Thursday 17 April 2014

Necromunda Review: Ammunition and Gunsights

Continuing my reviews of all things Necromunda with a review of Ammunition and Gunsights!

Hotshot Laser Power Pack

Increases the strength of a laspistol or lasgun by one. But reduces the ammo roll from a 2+ to a 5+.
It is a rare trade item, and thus has a added variable cost. The easiest comparason for this is with bolt weapons which have a similar stat line. 
This ammo type gives you bolt strength but one better ammo roll, but will cost 5 credits more when equiped on a pistol and 10 credits more on a lasgun. 

Useful for gangs that can't gain easy access to bolt weapons and already have some lasguns, but overall I personally prefer the better ammo roll to the higher strength. It becomes more useful when combined with skills like weaponsmith and amourer, but then again so does a boltgun so its a matter of availabilaty and preference.

Hellfire bolts

A boltpistol or Boltgun using this ammo type does D3 damage, but if you have to take an ammo test and you roll a 1-3 you have to test to see if the weapon explodes. This is a big drawback to have on a weapon, its the same rule as a stubgun with dum dum rounds. It is also expensive at 20 credits plus variable. 
If you have the skills or equipment to mitigate ammo rolls they are well worth it on a ganger with a high BS. 

Drum Magazine

Although not really a ammo type and more of a weapon upgrade I decided to include it here anyway.
They allow you to add a +1 to hit with your autopistol autogun or autoslugger, with the downside of a automatic ammo test when you choose to use it. 
They are quite cheap at only 15 credits plus variable. It is better to use with the autoslugger as the +1 to hit would apply to all shots fired, so potentially three shots. 

Weapon Reload

Can be applied to any ranged weapon, costing half the weapons cost (ignoring additional ammo types for example shotguns or grenade launchers). It is essentially a +4 save for your weapon should you fail an ammo roll, it will only work once per game however. Best used on important members of your gang that you want to never run out of ammo. They are common to buy now in community edition so buy away! Great with shotguns due to the super cheap cost. 

Infra-Red Sight

This gun sight can be fitted to all basic weapons except the shotgun, and also the needle rifle. Its main effect is to reduce the cover save of your target by 1, so light cover is ignored and hard cover is -1. It also allows you to shot freely in darkness based games. Note that these benefits only apply when stationary. This doesn't come into play unless you use the rules for darkness (but you should!!!)

Mono-Sight

Can be fitted to any basic, special or heavy weapon. (The only gun sight that effects heavy weapons)
It gives a stationary fighter +1 to hit, very basic upgrade but great for heavies that are yet to gain a BS upgrade. 

Red-Dot Laser Sight

Can be fitted to any pistol, basic or special weapon. (The only sight that effects pistols) It gives a +1 to hit but allows the target a 6+ special save if the target has the shooter in their vision arc. This increases to 4+ in games using darkness. Note that this is the only sight that does not require you to be stationary.

Telescopic Sight

This gun sight can be fitted to any basic weapon except shotguns, and also the needle rifle. The sight increases the guns long range by its short range. For example a autogun will have a long range of 36" with it equipped. Your fighter needs to remain stationary to use the sight. It is great to use on a ganger that is escorting your heavy. I prefer it with a hunting rifle for a 40" range, which is roughly what heavies end up shooting at.

3 comments:

  1. i dont think i have ever used these, except that time you stole my hellfire bolts

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  2. Telesights are fantastic when combined with Rapid Fire

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  3. Affect. The to hit roll is *affected* by the modifier a sight confers.

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