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Noo Weaponz
Unofficial gunz and close combat weapons, to arm your boys with.
Noo Hand-to-Hand Weaponz
Big cuttin' fingz fer yer boyz.
Noo Gunz
Da shooty stuff.
Noo Stikkbombz
Stuff ta lob at da enemy.
Noo Big Gunz
Really big shooty stuff.
Key:
Written by members of our community.
Edited/adapted by members of our community.
Published by GW.
Chain Weaponz - 4 Teef
Chain Weaponz are swords, axes, choppaz or sawz with a spiky chain stuck around the sides, that whirr when you switch 'em on. They give +2 strength, and add +1 to Revvin' an' Shoutin' rolls, due to the loud noise they make! Note that the Revvin' an' Shoutin' bonus is not cumulative (you only get +1, no matter how many chain weaponz the mob has).
Burna - 5 Teef (Spanner Boyz only)
Burnas are like mini versions of skorchas, mainly used to cut through armour plate. It may be used in Close Combat or for shooting. If shot, the burna uses the Skorcha's "Ammo Test" and "Template" rules, but not the "Catching Fire" rule. A model using a Burna may not use another hand-to-hand weapon as well. A Burna also needs to take an ammo test every time it is used in hand-to-hand combat.
Short Range | Long Range | To Hit Short | To Hit Long | Str. | Save Mod. | Dam. | Ammo Roll |
| Special | Rules | - | - | 3 | -3 | 1 | 5+ |
Special Always take Ammo Test, Skorcha Template, Hand-to-hand
Fog Stikkbombz - 3 Teef
Fog Stikkbombs are based on frag stikkbombs, except they are filled with a very potent fungus gas. This is made from fungus beer, the strongest alchoholic drink this side of the eye of terror, and it can easily knock out a digga from 10 paces (the smell). Naturally, the gas is even stronger!
Fog Stikkbombz use all the normal Stikkbomb rules (2" Blast Marker, can be used in close combat). They may not be Kustomised. Once the Blast Marker is placed, do not roll to wound the opponent. Instead, roll a D6 for each model under the template. If you roll higher than the model's Toughness, roll a second D6 and consult the table below:
Gas effect:
1: The victim goes into hibernation and is treated as down for the rest of the game, although he may not roll to recover.
2 - 3: The victim temporarily falls asleep and may not move for two turns.
4: The victim becomes very drunk. He hates everybody and is subject to stupidity for the rest of the game. Note that the warrior thinks everyone is his enemy, and will attack anyone within range.
5+: The victim becomes mildly drunk and is subject to stupidity for the rest of the game.
Big Chaina' - 13 Teef
A big chaina' is rather like the assault cannon in 40K. It has lots of barrels, looks big and imposing, and hits anywun within range!
Auto Hit: The big chaina is a fast firing weapon, and a popular tactic for them is to swing the gun back and forth on its axis, so it actually hits everything in its fire arc of 90 degrees and within 8 inches!
Ammo Test: An ammo test is required each time the Big Chaina is used.
Short Range | Long Range | To Hit Short | To Hit Long | Str. | Save Mod. | Dam. | Ammo Roll |
| 0-8 | - | Auto | - | 4 | -1 | 1 | 4+ |
Special Always take Ammo Test, Auto Hit
Zzap Gun - ? Teef (unsure, needs playtesting)
Zzap Gunz are large weaponz that fire bolts of pure energy at the opponent. Although they are not as popular as Big Shootas and similar projectile weapons (less of a bang), they can be devastating.
Random Strength: The Zzap Gun uses the Misfire Dice to determine it's strength. Roll this each time you fire. If you roll a "Misfire", the Gun has malfunctioned and hits its own vehicle! It inflicts one damage on the vehicle, which automatically penetrates any armour.
Short Range | Long Range | To Hit Short | To Hit Long | Str. | Save Mod. | Dam. | Ammo Roll |
| 0-12 | 12-18 | - | -1 | Misfire | -3 | 1 | 4+ |
Special Random Strength
Lobba - ? Teef (unsure, needs playtesting)
Lobbas are huge kannonz that are fired up into the air in large arcs. They have two modes of fire: Frag and Krak, similar to Stikkbombz.
Frag
Short Range | Long Range | To Hit Short | To Hit Long | Str. | Save Mod. | Dam. | Ammo Roll |
| 12-24 | 24-90 | No Roll - | Guess | 4 | 0 | 1 | Auto |
Special Blast Marker, Guess Range
Krak
Short Range | Long Range | To Hit Short | To Hit Long | Str. | Save Mod. | Dam. | Ammo Roll |
| 12-24 | 24-90 | No Roll - | Guess | 6 | -2 | D3 | Auto |
Special Guess Range
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