of the Imperial House. Equally, plasma grenades are not often fired from grenade launchers – the act of shoving an already unstable explosive into a small tube and then setting off a controlled detonation to propel it often ending badly!

Wargear

Grenades

ItemPriceRarity
Anti-plant grenades30 creditsRare (7)
Flares20 creditsCommon
Gunk bombs40 creditsCommon
Plasma grenades90 creditsRare (10)

Anti-plant Grenades: Anti-plant grenades contain powerful defoliant chems designed to rob an enemy of cover. When detonated they release a cloud of gas that, while unpleasant, is largely harmless to humans, but will rot away plant matter in moments. While the gangs of the underhive don't have a lot in the way of vegetation to hide behind, they do have to contend with man-eating plants, and so anti-plant grenades have found their way into circulation.

Flares: Areas of complete darkness are common in the underhive, and even more so in the Badzones where powerlines are broken or don't reach. For this reason, having a way to quickly illuminate a large area is handy, and so many gangers carry flares. These range from lumps of magnesium dug out of old factorums and dipped in promethium, to Palanite phosphor rounds that will burn underwater, but all serve the same purpose: bringing light to a place where once there was only darkness.

Gunk Bombs: The underhive is home to myriad kinds of goos, slimes and sludges, most of which are highly poisonous if ingested and unspeakably unpleasant if stepped in. These foul substances are generally known by the catchall term 'Gunk', and fighters sometimes fashion homemade weapons out of it. Using old grenade casings, corpse-starch tins or even the skulls of small critters, a Gunk bomb combines a little bit of explosive and a lot of sludge to shower its intended targets in filth.

Plasma Grenades: Imperial plasma grenades lack the sophistication of their xenos counterparts, and are often little more than the scavenged innards of a broken plasma gun wrapped in wire and set to overload. Despite the perils of using plasma grenades there are few explosives as satisfyingly destructive, the white hot ball of plasma searing everything it touches and often leaving little behind except for scorched steel and blackened corpses.

Personal Equipment

ItemPriceRarity
Archaeotech device120 creditsRare (13)
Blind Snake pouch60 creditsRare (12)
Guilder cartograph70 creditsRare (11)
Mung vase2D6x10 creditsRare (12)
Necromunda giant rat50 creditsCommon
Industrial respirator30 creditsRare (7)
Isotropic fuel rod60 creditsRare (10)
Radcounter50 creditsRare (9)
Ratskin map100 creditsRare (9)
Second Best15 creditsCommon
Suspensor harness40 creditsRare (9)
Wild Snake30 creditsCommon