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Gang Equipment

Be it extra stashes of ammo, booby traps to guard their territory, or strange robotic sentinels to act as bodyguards and sentries, gangs employ many types of equipment. This section covers just a few.

Core Trading Post

Ammo cache

RAW ✔️ Necromunda Core Rulebook (2023), p278
60 Credits – Rare (8)

Ammo caches are added to the gang's Stash, instead of being carried by a particular fighter. Immediately after the last of the fighters in the crew is set up at the start of a battle, the controlling player can choose to set up any ammo caches from their Stash. If the scenario has an attacker and a defender, and this gang is defending, roll a D6 for each of their ammo caches:

  • On a 1-4, they were not expecting the attackers and the caches cannot be used.
  • On a 5 or 6, they are lucky enough to have them to hand.

Each ammo cache must be set up within 1" of one of their fighters, and within their deployment zone if the scenario has one. It is then deleted from the gang's Stash. During the battle, ammo caches follow the rules given in Scenario Rules: Ammo Cache.

Booby traps (Frag, Gas & Melta)

RAW ✔️ Necromunda Core Rulebook (2023), p278
Frag – 20 Credits
Gas – 40 Credits – Rare (8)
Melta – 50 Credits – Rare (10)

A booby trap is represented by a marker placed upon the battlefield at the start of the battle, after the battlefield has been set up but before deploying any fighters. If both gangs possess and wish to use booby traps, the defender or the winner of a roll-off (if there is no defender) places theirs first.

If any model, friendly or enemy, comes within 2" of a booby trap for any reason, they risk setting the booby trap off. Roll a D6. On a 1, the booby trap is a dud and is removed from the battlefield. On a 2 or 3, the booby trap does not go off but is left in place. On a 4, 5 or 6, the booby trap is triggered and will explode. The profiles for booby traps can be found in the Trading Post. The movement of a moving model is interrupted whilst this roll is resolved. If the booby trap does not go off, their movement continues after the roll is made. If the booby trap does go off, and the model is Pinned, Injured, Wrecked or Stalled as a result, their movement ends.

Any model can target a booby trap with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the booby trap is hit, roll a D6:

  • On a 1-2, it is unaffected.
  • On a 3-4, it is immediately triggered.
  • On a 5-6, it is disarmed and removed.

Isotropic fuel rod

RAW ✔️ Necromunda Core Rulebook (2023), p278
60 Credits – Rare (10)

Power is life down in the underhive, keeping the lights on, running water stills and allowing for the cultivation of edible slimes. A fully charged fuel rod can turn a rad-washed waste into a fertile settlement, and the foundation for a burgeoning community.

A gang with an Isotropic Fuel Rod can use it to turn any Territory into a Settlement Territory. Doing so uses up the Isotropic Fuel Rod, so it should be deleted from the gang roster, and permanently changes the Territory.

Mung vase

RAW ✔️ Necromunda Core Rulebook (2023), p279
2D6x10 Credits – Rare (12)

Mung vases are extraordinarily rare collectors objects. Few hivers know where the exquisite vases originate, only that they can be worth astronomical sums of money to the right people. This knowledge is widespread enough that over the centuries, Necromunda has become flooded with millions of fake Mung vases, ranging from crudely fashioned knock-offs that wouldn't fool a blind sump-farmer, to exceptional facsimiles that are works of art in their own right.

A Mung Vase is a type of Status Item. However unlike other Status Items, rather than being given to a Leader or Champion to carry, the Mung Vase is kept in the gang's Stash. When a gang in possession of a Mung Vase recruits a Hired Gun, they can reduce the Hire Gun's cost by D6x10 credits, to a minimum of 10 credits. The vase is shown off as an example of the gang's wealth and success, and the Hired Gun believes that agreeing to a reduced fee now will earn them favour with this potentially prosperous employer. There is, however, a chance the Hired Gun will simply try to steal the vase when they leave! After a battle in which a Mung Vase was used to reduce the hiring cost of a Hired Gun, roll a D6. On a 1, both the Hired Gun and the vase disappear, never to be seen again. In the post-battle sequence of any battle, a gang can sell the vase. If they do, roll a D6 on the Mung Vase table to see what it is worth (players should resist the temptation to roll on this table unless their gang is attempting to sell a Mung Vase – you don't need to know your vase is a fake, ignorance is bliss!).

Mung vase Table

  D6  TypeEffect
1Dismal FakeA truly sad knock-off. The vase nets the gang D3x5 credits.
2-3Passable FakeA nice conversation piece. The vase nets the gang D6x10 credits.
4-5Impressive FakeA fine example of the counterfeiters' art. The vase nets the gang D6x20 credits.
6Outstanding Fake?Make an Intelligence test for the gang Leader. If they fail, count this result as an Impressive Fake. If they pass, they realise what they have just in time – add D6x50 to the gang's Stash.

Finally, if the gang Leader is killed and removed fromthe gang roster, the vase is lost too – no one else in the gang knows where the vase has been kept hidden!


Exclusive & Trading Post Appendices

Corpse Grinder Cult icon

RAW ✔️ The Book of Ruin, p123
Corpse Grinder only

Only one fighter in a gang may carry a Corpse Grinder cult icon, this must be either the gang Leader or a Champion. A fighter cannot carry more than one icon. This symbol of blood and gore serves to work members of the cult into a frenzy, throwing themselves at their enemies in a crimson rage. If the fighter carrying this icon is Standing and Active, they may make the following action:

Enrage: All friendly fighters that are completely within 6" of this fighter, that have a Ready marker, and that are Standing and Active, add D3" to their Move characteristic until the End phase of this round.