This is a run-down of the weapons available in the underhive.
This is mainly for newer gamers who are stuck trying to create a new gang,
and have no idea what weapons are good, and what aren't.
Hand-to-Hand Weapons
Club or Maul - A Goliaths weapon of choice. +1 Str is good, but no
parry means you have to be good at rolling dice :-)
Chainsword - These rock. +1 Str, and a parry, what more could you want
(maybe a Power-Fist)
Chain - Great for protector juves, so that enemy h-t-h experts dont
use their two parries to ensure you roll 2 ones.
Knife - Don't ever bu one of these, I see absolutely no point to them
at all (besides, you already get one!)
Massive Axe - Good, but can be a bit risky. Give these to gangers with
high WS.
Sword - Never leave home without one. Even try two. 2 parries will
certainly stuff around your opponent. One sword is always a must for anyone
other than heavies, and shooters (but if you've got the dough, give these
guys one aswell, and keep them safe.)
Pistols - In general, I only use Plasma pistols, and hand-flamers.
Other pistols are nice, but don't you dare rely on them.
Autopistol - Nice, cheapish. Not much good though.
Bolt Pistol - To expensive. A Stub Gun with dum-dums is better, and
doesn't run out of ammo as easy.
Hand Flamer - These RULE! Try one and see. (I once downed and outted
2 gangers and a leader in one turn with one of these, and with a Juve!
Who was blinded in one eye!!!!).
Laspistol - Reliable secondary weapon, but not real accurate.
Plasma Pistol - These are kewl aswell. Use em. Mainly for hand-to-hand,
but ok at short range. S6 and 1 Sustained Fire Die is nothing to laugh
at.
Stub Gun - Great with Dum-dums. Use as secondary only though.
Basic Weapons
Autogun - I don't use these as often as I do lasguns, (don't ask me
why), but are good for shooty gangers.
Boltgun - Too low an ammo roll for me, and to expensive. ie for that
price you can get a Shotgun, +manstoppers, and a sword for safety.
Lasgun - A must for shooty gangers. Dead 'ard.
Shotgun - These are kewl. If a campaign progresses far enough, and
lots of armour is floating around, get man-stopper rounds at all costs.
Also, always have a sword handy, as range isn't real long, and you might
need to get close.
Manstoppers - These are kewl, especially when figthing armoured opponents.
No modifiers is kewl as well.
Hot Shot - Good for fun. Run out of ammo to easy.
Bolt Shells - Never tried these. Someone tell me what there like.
Special Weapons
Flamer - These are kewl, specially for specialists. Bit risky for a
Leader. See my gang-selection page for
info about flamer tactics.
Grenade Launcher - A poor mans Missile Launcher. Not all that bad.
Melta Gun - OOOOOOO, burny sensations is what victims of this will
feel. These ROCK! S8 and d6 wounds is kewl.
Plasma Gun - Good for Leaders of Shooty houses (e.g. Van-saar, Orlock,
Delaque).
Heavy Weapons - Now where into the fun stuff!
Auto-Cannon - OK. Quite expensive, but very powerful, and sustained.
Heavy Bolter - I have had a few bad experiences with these (i.e. running
out of ammo the first time I fired it, on more than one occasion.) I would
suggest a Heavy Bolter until you can afford an Auto-Cannon or something
similar.
Heavy Plasma Gun - These are HOT! 1 1/2" Blast marker is kewl
in the cramped confines of the underhive. Str 10 and d10 wounds is nothing
to laugh at either.
Heavy Stubber - Ideal initial Heavy Weapon. Long range, reliable. Very
good.
Lascannon - The Ideal tank-buster. Thing is, there aren't any tanks
in Necromunda! People in my campaign rave about these, but personally i
don't like them at all. The fact is they can only kill one thing per go,
and only if they hit. Of course if they do hit, they almost definately
do kill, but only one kill per turn is dissapointing.
Missile Launcher - Good, but only if you can afford Super Kraks. A
couple of times, I have hit with my Frag missiles, held my breathe anticipatingly,
and then was dissapointed with only S4.
Grenades - These are kewl, if you can afford them, try them out.
Frags - Great, but only use them when there are groups of gangers.
Kewl thing to try is this. Notice the rule that says a grenade can only
scatter half the distance you throw them. Well move within just under 4"
of a ganger, and lob one in. With a maximum scatter of under 2" then
you are guaranteed to hit. This does work, much to your opponents disgust.
Don't try it to many times though or you might find yourself being disliked!
Kraks - Good for blowing up objectives, as you can set them. Not real
good for much else.
I will soon add the extra rarer weapons, but I haven't seen
enough of them, so as soon as I do, I will update this page.
Anyone with harsh disagreements of my opinions, feel free to
mail me. I'll listen I promise.