Personal Equipment
RAW ✔️ Necromunda Core Rulebook (2023), p280
This section covers equipment carried by fighters to help them survive the rigours of battle and the harsh environments of the underhive and ash wastes. As well as the equipment readily available in the Trading Post, fighters make use of more outlandish items found in the badzones, and many are not above using illegal items secured through underhanded means.
Core Trading Post
Archaeotech device
RAW ✔️ Necromunda Core Rulebook (2023), p280
120 Credits – Rare (13)
The underhive is filled with ancient treasures, strange objects from previous ages and wondrous technological devices Mankind has long since lost the ability to create. Of course, these rare pieces of archaeotech, as they are known, are hidden beneath thousands of years of debris and waste, and even should a fighter be fortunate enough to find a genuine archaeotech device, they still need to figure out how it works.
When a player buys an Archaeotech Device from the Trading Post, they won't know what it does. They must allocate it to one of their fighters and roll on the Archaeotech Device table to determine its type. If an Archaeotech Device is given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the device as normal from now on. If they fail, they must wait until their next battle to try to activate the device again.
Archaeotech Device Table
| D6 | Type | Effect | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Dangerous | The fighter accidentally triggers the device as they're messing about with it. They immediately go into Recovery and the archaeotech is reduced to a pile of worthless molten slag. | ||||||||||||
| 2 | Viewer | The fighter can use the device to view different places, shifting their perspective to almost any point, even if it's beyond closed doors and solid walls. A fighter with this device can make the Scan (Simple) action to place a Revealed marker on an enemy fighter within 18". If the fighter is selected to be a sentry, when they are activated, roll a D6 for them. On a 6, they automatically raise the alarm as they spot the enemy sneaking around. | ||||||||||||
| 3 | Cutting Beam | The device can be used to focus a cutting beam of great power on a stationary object. Unfortunately, it's useless as a weapon because both the target and the fighter have to be perfectly still for the beam to focus, but it makes for a good can opener! A fighter with this device can make the Laser Cut (Double) action if they are within 1" of a door, loot casket or other damageable piece of terrain. This action inflicts a single automatic hit against the chosen target, resolved with Strength 8 and Damage 3. | ||||||||||||
| 4 | Lifter | The device is a sophisticated form of suspensor which can negate or lessen gravity for its bearer, allowing them to float up or down for a limited period. When making a Move or Charge action, the fighter ignores all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls, and may not end their movement with their base overlapping an obstacle or another fighter's base. | ||||||||||||
| 5 | Holo Projector | The device functions as a holo projector and can be used to make the fighter appear a short distance away from where they really are. This gives the fighter a 4+ field armour save. As soon as the saving throw is failed, the projector stops working for the rest of the battle. Also note that the holo projector is useless against close combat attacks and weapons with the Template or Blast traits. | ||||||||||||
| 6 | Weapon | The device is a powerful and compact weapon. It is only pistol-sized but it is as effective as a much larger piece of ordnance. Roll a D6 to find out what it is:
|
Armoured undersuit
RAW ✔️ Necromunda Core Rulebook (2023), p282
25 Credits – Rare (7)
An armoured undersuit may be worn in addition to any armour type, with the exception of an armoured bodyglove. If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to 4+ against Blasts. If a fighter does not already have a save roll, an armoured undersuit grants a 6+ save.
Bio-booster
RAW ✔️ Necromunda Core Rulebook (2023), p282
35 Credits – Rare (8)
The first time in each battle that an Injury roll is made for a fighter with a bio-booster, one less Injury dice is rolled. If only one dice was being rolled, two dice are rolled and the player controlling the fighter with the bio-booster can discard one of them.
Bio-scanner
RAW ✔️ Necromunda Core Rulebook (2023), p282
30 Credits – Rare (8)
If a fighter with a bio-scanner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if the attackers are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails).
Blind snake pouch
RAW ✔️ Necromunda Core Rulebook (2023), p282
60 Credits – Rare (12)
Sump shamans are strange underhive mystics believed to be able to commune with the spirits of the hive. Whether or not this is true, the fetishes they make are highly sought after and reputed to be able to protect a fighter from harm.
A fighter with a Blind Snake Pouch gains the Dodge skill. If they already have the Dodge skill then they will successfully dodge attacks on a D6 roll of 5 or 6 rather than just a roll of 6. In addition, when making a dodge against an attack made by a fighter using the Overwatch skill, the dodge will succeed on a D6 roll of 4, 5 or 6.
Cameleoline cloak
RAW ✔️ Necromunda Core Rulebook (2023), p282; originates in The Book of Judgement: The Black Market Trading Post
35 Credits – Rare (9)
Cameleoline is a much sought-after material within the Imperium, and is commonly used by the armies of the Emperor for stealth and scout troops. On Necromunda, some examples of the material can be found in the underhive, stitched into more common clothing or as an extra layer on a cloak, allowing the wearer to seemingly vanish if they stand still. If the wearer of a Cameleoline cloak did not move during their activation, ranged attacks made against them suffer a -2 to hit until the start of their next activation.
Chem-synth
RAW ✔️ Necromunda Core Rulebook (2023), p282
15 Credits – Rare (12)
At the start of their activation, a Standing and Active or Standing and Engaged fighter with a chem-synth can choose to make an Intelligence test. If the test is passed, any Gas or Toxin weapons they use until the end of their activation are enhanced and the target's Toughness is treated as being 1 lower when resolving those attacks.
Chrono-crystal
RAW ✔️ Necromunda Core Rulebook (2023), p282; originates in The Book of Judgement: The Black Market Trading Post
500 Credits – Illegal (14)
The opportunity to acquire one of Bald Bryen's Chrono-crystals is vanishingly rare, and possession of such an item will not only result in the owner earning the eternal enmity of the infamous mayor of Rust Town, but may also lead to them crossing paths with the Ordo Chronos in the future (or, perhaps, in the past...). Certain scenario special rules will detail the ways in which a Chrono-crystal can be used.
Cred sniffer
RAW ✔️ Necromunda Core Rulebook (2023), p282; originates in The Book of Judgement: The Black Market Trading Post
35 Credits – Rare (8)
Cred Sniffers are modified auspexes created by enterprising archaeo-thieves. They literally sniff out the rare alloys in cred chits and direct the user to their location. If a fighter equipped with a Cred Sniffer was part of a battle and was not taken Out of Action or Prone and Seriously Injured, at the end of the battle they earn 4D6 credits for their gang. A gang can only benefit from the effects of one Cred Sniffer at a time.
Cult icon
RAW ✔️ Necromunda Core Rulebook (2023), p283
Unlike other items of Wargear, a gang may only purchase a single Cult Icon. This item must be carried by a fighter with both the Gang Hierarchy (X) and Group Activation (X) special rules. When a fighter that is carrying a Cult Icon uses the Group Activation (X) special rule, they may activate one additional Ready friendly fighter, meaning that a fighter with the Group Activation (2) special rule may activate three additional fighters, whilst a fighter with the Group Activation (1) special rule may activate two additional fighters.
Data-thief
RAW ✔️ Necromunda Core Rulebook (2023), p283; originates in The Book of Judgement: The Black Market Trading Post
35 Credits – Illegal (10)
Data-thief slates monitor enemy comms and farm useful information from Necromunda's various vox-nets. If a crew includes at least one fighter equipped with a Data-thief, at the start of the battle they can make their opponent randomly reveal one of their gang tactics.
Dome Runner map (formerly Ratskin map)
RAW ✔️ Necromunda Core Rulebook (2023), p283
100 Credits – Rare (9)
Dome Runners often map out sections of the hive based on their extensive explorations. These maps are jealousy guarded by individual Dome Runners, often written in code and covered with strange symbols marking out hidden stashes or secret pathways to lost sections of the underhive. Rarely, one of these maps might fall into the hands of an underhive trader, though copies and fakes are common, some leading to great treasures, others perilous badzones.
Before a gang with a Dome Runner Map rolls to determine the scenario as part of the pre-battle sequence, they can declare they are using their Dome Runner Map. If both gangs have a Dome Runner Map, they should roll off to see whose gang gets to use theirs for this battle – capitalising on the map's information before their opponent can. The player then rolls on the Dome Runner Map table to see how valuable the information on it is. Note, once the type of map is determined, it remains the same, and provided it is worth something, a gang may use it again in the pre-battle sequence of subsequent battles.
Dome Runner Map Table
| D6 | Type | Effect |
|---|---|---|
| 1 | Fake | Instead of rolling for the scenario as normal, your opponent chooses the scenario for this battle. Remove the Dome Runner Map from your gang roster. |
| 2 | Worn and Incomplete | After making the roll to determine the scenario, you may add or subtract 1 from the result. |
| 3 | Treasure Map | Roll another D6. On a 1-5, the map is a Fake (see above). On a 6, it is a genuine treasure map. If your gang wins the scenario, they can add D6x20 credits to their Stash in addition to any other rewards. |
| 4 | Ancient and Faded | After making the roll to determine the scenario, you may add or subtract 2 from the result. |
| 5 | Secret Pathways | D3 fighters in your gang gain the Infiltrate skill for the duration of this scenario. |
| 6 | Recent and Accurate | After making the roll to determine the scenario, you may add or subtract up to 3 from the result. |
Drop rig
RAW ✔️ Necromunda Core Rulebook (2023), p284
10 Credits
An Active fighter with a drop rig can make the Descend (Basic) action while they are within 1" of the edge of a platform:
Descend (Basic): The fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, i.e., towards the ground.
Falsehood
RAW ✔️ Necromunda Core Rulebook (2023), p284; originates in The Book of Judgement: The Black Market Trading Post
40 Credits – Rare (9)
When this device is activated it projects a distortion field that changes the wearer's appearance, making them appear as someone else. A fighter equipped with a Falsehood cannot be targeted by ranged or melee attacks or enemy psychic powers, and will not cause the alarm to be raised if spotted by a sentry in a battle using the Sneak Attack rules. These effects last until the fighter makes a melee or ranged attack, uses a psychic power on an enemy fighter, or until the End phase of the second round. At this point their suspicious or openly hostile acts give them away, the illusion is dispelled and the hood has no further effect.
Filter plugs
RAW ✔️ Necromunda Core Rulebook (2023), p284
10 Credits - Common
If a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is increased by 1 for the purposes of the roll to see whether they are affected. Filter plugs are one use; if a fighter uses them during a battle, they are removed from their Fighter card when the battle ends.
Frenzon collar
RAW ✔️ Necromunda Core Rulebook (2023), p284; originates in The Book of Judgement: The Black Market Trading Post
30 Credits – Rare (9)
A method of control, the Frenzon collar is usually found clamped around the necks of unwilling penal troopers, where its cocktail of combat drugs drives them into battle at the behest of their masters. Underhive gangers sometimes wear these collars willingly into combat, or as part of a dare.
A fighter equipped with a Frenzon collar is considered to be permanently under the effects of Frenzon (see Chems: Frenzon).
In addition, each collar comes with a master motivator. At the start of the battle, the player must decide if their Leader or one of their Champions is carrying the master motivator. When the Leader or Champion with the master motivator makes a group activation, they may include models wearing Frenzon collars (up to the normal number of fighters they may group activate) regardless of where they are on the battlefield. Note that if a gang includes more than one fighter equipped with a Frenzon collar, they will only ever have a single master motivator which governs all collars in the gang.
Forged guilder seal
RAW ✔️ Necromunda Core Rulebook (2023), p284; originates in The Book of Judgement: The Black Market Trading Post
55 Credits – Illegal (11)
Truly decent forged documents are a rarity in the underhive, and ones good enough for a ganger to pass themselves off as a Guilder even more so – though they do exist. Only the boldest criminals pretend to be Guilders, however, for the consequences of being discovered and caught involves a long and painful execution. When a fighter with a Forged Guilder Seal visits the Trading Post, they reduce the Rarity of Items by 2. In addition, the prices of any items they buy are reduced by 3D6 credits to a minimum of 10 credits. However, if they roll a double 1 or double 6 when reducing the price of an item, they have been discovered. The item is bought as normal, however, the seal is then removed from their Fighter card, and the fighter's gang are declared Outlaws.
Grapnel launcher
RAW ✔️ Necromunda Core Rulebook (2023), p284
25 Credits
An Active fighter with a grapnel launcher can make the following action:
Grapnel (Double): The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain.
Grav-chute
RAW ✔️ Necromunda Core Rulebook (2023), p285
50 Credits – Rare (10)
If a fighter with a grav-chute falls or jumps down to a lower level, they do not suffer any damage – they simply move down without any rolls being made.
Guilder cartograph
RAW ✔️ The Book of Peril, p91
70 Credits – Rare (11)
Guilder cartographs are detailed maps of the trails between settlements, showing local hazards as well as safe campsites. Up-to-date cartographs are much sought after by travellers, as they mean the difference between reaching their destination alive or ending up as one more corpse in the underhive.
While a gang is in possession of a Guilder Cartograph, they may alter the Environment when using the Badzones Environments Events Cards or chart (on page 50). After determining the Environment at the beginning of the game, the gang with the Cartograph may immediately discard it and generate a new Environment. If both players have a Cartograph, they should roll off to see who gets to use theirs for this scenario.
In addition to changing the Environment, Cartographs often show the location of Guilder supply caches. During deployment, a gang with a Cartograph can place four loot caskets anywhere on the battlefield.
Of course, the underhive is changing, and maps can become outdated. After each game in which a gang used their Guilder Cartograph, their player should roll a D6. On a 4+, the information it contains is still good, otherwise it is of no further use and should be deleted from the gang roster.
Halo device
RAW ✔️ Necromunda Core Rulebook (2023), p285; originates in The Book of Judgement: The Black Market Trading Post
250 Credits – Illegal (14)
From the forlorn regions beyond the edge of the Imperium, intrepid Rogue Traders sometimes bring back strange objects. Known as Halo devices, these alien artefacts are often imbued with ancient energies, able to sustain their owners even beyond death, though often at a cost to others. When a fighter equipped with a Halo device suffers a Lasting Injury (including Memorable Death), their player can choose another member of their gang to suffer all the effects of the Lasting Injury instead (treat the fighter equipped with the Halo device as having suffered the Out Cold result instead). Note that if the fighter was taken Out of Action they are still removed from the battle, while the fighter chosen to suffer the Lasting Injury remains on the battlefield unless the result was a 61-66, in which case they are removed.
Harrier-skulls
RAW ✔️ Necromunda Core Rulebook (2023), p285; originates in The Book of Judgement: The Black Market Trading Post
40 Credits – Rare (8)
With every innovation in combat there is usually a counter-innovation to defeat it. Harrier-skulls are a kind of servo-skull designed to act as decoys for Grapplehawks and other hunting beasts. If an Exotic Beast wants to make an attack against a fighter equipped with Harrier-skulls, it must first pass an Intelligence test – otherwise the Attack action fails and is wasted. If the owner of the Exotic Beast is within 3" of the target of the attack, the beast may use its owner's Intelligence for the test instead.
Hexagrammic fetish
RAW ✔️ Necromunda Core Rulebook (2023), p285; originates in The Book of Judgement: The Black Market Trading Post
35 Credits – Rare (10)
Badzone peddlers and sumphole wise women often sell charms and fetishes 'guaranteed' to offer protection. The truly astonishing thing is some of these charms actually work! When a fighter buys a Hexagrammic Fetish, they must roll a D6. On a 1, the fetish is rubbish, though the fighter can sell it on to an unsuspecting underhiver for 3D6 credits. On a 2-5, it has some power, and if a Psyker targets the fighter with a psychic power, the Psyker suffers a -1 to their Willpower test. On a 6, the fetish has some real juice; it works as above except the Psyker will suffer a -3 to their Willpower test.
Holochromatic Field
RAW ✔️ Necromunda Core Rulebook (2023), p285; originates in The Book of Judgement: The Black Market Trading Post
100 Credits – Illegal (9)
A Holochromatic field surrounds its wearer in an aura of scintillating colours. Ranged attacks against a fighter with a Holochromatic field suffer a -2 to hit, while melee attacks against them suffer a -1 to hit. Each time the fighter is targeted with an attack, roll a D6. On a 1, the Holochromatic field has been drained and has no effect for the rest of this battle. Fighters wearing an active Holochromatic field count as always having a revealed marker on them in scenarios using the Pitch Black rules. A Holochromatic field cannot be combined with Cameleoline Cloaks or similar devices that make the wearer harder to see.
Industrial respirator
RAW ✔️ Necromunda Core Rulebook (2023), p285
30 Credits – Rare (7)
Respirators are a common sight in the underhive, offering some measure of protection against airborne hazards. Most are ancient things, their filters clogged with years of filth and barely functioning. Sometimes gangers might get their hands on a batch of newly minted respirators, and even some of the rare heavy industrial breathing apparatus reserved for Helmawr's personal guard or outerhive work crews.
An Industrial Respirator adds 3 to a fighter's Toughness, or 4 if combined with a Hazard Suit, against attacks from weapons with the Gas trait. In addition, an Industrial Respirator contains a limited air supply. Once per battle, when a fighter with an Industrial Respirator is activated, they can declare they are using its air supply. Until the fighter is activated again, they gain immunity to Gas attacks, can act normally while on fire (though they may still take damage) and may ignore effects keyed to breathing or air quality.
Lho sticks
RAW ✔️ Necromunda Core Rulebook (2023), p286; originates in The Book of Judgement: The Black Market Trading Post
5 Credits
A fighter equipped with lho sticks is considered to be 'cool' by the more gullible members of their gang. Any friendly fighter with an Intelligence characteristic of 8+ or worse may use this fighter's Cool characteristic instead of their own if they are within 6" and line of sight of this fighter.
Lock-punch
RAW ✔️ Necromunda Core Rulebook (2023), p286; originates in The Book of Judgement: The Black Market Trading Post
10 Credits
Lock-punches are crude pneumatic devices used to smash locks out of doors and force them open. A fighter equipped with a lock-punch can use it when they are taking the Force Door (Basic) action to add 4 to their Strength. Doors opened with lock-punches are permanently damaged and must be removed from the battlefield.
Magnacles
RAW ✔️ Necromunda Core Rulebook (2023), p286; originates in The Book of Judgement: The Black Market Trading Post
20 Credits
Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. A fighter equipped with Magnacles can try to lock them onto an enemy in base contact as an Attack (Basic) action. The target must make an Initiative test to avoid the attack. If this test is failed they are locked in place and cannot move, cannot make ranged attacks and can only make melee attacks at -2 to hit. The target can attempt to free themselves by performing a Break Bonds (Double) action. Roll 2D6. If the result is equal or lower than their Strength then they have freed themselves, otherwise they remain trapped. Each friendly fighter in base contact with the target adds 2 to their Strength for the purposes of this roll.
Malefic artefact
RAW ✔️ Necromunda Core Rulebook (2023), p287; originates in The Book of Judgement: The Black Market Trading Post
90 Credits – Illegal (13)
Malefic Artefacts are objects of the Warp or those that have lingered in the hands of corrupted individuals. When a player buys a Malefic Artefact from the Trading Post, they won't know what it does. They must allocate it to one of their fighters and roll a D6 on the Malefic Artefacts table to determine its type. If a Malefic Artefact is later given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the artefact as normal from now on. If they fail, they wait until their next battle to try to activate the artefact again.
Malefic Artefacts Table
| D6 | Type | Effect |
|---|---|---|
| 1 | Cursed Artefact | The fighter accidentally triggers the artefact as they're messing about with it. The Malefic Artefact mysteriously vanishes and the fighter begins their next battle with the Insane condition. |
| 2 | Whisper Vox | Hidden truths issue forth from the artefact, informing its bearer as to the intentions of those around them. The fighter gains the Overwatch skill. If they already have the Overwatch skill, they can take the Aim (Basic) action in addition to the Shoot (Basic) action when using this skill. |
| 3 | Void Gate | The artefact is a gateway to a dark yawning void that the fighter may open to sap the strength of those around them. The fighter can perform the Unleash the Void (Double) action. If they take this action, for the remainder of the round, all other fighters within 6" of them can only take a single action during their activation. |
| 4 | Aetheric Lantern | When the artefact is activated, it acts as a beacon to the denizens of the Warp who would feast upon the dead and dying. The fighter can perform the Ignite Aetheric Lantern (Double) action. If they do, any Prone and Seriously Injured fighter within 12" of them must pass a Toughness check or go Out of Action. |
| 5 | Chronoscope | Time works differently around the artefact, sometimes speeding up, sometimes slowing down. When the fighter activates, roll a D6. On a 1, they may take no actions this round. On a 2-5, they can take an extra action this round. On a 6, after they complete their activation they may be placed anywhere within 12" of their current location. |
| 6 | Terror Telepathica | Dire thoughts are projected from the artefact driving all those nearby mad. The fighter gains immunity to the Insane condition. Any other fighter that activates within 6" of the fighter must immediately pass a Willpower test or gain the Insane condition. |
Medicae kit
RAW ✔️ Necromunda Core Rulebook (2023), p287
30 Credits – Rare (9)
When a fighter with a medicae kit assists a friendly fighter's Recovery test, roll an extra Injury dice then choose one to discard.
Mnemonic inload spike
RAW ✔️ Necromunda Core Rulebook (2023), p287; originates in The Book of Judgement: The Black Market Trading Post
100 Credits – Illegal (12)
Adeptus Mechanicus Tech-Priests use Mnemonic Inload Spikes for the swift transfer of data from one cortex to the next. Each spike contains potential secrets and skills that the user can inload directly to their brain, though for those without the proper cybernetic interfaces the process can be fatal. When a gang buys an inload spike, they must choose one of their fighters to attempt to use its data. The chosen fighter must immediately roll on the Lasting Injuries table (re-roll any results of Bitter Enmity or Captured). If the fighter is still alive after making this roll they gain one skill of their choice from Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Savant or Shooting. The spike is then used up and removed from the gang's stash.
Photo-goggles
RAW ✔️ Necromunda Core Rulebook (2023), p288
35 Credits – Rare (9)
A model with photo-goggles can attack through smoke clouds, increases the value of X" in the Visibility (X") rule by 9" and may gain other benefits in low light conditions, depending upon the scenario. In addition, if they are hit by a Flash weapon, add 1 to the result of any test to see whether they become subject to the Blind condition.
Photo-lumen
RAW ✔️ Necromunda Core Rulebook (2023), p288; originates in The Book of Judgement: The Black Market Trading Post
20 Credits
Commonly carried by Palanite Enforcers, a model that is equipped with a photo-lumen increases the value of X" in the Visibility (X") rule by 9". However, when the Visibility (X") rules are in effect, a fighter equipped with a photo-lumen cannot be Hidden – they are instead always subject to the Revealed condition due to the bright light emanating from their gear.
Psi-grub
RAW ✔️ Necromunda Core Rulebook (2023), p288; originates in The Book of Judgement: The Black Market Trading Post
50 Credits – Illegal (12)
Whenever a fighter with a Psi-grub uses a psychic power or is the target of a psychic power, place a Psi-grub token on their Fighter card after working out the effects of the power. Once there is at least one Psi-grub token on the fighter's card, they can attempt to use the Psi-grub whenever they manifest a psychic power.
To trigger the Psi-grub, the fighter makes a Tap Psi-grub (Basic) Action and rolls a D6. If the result is equal to or lower than the number of Psi-grub tokens on their Fighter card, the Psi-grub is triggered, otherwise there is no effect. When the Psi-grub is triggered, remove all Psi-grub tokens from the fighter's card and immediately use one of the fighter's psychic powers just as if they had taken a Wyrd Power (X) action (see Using Wyrd Powers). This action does not require the fighter to make a Willpower test.
If there are ever six tokens on the fighter's card, the Psi-grub immediately explodes! Remove all the tokens and the Psi-grub from the fighter's card and roll an Injury dice for the fighter.
Respirator
RAW ✔️ Necromunda Core Rulebook (2023), p289
15 Credits - Common
When a model with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
Sanctioning writ
RAW ✔️ Necromunda Core Rulebook (2023), p289; originates in The Book of Judgement: The Black Market Trading Post
25 Credits – Illegal (10)
A fighter can use a Sanctioning Writ to place a Bounty on any member of a Law Abiding gang (see Claim Bounties). This Bounty remains in place until it is fulfilled, the targeted fighter dies or the campaign comes to an end. A Sanctioning Writ can only be used once, after which it is lost, and a fighter can only have one Bounty on their head at a time.
Second best
RAW ✔️ Necromunda Core Rulebook (2023), p289
15 Credits – Common
Second Best, as the name suggests, is what you drink when you don't have the creds for anything better. The exact contents of a bottle of Second Best vary from settlement to settlement, but are usually a cocktail of drinking-hole dregs, fermented fungi and gun oil (to make it go down smooth!). A few swigs of Second Best will bolster a fighter's courage, but too much can lead to blindness, unconsciousness and even death.
A fighter with a bottle of Second Best can make the Take a Swig (Simple) action. After they take this action, roll a D6. On a 1, 2 or 3, the bottle is empty; remove it from the fighter's card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the battle. The effects of the booze are dependent on how many markers they have on their card.
Second Best Intoxication Table
| Intoxicated Markers | Effect |
|---|---|
| 1 | Feeling Good: -1 to ranged attack hit rolls, +1 to the result of Cool tests. |
| 2 | Getting Unsteady: -2 to ranged attack hit rolls, +2 to the result of Cool tests. If the fighter makes two Move actions in a row, they must pass an Initiative test after completing the second action or become Prone and Pinned. |
| 3+ | Blind Drunk: -3 to ranged attack hit rolls and -1 to melee attack hit rolls, +3 to the result of Cool tests. When the fighter makes a Move action, instead of using the fighter's Movement characteristic, move the fighter D6" in a direction determined by the Scatter dice. |
Servo harness
RAW ✔️ Necromunda Core Rulebook (2023), p290
Usually seen in manufactoria, cargo haulage and storage depots, a servo harness greatly enhances the wearer's strength and endurance, taking the load off their own body and onto itself. Unsurprisingly, many gang fighters find these benefits appealing in their line of work.
Partial
130 credits – Rare (12)
A fighter wearing a partial servo harness gains a +2 modifier to their Strength characteristic and a +1 modifier to their Toughness characteristic. This may take them above their maximum characteristics but it is not a permanent increase and will be lost should the servo harness be lost or cease to function for any reason. Additionally, a fighter wearing a partial servo harness gains the benefits of suspensors on any Unwieldy weapon they carry. However, a fighter wearing a partial servo harness reduces their Movement and Initiative by 1. This item cannot be combined with a servo claw or any other type of servo harness.
Full
160 credits – Rare (12)
A fighter wearing a full servo harness gains all of the benefits of a partial servo harness, but without the negative modifiers to Movement and Initiative. This item cannot be combined with a servo claw or any other type of servo harness.
Skinblade
RAW ✔️ Necromunda Core Rulebook (2023), p291
10 Credits
If the fighter is Captured at the end of a battle, they can use their skinblade to attempt to escape. If they do then add +2 to the dice roll to escape, if the attempt is successful then the skinblade is lost and removed from their Fighter card.
Stimm-slug stash
RAW ✔️ Necromunda Core Rulebook (2023), p291
30 Credits – Rare (7)
Once per battle, a fighter with a stimm-slug stash can use it at the start of their activation. Immediately discard one Flesh Wound from the fighter's card, if any are present. Until the end of the round, the fighter's Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.
Strip kit
RAW ✔️ Necromunda Core Rulebook (2023), p291
15 Credits
When a fighter with a strip kit makes an Intelligence test to operate a door terminal or bypass the lock on a loot casket, add 2 to the result.
Suspensor harness
RAW ✔️ Necromunda Core Rulebook (2023), p291
40 Credits – Rare (9)
Underhivers are nothing if not resourceful when it comes to repurposing gear for their needs. The suspensor harness is such a device, a collection of belts and components from a heavy weapon suspensor array allowing the wearer to carry excessive amounts of equipment. While Guilder slaves and Badzones prospectors might use them to carry heavy loads, gangers mainly use them to sling extra weapons on their back.
A fighter equipped with a suspensor harness may carry four weapons rather than three, while a Hired Gun Bounty Hunter with a suspensor harness may carry six weapons rather than five. As usual, weapons marked on the Equipment List with (*) take up the space of two weapons.
Threadneedle worms
RAW ✔️ Necromunda Core Rulebook (2023), p291; originates in The Book of Judgement: The Black Market Trading Post
45 Credits – Illegal (13)
Threadneedle worms are a deadly bio-weapon able to ravage an area of life in seconds. The lethality of Threadneedle worms makes them an ideal weapon of last resort for gangers who don't care about collateral damage.
A fighter equipped with Threadneedle worms can unleash them by taking the Can of Worms (Basic) action. Threadneedle worms can only be used once, after which they are removed from the fighter's card. When Threadneedle worms are used, roll a D6 on the Threadneedle Worms table.
Threadneedle worms Table
| D6 | Result |
|---|---|
| 1 | The Worms Turn: Roll an Injury dice for the fighter using the Threadneedle Worms. |
| 2-3 | A Few Live Worms: Place a 5" Blast marker anywhere within D6" of the fighter then roll an Injury dice for each fighter under the marker. |
| 4-5 | A Few More Live Worms: Place a 5" Blast marker anywhere within D6" of the fighter, then place two additional 5" Blast markers so they are in contact with the first marker. Roll an Injury dice for each fighter under any of the markers. |
| 6 | A Can Full of Worms: Roll an Injury dice for every enemy fighter on the battlefield, treating Out of Action results as Seriously Injured. |
Web solvent
RAW ✔️ Necromunda Core Rulebook (2023), p292
25 Credits – Rare (8)
When a fighter equipped with web solvent makes a Recovery check due to the Webbed condition, roll an extra Injury dice, picking one of the dice to resolve it and discarding the other. Additionally, when a fighter equipped with web solvent assists a fighter subject to the Webbed condition with a Recovery test, roll an extra two Injury dice and choose which one to apply.
Wild Snake
RAW ✔️ Necromunda Core Rulebook (2023), p292
30 Credits - Common
About the 'finest' booze around, Wild Snake is the go-to drink for underhivers with creds in their pocket and an iron liver. Each bottle contains the skinned and pickled remains of a 'snake', giving the liquor both its name and a sharp bitter taste on account of the snake venom. Gangs prize bottles of Wild Snake both because it is a quick and easy path to inebriation, but also because of the fabled 'Snake Courage' it can imbue!
A fighter with a bottle of Wild Snake can make the Take a Swig (Simple) action. After they make this action, roll a D6. On a 1 or 2, the bottle is empty; remove it from the fighter's card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the battle. The effects of the booze are dependent on how many markers they have on their card:
Wild Snake Intoxication Table
| Intoxicated Markers | Effect |
|---|---|
| 1 | A Good Buzz: -1 to ranged attack hit rolls, +2 to the result of Cool tests. |
| 2 | Seeing Double: -1 to ranged attack hit rolls, +3 to the result of Cool tests. When making ranged attack hit rolls after choosing a target, randomise the actual target of the attack between the intended target and any model (friend or foe) within 6" of them. |
| 3+ | Snake Courage!: -2 to ranged attack hit rolls, automatically pass any Cool tests. |
Xenoculum
RAW ✔️ Necromunda Core Rulebook (2023), p293; originates in The Book of Judgement: The Black Market Trading Post
80 Credits – Illegal (12)
A Xenoculum can represent any number of esoteric alien devices, the true purposes of which only becomes apparent through experimentation. When a player buys a Xenoculum from the Trading Post, they won't know what it does. They must allocate it to one of their fighters and roll a D6 on the Xenoculum table to determine its type. If a Xenoculum is later given to a different fighter in the gang for any reason, the new fighter must pass an Intelligence test the first time they wish to activate it. If they pass, they may use the device as normal from now on. If they fail, they must wait until their next battle to try to activate the device again.
Xenoculum Table
| D6 | Type | Effect |
|---|---|---|
| 1 | Alien Trap | The fighter accidentally triggers the Xenoculum as they're messing about with it. They immediately go into recovery and the Xenoculum is reduced to a collection of junk. |
| 2 | Xenos Claws | The Xenoculum moulds itself to the fighter's hands, lengthening into a pair of lethal claws. The fighter's unarmed attacks become S+2 D2 and gain the Power trait. While the fighter is equipped with the Xenoculum, any attacks they make with ranged weapons suffer a -2 to hit. |
| 3 | Ghost Form | The Xenoculum is a powerful transmatter convertor, allowing its user to slip out of sequence with reality for short periods. Whenever the fighter activates, they can enter ghost form. This state persists until their next activation. While in ghost form, the fighter ignores all terrain, the effects of falling and all attacks with the exception of psychic powers. However, they cannot make attacks themselves or interact with their environment in any way. Each time the fighter enters ghost form, they must roll a D6. On a 4+, the Xenoculum has expended its charge and cannot be used again during the battle but will recharge in time for the next battle. |
| 4 | Horror Aura | A subliminal animalistic howl constantly screams forth from the Xenoculum and only its user is immune to its effects. Whenever the fighter activates, each other fighter, friend or foe, within 6" must make a Nerve test or become Broken. |
| 5 | Alien Chem-factory | Strange mechanisms concoct alien chems within the Xenoculum, dispensing them as the fighter desires. The fighter rolls two extra Injury dice when making Recovery rolls, or assisting another Prone and Seriously Injured fighter in the Recovery phase, and chooses the dice they wish to take effect. In addition, in the post-battle sequence, one member of the fighter's crew can make a Medical Escort action for free. |
| 6 | Brain Booster | A cranial spike allows the Xenoculum to be affixed to the fighter's brain, greatly boosting their cognitive function. The fighter adds 5 to the dice roll when making an Intelligence test. In addition, each time the fighter would gain Experience, they gain one additional point of Experience. |
Exclusive & Trading Post Appendices
Arachni-rig jump boosters
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p123
Van Saar only
Once per activation, a fighter equipped with Arachni-rig jump boosters may choose to use them when they perform either a Move (Simple) or a Charge (Double) action. When they do so they add 3" to their Movement characteristic for the duration of the action.
When a fighter moves with the aid of Arachni-rig jump boosters, up to half of their total movement may be made vertically, allowing the fighter to move between levels and even to move over impassable terrain if they have sufficient movement to do so. However, should the fighter's movement end in the air, i.e., if the fighter does not have sufficient movement to land safely on a level surface, they will fall the remaining distance (note that, if this distance is 2" or less, the fighter will count as jumping down).
Should a fighter use Arachni-rig jump boosters when making a Charge (Double) action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic.
Ash Waste grav-cutter
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p94
Van Saar only, 65 Credits
When founding a gang for an Ash Wastes Campaign, grav-cutters count as Wargear that grants the Mounted condition. However, grav-cutters may still be used in battles that do not allow Wargear that grants the Mounted condition (note this does not allow ash waste grav-cutters to be used in these battles).
A fighter equipped with an ash waste grav-cutter increases their Movement characteristic by 2" and becomes subject to the Mounted condition.
Anti-grav Platform: A fighter equipped with an ash waste grav-cutter may ignore all terrain, move freely between levels without restriction, never falls and can move over enemy fighters, ignoring the 1" rule. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of an enemy fighter's base.
Additionally, a fighter equipped with an Ash Waste Grav-cutter is not able to make the best use of cover. To represent this, when an enemy fighter shoots at a fighter equipped with an ash waste grav-cutter, any negative modifiers that may apply to the hit roll due to cover are reduced by 1.
Hands Free: A fighter equipped with an ash waste grav-cutter ignores the Hands Full rule due to the Mounted condition.
Auto-gyro Stabilisation: A fighter equipped with an Ash Waste Grav-cutter applies a +2 modifier to the Initiative test to avoid being pinned when hit by a ranged attack and when attempting to perform the Stand Up (Basic) action.
Augurspex
RAW ✔️ Necromunda: Hive Secundus Rulebook, p160
Van Saar Augurtek only
Enemy fighters may not be set up within 12" of a fighter with an augurspex as either Reinforcements or using the Infiltrate skill.
Book of the Redemption
RAW ✔️ House of Faith, p126
Cawdor only
The sacred words of the Book of the Redemption fill the devoted of House Cawdor with fervour. A fighter equipped with a Book of the Redemption may perform the Words of Wrath (Basic) action:
Words of Wrath (Basic): This fighter reads aloud from the Book of the Redemption. Until the End phase of this round, any friendly House Cawdor fighter that is within 6" of this fighter when their activation starts may either re-roll the D3 when performing a Charge action, or may re-roll a single roll of a natural 1 when making a Hit roll.
Bomb delivery rats
RAW ✔️ House of Faith, p126
Cawdor only
A fighter equipped with bomb delivery rats may deploy one per turn to carry a single grenade of a type that fighter is equipped with by performing a Prime Bomb Rat (Basic) action. When a bomb delivery rat is deployed, make an Ammo roll for the grenade used as if it had been used normally. The fighter may run out of grenades before they run out of rats!
When the bomb delivery rat is deployed, place it so that the edge of its base is touching that of the fighter and make an Intelligence check for the fighter. If the check is passed, the fighter may choose the direction in which the rat moves. If the check is failed, the rat will move in a direction determined by rolling a Scatter dice. In either case, the rat may move up to 6". Bomb delivery rats ignore all terrain when moving, except any that would normally be impassable, such as walls. They suffer no penalties for climbing, they will never fall, and they may freely leap any gap of 2" or less. Wider gaps are considered impassable.
A bomb delivery rat is not a fighter and may pass within 1" of other models. Should the rat end its movement within 1" of, or in base to base contact with, a fighter, friend or enemy, or another bomb delivery rat, roll a D6. On a 2+, the grenade will go off. On a 1, the grenade proves to be a dud and the rat vanishes into the darkness to dwell upon its good fortune. In either case, the rat is removed from play.
At the start of every subsequent round, after rolling for Priority but before activating any fighters, if the bomb delivery rat has not exploded then it will activate again. Check to see if it is within 9" of the fighter that deployed it. If it is, and if that fighter is Standing and Active or Prone and Pinned, make an Intelligence check for the fighter. If this is passed, the rat will immediately move up to 6" in a direction of the controlling player's choosing. If it is beyond 9", the Intelligence check is failed, the fighter is Standing and Engaged or Prone and Seriously Injured or if the fighter has been taken Out of Action, then the rat will move 6" in a direction determined by rolling a Scatter dice. Should the rat end its movement within 1" of a fighter, friend or enemy, or another bomb delivery rat, roll a D6. On a 2+, the grenade will go off. On a 1, the grenade proves to be a dud. In either case, the rat is removed from play.
Any fighter may attempt to shoot at a bomb delivery rat or make a melee attack against one as if it were an enemy fighter. However, there is always an additional -1 modifier on any hit roll made against a bomb delivery rat. If the rat is hit, roll a D6. On a 4+, the grenade goes off. On a 1-3, the grenade does not go off. In either case, once a bomb delivery rat has been hit by a shooting or melee attack, it is removed from play.
Camoelean elixir
RAW ✔️ Apocrypha Necromunda: Blood in the Spire, p8
Spire Black Market only, 75 Credits – Illegal (10)
Crafted by the best Escher chymists, the camoelean elixir combines with the drinker's epidermal layers to create an almost perfect camouflage, especially if the user remains perfectly still or is not encumbered by heavy weapons or armour.
A fighter equipped with camoelean elixir may drink it at the start of any of their activations. For the remainder of the battle all ranged hit rolls against the fighter suffer a -2 modifier, while close combat hit rolls suffer a -1 modifier. Additionally, if the fighter is not carrying a weapon with the Unwieldy trait and has a 5+ or worse armour save (not counting field armour), or if they did not move during their previous activation, they may only be targeted by a ranged attack if they are within 6" of the attacker.
Draconic scales
RAW ✔️ Apocrypha Necromunda: Blood in the Spire, p8
Spire Black Market only, 250 Credits – Illegal (14)
A rare example of conversion field technology, draconic scales incorporate dozens of tiny energy fields layered within a dermal body suit. Often worn under armour, it is proof against most weapons, negating their penetrative powers.
A fighter equipped with draconic scales cannot have their armour save modified or negated by any rule or trait.
Escher cutter
House Escher only, 85 Credits
RAW ✔️ The Aranthian Succession – Cinderak Burning, p106
A fighter equipped with an Escher Cutter increases their Movement characteristic to 9", ignores all terrain, may move freely between levels without restriction, can never fall, may move over enemy fighters ignoring the 1" rule and gains the Mounted condition. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of another fighter's base. This Wargear cannot be combined with any other Wargear that affects a fighter's movement.
In addition, they must be equipped with one of the following weapon options which does not take up a weapon slot for the fighter and is considered to be fitted with suspensors:
| Must be equipped with one of the following weapon options | Cost |
|---|---|
| Twin-linked grenade launchers with frag & krak grenades | +75 |
| Twin-linked heavy stubbers | +200 |
| Twin-linked plasma guns | +110 |
Gas Trap Launcher
During their activation, a fighter equipped with an Escher Cutter may make the Deploy Gas Trap (Double) Action.
Deploy Gas Trap (Double) Action: When this action is taken, the fighter places a gas trap (see the Necromunda: Ash Wastes Rulebook) within 1" of their base and then may move up to their Movement characteristic.
Grav-cutter
RAW ✔️ House of Artifice, p119
Van Saar only
Not to be confused with the Ash Waste Grav-cutter.
A fighter equipped with a grav-cutter increases their Movement characteristic by 2", ignores all terrain, may move freely between levels without restriction, can never fall, and may move over enemy fighters, ignoring the 1" rule. They may not, however, ignore impassable terrain and may not end their movement with their base overlapping an obstacle or within 1" of another fighter's base.
When a fighter equipped with a grav-cutter is hit by a ranged attack, they do not become Prone and Pinned. However, a fighter equipped with a grav-cutter is unable to perform a Take Cover (Basic) action, nor can they voluntarily become Prone and Pinned for any other reason. In addition, a fighter equipped with a grav-cutter is not able to make the best use of cover. To represent this, when an enemy fighter shoots at a fighter equipped with a grav-cutter, any negative modifiers that may apply to the hit roll due to cover are reduced by 1.
Should a fighter equipped with a grav-cutter ever become Prone for any other reason (due to being Seriously Injured and then recovering, for example), they are unable to make a Stand Up (Basic) action and must instead make a Stand Up (Double) action, regardless of any other special rules or skills that may otherwise affect their ability to stand up (the Spring Up skill, for example).
Fly By Attacks
A fighter equipped with a grav-cutter is able to use its speed and bulk to strike down enemy fighters as they pass them by. A fighter equipped with a grav-cutter may perform the following action:
Hit & Run (Basic): This fighter may move a distance up to their Movement characteristic, exactly as if they were making a Move (Simple) action. If, during the course of this movement, the fighter passes over any enemy fighters, nominate one of those fighters to be the target of a single attack, representing this fighter attempting to strike them a glancing blow with the grav-cutter. Make a single hit roll by making a WS check as normal. If this check is passed, resolve a Strength 4, AP -, Damage 1 hit against the target, as if made by a weapon with both the Concussion and Knockback traits.
Jump booster
RAW ✔️ House of Iron, p120
Orlock only
Once per activation, a fighter equipped with a jump booster may choose to use it when they make either a Move (Simple) action or a Charge (Double) action. When a jump booster is used, it may be used in one of two ways, chosen by the controlling player:
- The fighter may use the jump booster in 'safe mode', allowing them to add 3" to their Movement characteristic for the duration of this action.
- The fighter may 'overcharge' the jump booster, allowing them to add D3+3" to their Movement characteristic for the duration of this action. However, doing so is not without risk, and should a natural 1 be rolled when rolling the dice, something has gone wrong and the jump booster will malfunction. The fighter does not move at all, and instead immediately becomes Prone and Pinned.
When a fighter moves with the aid of a jump booster, up to half of their total movement may be made vertically, allowing the fighter to move between levels and even to move over impassable terrain if they have sufficient movement to do so. However, should the fighter's movement end in the air, i.e., if the fighter does not have sufficient movement to land safely on a level surface, they will fall the remaining distance (note that, if this distance is 2" or less, the fighter will count as jumping down).
Should a fighter use a jump booster when making a Charge (Double) action, for the duration of this activation they may apply both a +1 modifier to each Hit roll they make and a +1 modifier to their Strength characteristic.
Hazardous Equipment
Using a jump booster is not without its risks, and this is never more true than when the user is attempting to use flame weapons or lob grenades! To represent this added danger, during any activation in which a fighter equipped with a jump booster uses it when making a Move (Simple) action, any weapons they are armed with that have either the Grenade or Template trait will also gain the Unstable trait. Once the fighter's activation ends, this rule ceases to apply.
Mirror aegis
RAW ✔️ Apocrypha Necromunda: Blood in the Spire, p8
Spire Black Market only, 125 Credits – Illegal (12)
A mirror aegis is typical of the noble trickery common to the spire. The field projects an image of the wearer to a nearby location, drawing away enemies or getting them to turn their backs before the wearer strikes.
The first time a fighter equipped with a mirror aegis is hit by an attack (before wound rolls or armour saves are made) roll a D6. On a 1 resolve the attack as normal, then roll again the next time the fighter is hit by an attack. On a 2+ the attack is negated and the fighter may be placed anywhere within 6" of its current location and the mirror aegis cannot be used again this battle.
Proximity auspex
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p123
Exclusive
A fighter equipped with a proximity auspex can take the Scan For Threats (Basic) action.
Scan For Threats (Basic): Select an enemy model within 24". They become Revealed until the end of the current round.
Psychofamile pheromone
RAW ✔️ Apocrypha Necromunda: Blood in the Spire, p9
Spire Black Market only, 150 Credits – Illegal (12)
Perfumes, incense and aromas fill the gilded halls of the spire, many crafted to sway the emotions or minds of those who smell them. Psychofamile pheromones work to make those close to the wearer see them as a loved one – usually just before the wearer drives a knife into their chest.
When a model attempts to target a fighter equipped with psychofamile pheromones with a ranged or close combat attack whilst they are within 3" of them (including attacks made as part of a Charge (Double) action) they must first make a Willpower test. If the test is passed, the attack is resolved as normal. If the test is failed, no attack is made and the action is wasted.
Psychomancer's harness
RAW ✔️ House of Shadow, p121
Delaque only
This strange form of servo harness combines familiar underhive technology with the mysterious psychic sciences of House Delaque. Plugging directly into the wearer's mind mechanically and psychically, the wearer's strength and agility is greatly enhanced by the harness.
A fighter wearing a psychomancer's harness increases their Move characteristic by +2". Additionally, when this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder.
A fighter wearing a psychomancer's harness is automatically equipped with paired psychomantic claws. However, the fighter can only be equipped with a maximum of two weapons purchased from those listed in their entry (rather than the usual three) and may not be equipped with any weapons marked with an asterisk (*), or any weapons with the Unwieldy trait.
Pyromantic mantle
RAW ✔️ House of Faith, p127
Cawdor only
Fanatical followers of the Redemption often wear elaborate dress and headgear that not only gives them a sinister and threatening silhouette, but that quite literally burns with the fires of the Emperor's wrath! Any attacks made with weapons that have the Melee or Versatile trait (including unarmed attacks) carried by a fighter with a pyromantic mantle gain the Blaze trait during that fighter's activation (i.e., not when making Reaction attacks).
Radcounter
RAW ✔️ The Book of Peril, p94
The Book of Peril: Badzones Trading Post only, 50 Credits – Rare (9)
Radiation is a common hazard in the underhive. While a few hard rads are just part of life in and among the Badzones, when your hair starts falling out and your skin starts to glow, odds are you've wandered too far into the wilds. Underhivers use a variety of means to detect radiation, from homemade auspexes to sniffer slugs, collectively referred to as radcounters.
A fighter equipped with a radcounter can never be the random target of an Event (see Badzone Events) unless there are no other fighters to choose from.
Ridge walker
RAW ✔️ The Aranthian Succession – Vaults of Temenos, p131
House Cawdor only
While equipped with a Ridge Walker, a fighter gains the Mounted condition and all of its associated rules. In addition, increase the fighter's Movement characteristic to 9" and the fighter applies a +1 modifier to any Initiative checks they make.
Refraction cloak
RAW ✔️ Necromunda: Hive Secundus Rulebook, p160
Van Saar Gunntek only
When making a ranged attack against a fighter equipped with a refraction cloak, the Hit roll suffers a -1 penalty to hit. This is increased to -2 if the fighter did not move in their previous activation.
Servo-medicae
RAW ✔️ Necromunda: Hive Secundus Rulebook, p160
Van Saar Bioteknist only
A sophisticated system that interfaces both forearm mounted tools and scanner with a shoulder mounted dispenser, a servo-medicae is the best in field medicine the Van Saar have been able to create. A fighter equipped with a servo-medicae may perform the Medicate (Basic) action.
Medicate (Basic): Choose a Seriously Injured friendly fighter within 1" of this fighter. That fighter may make a Recovery roll as if it were the End phase. This does not stop the fighter from making a Recovery test in the End phase if they are still Seriously Injured.
Vox array
RAW ✔️ Necromunda: Hive Secundus Rulebook, p160
Van Saar Augurtek only
A fighter equipped with a vox array gains the Group Activation (1) special rule.
Waster's dirtbike
RAW ✔️ Book of the Outlands, p41
Wasteland Gangs only, 50 Credits
A fighter equipped with a Waster's dirtbike increases their Movement characteristic to 8" and gains the Mounted condition. This Wargear cannot be combined with any other Wargear that affects a fighter's movement, such as either a jump booster or grav-cutter.