TEXT: IUEW WE/APOfUS
  PIT SLAr'E WEAPOIS
  Pit slave weapons are used, unsurprisingly, by pit slaves. These are a new type of Hired Gun, detailed later.
  ROCK DRILL
  Mining slaves are commonly modified to carry a massive
  drill for boring through slag and rock. The rock drill makes
  a fearsome weapon in hand-to-hand combat. If the pit slave
  inflicts 2 or more hits in combat then he exchanges ali the
  hits for a single hit with increased strength and damage as
  he drills through his opponent's body. The bonus equals +l
  Strength and +l damage for each hit after the first, so you
  exchange 2 hits for a single 55 hit causing 2 wounds, 3 hits
  fbr a single 56 hit causing 3 wounds and so on.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  Close combat only 
  4 
  1 
  -3
  Special: 
  5ee above
  CLAW
  A claw or big grabber is used in a variety of mining and
  loading roles. A pit slave armed with a claw may pick up
  and hurl his opponent if he wins a round of combat, in
  addition to hitting him. A hurled opponent is thrown D6" in
  a direction chosen by the player. The hurled model suffers
  a hit at a Strength equal to half the distance thrown (round
  up). If it strikes a wall or other obstruction it will stop there.
  If it hits another model both models take a hit with a
  Strength equal to half the distance rolled. If the model is
  pitched off a building use the Falling rules to work out
  damage.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  Close combat only 
  4 
  I 
  -l 
  -
  Special: 
  See above
  SHEARS
  Huge shears are fitted to pit slaves for harvesting fungus
  groves and scrap sheet metal. The sharp blades of the shears
  are quite capable of snipping bits off a human as well. If the
  pit slave hits an opponent in hand-to-hand combat, re-roll
  any dice which roll 6 to wound. If the second roll is also a
  6 the victim's head is snipped clean off unless it can make
  its armour saving throw (or dodge).
  Any models that suffer this fate are automatically dead and
  don't roll on the Serious Injury Table. Note that the model
  can't be revived with medic skills, medi-packs, etc.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  -2
  BUZZ SA\V
  Buzz saws are fitted to scrap slaves and particularly
  unsubtle pit fighters. A whirling disk of toothed steel, the
  buzz saw can part steel or flesh just as easily with a single
  scything swing.
  Short Long 
  To Hit
  Range Range short Long str Dam Save Ammo
  Close combat onJy 
  5 
  I
  Special: 
  None
  CHAINSA\V
  Chainsaws are a popular choice of weapon for pit fighters,
  their most well-known advocate being the slave leader Bull
  Gorg. A chainsaw is usually mounted on the stump of a
  wrist or in place of a fbrearm, but the infamous pit fighter
  Harkan Vore actually had a chainsaw which replaced his
  lower jaw! Because a chainsaw is long, edged and
  comparatively easy to wield the user may use it to parry in
  close combat.
  Long 
  To Hlt
  Range Short Long 
  Str Dam 
  Save 
  Ammo
  Close combat only
  Special; Parry
  - l
  Short
  Range
  Close combat only
  Special: 
  See above
  - t
  
  Short
  Range
  HAMMER
  Giant hammers are fitted to mining and foundry slaves. The
  pile driver force of a pneumatically-driven hammer rs so
  great that opponents in hand-to-hand combat may be
  knocked senseless and beaten to their knees before thev
  have a chance to frght back.
  Any opponent in hand-to-hand combat with a hammer-
  armed pit slave has its Weapon Skill halved (rounding
  fractions down) unless it can roll under its Initiative on a
  D6.
  Long 
  To Hit
  Range Short Long 
  Str Dam 
  Save 
  Ammo
  CJose 
  combat only
  SpeciaJ: 
  None
  EVISCERATOR
  The Eviscerator is a huge double-handed chainsaw favoured
  by the fanatics and zealots of the Redemption. An
  Eviscerator's double set of contra-rotating teeth can rip
  through even the toughest mutant hide and bone, tearing an
  enemy to pieces with a single two-handed cut. The size and
  weight of'the weapon mean it can only be wielded with both
  hands and even then the operator is limited to making wide
  swings and heavy, overhead cuts with it.
  Special Rules
  The Eviscerator is so heavy and dangerous that it is
  impossible to parry. However, the Eviscerator does not
  encourage a very elegant fighting style so in the case of a
  draw the model with the Eviscerator will automatically lose
  and suffer t hit regardless of the two combatants' Initiative
  scores.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  Close combat only 
  As user +3 D3
  (np.irl 
  l\,4)v n^f 
  hc nrrriFri
  CLOSE COMBAT WEAPOTS
  BASIC WEAPOTS
  E)ffERMINATOR
  Only the fanatics of the Redemption use Exterminators,
  particularly for their Novice Brethren whose shooting skills
  are more enthusiastic than accurate. An Exterminator isn't
  really a weapon as such, it's more like a flamer nozzle
  attached to a small canister of fuel. This is strapped under a
  real basic weapon like an autogun or a shotgun to give the
  fighter carrying it a single-shot flamer to use at close
  quarters.
  Special Rules
  An Exterminator can be attached to a basic, special or close
  combat weapon (in the latter case the nozzle is usually
  attached to the weapon and fed from a canister which is
  carried separately). An Exterminator cannot be attached to a
  pistol weapon.
  During the shooting phase a model can fire its Exterminator
  instead of the weapon it's fitted to. The effects of an
  Exterminator are identical to a shot from a normal flamer.
  The Exterminator attachment fires a burst of flaming
  chemical, an unstable sticky material that ignites upon
  contact with air. Used at short distances it is almost
  impossible to miss and several victims can be claimed with
  a single shot.
  SPECIAL RULES
  One Shot Weapon. The Exterminator only carries enough
  fuel for a single shot, so once the Exterminator has been
  fired it is out of ammo for the rest of the game.
  Template. The flamer's shot is represented by the larger
  teardrop-shaped flamer template. Place the template so the
  pointy end touches the firing model and the rest of it covers
  one or more target models. Any models wholly under the
  template are hit automatically, while those partially beneath
  are hit on the D6 roll of a 4. 5 or 6.
  Catching Fire. If a model is hit by a flamer and goes down
  then the target has absorbed the lull brunt of the blast and
  the flames go out with no further effect. If the model goes
  out of action then remove the model as normal. If a model
  
  is hit but does not go down or out of action, then make an
  immediate test to determine whether the target catches fire.
  RoIl a D6. On a 1-3 the target does not ignite and there rs
  no further effect. On the score of a 4-6 the target ignites.
  A burning target will continue to bum until the flames are
  extinguished. Test for this at the start of the fighter's own
  tum. Roll a D6.
  If there are any models within 1" of the burning fighter
  during their movement phase then they may attempt to beat
  out the flames. If they do this they cannot shoot in the
  shooting phase. Roll a D6 and add a +1 for each extra
  model attempting to beat out the flames (eg, 2 models +1).
  If the total is 6 or more the flames are beaten out with no
  further effect.
  Frenzied target. A frenzied fighter who catches fire will
  ignore the flames and continue to move, shoot and fight
  despite buming up. He will, howeveq continue to take
  damage as described above.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  q n F . i r l  
  l l ( c <  
  F l r m F r  
  t F m n l r t F
  BLUNDERBUSS/SCATTER 
  GUN
  Scawies use blunderbusses and scatter guns in great
  numbers, though these weapons are also occasionally made
  and used by Ratskins. A blunderbuss or scatter gun rs a
  simple weapon made out of one or more short tubular
  barrels (sometimes with flaring muzzles) strapped onto a
  crude stock of some description. An explosive charge is
  loaded into each barrel before metal fragments, stones and
  other pieces of shrapnel are packed down on top. When the
  weapon is fired it belches out this mass of shards, hopefully
  into the general vicinity of the target.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  HANDBO\V
  A handbow is a compact crossbow or speargun made using
  scavenged springs or torsion twisted gut to supply its
  strength. Ratskins particularly favour handbows because
  they are siient and fire ammunition that can be collected and
  reused.
  The handbow fires a short, heavy arrow that is best turned
  out of steel or iron and barbed so it sinks into the flesh. The
  handbow can be fired one-handed but it is too cumbersome
  to use like a pistol in close combat. A handbow can't be
  reloaded on the move.
  Special Rule
  While the heavy arrow of a handbow can pierce flesh easily
  it lacks the momentum to punch through thick, rigid
  armour. Any target with an armour saving throw of 4+ or
  better has its armour save increased to 2+ when hit by a
  handbow arrow.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  0-8 
  8-16 
  - 
  -1 
  4
  Special: 
  Move or fire
  I 
  Special 
  6+
  MUSKET
  Muskets are primitive weapons which comprise a long,
  narrow banel strapped to a stock. A small amount of
  explosive packed into the barel fires a solid slug or ball of
  metal. Muskets are easy to construct and maintain, though
  they are inaccurate at long range in comparison to more
  modern weapons. The loading process for a musket is time-
  consuming so the firer must remain stationary to fire.
  Muskets are very common among Ratskins and Scavvies
  but they are generaily keen to scavenge a better weapon
  from elsewhere.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  0-12 12-2+ - 
  -t 
  3 
  I 
  -t 
  6+
  Specjal: Move or fire
  0 6  
  6 9  
  + 3  
  I  
  3  
  1
  Special: 
  None
  D6 Result
  L-5 
  The model continues to bum and automatically
  sustains a further Strength 4 hit. If a model goes
  down or out of action whilst on fire the flames
  automaticaliy go out with no further effect.
  Whilst burning the fighter's nerve is
  automatically broken, though the model
  moves 2D6" in a random direction rather than
  towards cover (a random direction can be
  established using the Scatter dice). A buming
  model will not engage in hand-to-hand fighting
  and other models automatically move out of his
  way.
  6 
  The flames go out with no further effect.
  6 +
  
  GREil'TDES
  TOX BOMB
  Strength 
  Damage
  4 
  1 
  0 
  Auto 
  See below
  A Tox bomb is basically a sealed pot or flask containing
  some truly noxious (and iethal) toxic waste collected by
  Scavvies out in the wastes. When a Tox bomb is thrown it
  cracks open and the deadly pollutant inside splatters across
  Save 
  Ammo 
  Special
  Mod. 
  Roll
  the target area, forming puddles of corrosive slime and
  noisome poisonous gas.
  The standard Grenade rules apply for throwing a Tox bomb.
  Place a Tox marker where the bomb lands. Any models
  within 2" of the marker will be hit on a D6 roll of 4 or more.
  6 if they are wearing a respirator (filter plugs alone don't
  help). Leave the Tox marker in place for the rest of the
  game. Anyone who subsequently moves within 2" may be
  hit as above.
  /-\ 
  model B. Model A is hit with 56 & D3 damage
  f$ 
  Model B is hit with 55 & 1 damage.
  \>*x
  V9 
  a\
  ffiJ
  SPEAR GUN
  Scaly spear guns are big, brutal weapons built around
  several hefty springs scavenged from ancient machines in
  the badzones. The gun is loaded by the Scaly using brute
  strength to compress the springs as it fits a short hafted
  spear or harpoon into the barrel. The gun fires the spear
  with tremendous power, enough force for it to go straight
  through one body and into another even at long range.
  If a model is wounded by a spear gun ro11 a D6 to see how
  many inches the model is hurled by the force of the hit. If
  the model hits another one en route, the second model is
  also skewered and suffers a Strength 5 hit causing I wound
  with a -2 save modifier. The second target is then carried the
  remaining distance. If by mischance a third model is hit by
  this flying kebab he will suffer a Strength 4 hit causing 1
  wound with a -1 save modifier and so on.
  Suffice to say that any models knocked off high ledges by a
  SC^ALY WEAPONS
  These weapons may only be used by models with Strength 5 or more
  Model A is hit by a spear gun and carried 3" into
  spear gun suffer normal falling damage.
  Place a counter next to the model using a spear gun once he
  fires, as a reminder. The spear gun is unloaded and may not
  be fired until the model misses its shooting phase to reload
  it. Note that the model may not run, charge or set overwatch
  and reload the spear gun, nor may it fight in hand-to-hand
  combat.
  Short Long 
  To Hit
  Range Range Short Long 
  str Dam Save Ammo
  0 1 2  
  1 2 2 4  
  -  
  - t  
  6  
  D 3  
  - 3  
  6 +
  Special: See above
  SCATTER CANNON
  A Scatter cannon is simply an enlarged version of a
  blunderbuss or Scatter gun with a heavy barrel and a fist-
  sized bore. The greater weight of shrapnel and explosive
  charge used in a Scatter cannon increase its range and make
  it a lot more deadly in the confined conditions of the
  Underhive. The recoil of a Scatter cannon is so ferocrous
  that only a creature with the massive strength of a Scaly can
  fire it.
  Short 
  Long 
  To Hit
  Range Range 
  Short 
  Long 
  Str 
  Dam 
  Save 
  Arnmo
  0-8 
  8-16 
  +3 
  + l
  I
  6 +
  
  DISCUS/THROWING A)G
  Scalies sometimes carry huge jagged throwing axes or
  discus of razor-edged metal. Driven by the powerful
  muscles of a Scaly these primitive missiles are quite lethal,
  easily capable of lopping limbs or heads off anyone
  unfortunate enough to be in their path.
  Short Long 
  To Hit
  Range Range Short Long
  Str Dam 
  Save 
  Ammo
  0-6 
  6 12
  Special: 
  None
  6 +
  SPYRER WEAPONS
  Note: Spyrer weapons damaged by the Disarm skill, or anything else for that matter will automatically repair themselves at
  the end of the game.
  ORRUS BOLT LAUNCHERS
  The bolt launchers on an Orrus suit are racks of small
  rockets mounted on the back of its crusher fists. The power
  boosts of an Orrus hunting rig can extend the power and
  bum duration of the rocket's tiny engines, giving them a
  greater range. They can also increase the power of the
  warheads and improve the fire conffol so that salvoes of
  bolts can be fired.
  Special Rules
  The Orrus bolt launchers are linked to fire together so they
  must be fired at the same target and only a single dice is
  ro11ed to hit. However, if a hit is scored make two separate
  rolls to wound.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  0 8 
  8-16 
  +l
  2+
  MALCADON \VEB SPINNER
  The spinarets of a Malcadon's web spinner spew out silky
  threads of gossamer which harden with the strength of steel
  wires. A victim of the web is left hopelessly ensnared and at
  the mercy of the Malcadon's ripping claws. The Malcadon
  can also use its spinner to create threads which it uses to
  climb vertical surfaces or lower itself down sheer drops.
  Special Rules
  If a Malcadon hits a model with its web spinner the
  opposing player must ro11 a D6 while the Spyrer player rolls
  two D6 and picks the highest. Both players then add the
  Strength of their respective models to the score. If the
  Malcadon's score is lower than the victim's the model is
  merely pinned by the attack and can attempt to escape
  pinning as normal if a friendly model is nearby.
  If the scores are equal or the Malcadon beats the target's
  score the model is entangled and effectively goes down. All
  the normal rules for being down apply, so the model can
  wriggle 2" in its movement phase and is rolled for in each
  recovery phase, representing the model having a chance of
  breaking free or suffering serious injuries from the steely
  threads. If a model breaks free it still has its full
  complement of wounds but it suffers the -1 to BS and WS
  penalty for taking a flesh wound.
  If the Malacadon is running, charging or simply not firing in
  its turn it can use its threads to help it move. This means it
  can move up or down walkways and platforms even if there
  is no ladder or lift available. The distance moved up or down
  is counted against the Malcadon's total movement for the
  tum and the Malcadon must end its movement on a flat
  surface, not dangling between two platforms.
  Short Long 
  To Hit
  Range Range Short Long 
  Str Dam Save Ammo
  0-+ 410 
  +l 
  +l 
  specjal-seeabove 
  2+
  YELD LASER GAUNTLETS
  TheYeld hunting rig is fitted with heavy gauntlets mounting
  multiple laser tubes. The gauntlets fire a storm of laser bolts
  from theYeld's fists, a deadly attack which has the longest
  range of any of the Spyrer hunting suits. The power boosts
  for the Yeld rig make its lasers even more potent, feeding
  more power to them so they can fire in a sustained mode and
  increasing their penetrating power.
  Short Long 
  To Hit
  Range Range short Long 
  Str Dam save 
  Ammo
  0 - 1 0  1 0 2 0  + l  
  -  
  3  
  I  
  - 1  
  2 +
  JAI(ARA
  MONOMOLECULAR S\VORD
  The monomolecular sword canied by the Jakara is a marvel
  of molecular engineering. The blade is a living crystalline
  structure which constantly renews its edge as it is blunted.
  The sword's edge is only one molecule thick and can slice
  through any but the densest of matter. As the Jakara's power
  boosts kick in the sword's edge renews itself more reguiarly
  and evenly to make it sharyer still.
  short Long 
  To Hit
  Range Range Short Long 
  Str 
  Dam Save Arnmo
  a l n < c . n m h r i  
  n n J \ /  
  -
  Special: 
  User may parry
  tu user +1 
  I 
  -l
  
  NEW EOUIPMEIUT
  ARCHEOTECH
  All sorts of ancient technology turns up in the Underhive,
  from corroded junk dredged out of pollutant pools to
  shining artefacts unearthed in forgotten treasure domes
  dating back to the first colonisation. By law, all archeotech
  must be sold to the Guilders as soon as it's discovered, but
  odd pieces do find their way to Outlaw trading posts to be
  sold illegally.
  The problem with buying archeotech is that all the well
  understood or recognisable artefacts are snapped up long
  before they reach the open market. The remainder is
  impossible to understand without a lot of examination and
  experimentation. Often archeotech like this will be a sealed
  casket or an enigmatic chrome sphere, a mysterious black
  box or a wafer of shifting crystal. Most people don't dare to
  mess around with these things so they are sold
  comparatively cheaply, but you don't know whether you're
  getting a fine example of lost technologies or an interesting
  paperweight.
  Special Rules
  If you decide to buy a piece of archeotech you must give it
  to a member of your gang so that he can try to puzzle out its
  secrets. Roll a D6 to find out what happens. You may not
  transfer the artefact to another fighter once it has been
  examined - only the person who examined it knows how to
  make it work.
  Dangerous
  Viewer
  Cutting Beam
  Lifter
  Holo Projector
  Weapon
  The operator accidentally triggers the device as he's messing about with it. He suffers D6 52
  hits and the archeotech is reduced to a pile of worthless molten slag.
  The operator can use the device to view different places, shifting his perspective to almost any
  point even if it's beyond closed doors and solid walls. If the operator doesn't move, shoot or
  fight in close combat in a turn he can spot any hidden fighter on the tabletop. If the model is
  on sentry duty roll a D6 for him each turn: on a roll of 6 he automatically sounds the alarm as
  he spots the enemy sneaking around. Creative players may well find other uses for this device.
  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 operator have to be
  perfectly still for the beam to focus, but it makes a good can opener. Against doors, walls,
  objectives, 
  etc., the device will cause a 56 hit on the first turn ofuse, increasing to S7 on the
  second turn, S8 on the third and so on up to S10. The operator can do nothing else while
  operating the cutting beam.
  The device is a sophisticated form of suspensor which can negate or lessen gravity for its
  bearer, allowing him to float up or down fbr a limited period. The operator is allowed to move
  up or down pieces of terrain even if there is no ladder for him to climb up. In addition, he will
  never suffer damage from falling so he can simply step off a walkway and drop down without
  harm. The movement is quite slow however, so the movement up or down does count against
  the model's total movement for the turn.
  The device functions as a basic holo projector and can be used to make the fighter appear a
  short distance away from where he really is. This gives the fighter a saving throw of4, 5 or 6
  on a D6 against any hits from shooting, which is not affected by weapon saving throw
  modifiers. As soon as the saving throw is failed the projector stops working for the rest of the
  game. Also note that the holo projector is useless against close combat attacks and weapons
  with a template or blast marker.
  The device is a powerful and compact weapon. It is only pistol-sized, but it is as effective as a
  much larger piece of ordinance. Roll a D6 to find out what it is:
  1-2 - Boltgun, 3 - Flamer, 4 - Melta-gun, 5 - Plasma gun, 6 - Grenade launcher
  with Frag grenades
  The weapon has the standard profile for a weapon of its type but is small enough to use one-
  handed so it can be used in close combat as well. However, in close combat only one hit can
  be scored with the archeotech weapon as it has a slightly delayed recharge time. Because the
  weapon is compact and self maintaining it can be used by anyone, not just heavies or leaders.
  D6
  Result
  
  BLADE VENOM
  Many of the mutant fungi strains found at the hive bottom
  are deadly poisonous, such as Widowmaker, Scarlet Feng
  and Grey Lattice. Some, like the notorious Black Death,
  have even developed coatings which are lethal to the touch,
  and can kill creatures that brush against them. The Black
  Death grows over the victims of its deadly toxins, supplying
  itself with a ready source of nutrition and a lure for other
  organisms hunting lor carrion.
  Blade venom is brewed from a variety of natural poisons to
  produce a viscous purple substance which will kill a man rn
  seconds. Ratskins are experts in the use of blade venom, but
  they normally will only use it to kill large and dangerous
  mutants or other beasts which are almost immune to normal
  weapons. Other Outlaws are rather less moralistic and will
  cheerfully coat swords and knives with venom if they think
  it will give them an edge in combat. The only problem is
  that a clumsy fighter with a poisoned weapon is as great a
  danger to himself as anyone else.
  Special Rules
  Doses of blade venom are kept in the gang's stash and
  distributed before the start of a game to fighters who will
  use them. A dose of blade venom will envenom one weapon
  for one game, after which the venom loses its potency.
  Blade venom can only be usefully applied to normal swords
  and knives, not for example, to chainswords or masstve
  swords. Blade venom has two effects:
  I 
  Any hits inflicted with the weapon cause D3 wounds
  instead of 1.
  2 
  The model using the envenomed weapon suffers a Sl
  hit for every 1 (fumble) it rolls on its Attack dice.
  BOTTLE OF \VILD SNAKE
  Wild Snake is a rare and potent liquor brewed out in the
  badzones where it commands a price to match. If they can
  find some it's not uncommon for an Outlaw gang to get
  tanked up on Wild Snake before a fight - "Snake Courage"
  as it's called.
  Special Rules
  If you send any gangers to look for rare items for trade and
  you ro11 a bottle of Wild Snake then you have to buy it, the
  gangers just can't resist good (or bad) liquor. Fortunately a
  cunning leader can still use the Wild Snake to instil a bit of
  "Snake Courase" inro their
  gang by giving it to them to
  drink before a game. The
  bottle of Wild Snake is used up and the whole gang's
  Leadership is increased by +1, up to a maximum of 9. Sadly
  their inebriation also reduces their Initiative characteristic
  by -2 as well. Once the game is over the gang's
  characteristics are returned to normal with accompanying
  blistering headaches.
  ICROTIC SLIME
  Icrotic slime is a rare and dangerous Underhive organism -
  a living transparent blob about the size of a man's fist. A
  mature slime seeks out a living creature and positions itself
  on top of the creature's head where it is slowly absorbed
  through the flesh into the host's brain. As slimes aren't very
  fast or agile they rely on catching their victims asleep.
  Whilst they invade their host they protect themselves by
  releasing psycho-chemical stimulants which seriously
  affect the host's mind and body. So euphoric is the effect,
  and so great the sense of power, that the victim makes no
  attempt to remove the slime.
  Once inside the host's brain the slime encycsts and
  reproduces in the manner of common amoebic parasites. As
  the amoeba divides it becomes millions of tiny babies,
  which break out from their shells and begin to consume the
  host's brain from which they derive vital psychic as well as
  physical nutrition. Soon the host tums into a gibbering
  wreck as his brain is consumed from within. Within a
  couple of hours the pressure of the feeding, growing baby
  slimes is so great that the victim's skull cracks open and
  millions of tiny Icrotic Slimes slither out. These are only a
  millimetre or so across, but they grow quickly by
  enveloping and digesting increasingly large creatures.
  So great is the physical and mental enhancement and
  general sense of euphoria induced by Icrotic slime that
  some people use it as a drug. They avoid death either by
  ensuring there is somebody ready to scrape off the slime at
  the last minute, or by use of anti-parasite drugs that kili the
  Icrotic slime before it has a chance to encyst. Once encysted
  the tough outer shell makes the slime immune to all but
  physical removal involving major surgery.
  The risks of using Icrotic slime are considerable, even using
  drugs. The efficacy and potency of antidotes vary
  tremendously, especially in the dangerous, sleazy
  environments where these are often used. Amongst the
  wealthy decadent elite who indulge in this practice the risks
  are less because they can afford good quality antidotes, but
  even so success is not certain. There are even strains of
  Icrotic slime that have become immune to the anti-parasite
  drugs.
  Special Rules
  Effect. Icrotic slime has a potent effect on the user: the
  chemicals it releases make him stronger, more agile,
  improve his reflexes and nullify the effects of shock and
  trauma so that he can fight on and sulive terrible wounds.
  It is thought these effects are produced in the host to ensure
  it survives long enough for the slime to reproduce
  successfully.
  
  At the start of the game roll a D6 on the table below for each
  of the user's characteristics except Wounds and Leadership.
  D6 Roll Result
  6 
  Increase the characteristic by +3 points for the
  duration of the game.
  4-5 
  Increase the characteristicby +2 points for the
  duration of the game.
  2-3 
  Increase the characteristic by +l point for the
  duration of the game.
  I 
  The characteristic is unaffected.
  The model's Wounds and Leadership characteristics are
  both doubled up, to a maximum of 10 each. In addition, the
  character is so deranged by the slime that he is not pinned
  by shooting attacks.
  Duration. Icrotic slime has an effect for the whole game,
  after which it must be removed or the recipient will die. The
  slime is destroyed by removal so it may only be used once.
  Side-effects. Roll 2D6 at the end of the game. If the roll is
  a 2 the Icrotic slime encysted before the fighter's comrades
  could remove it and he dies screaming in agony. On a 3-l I
  the slime is successfully removed. On a 12 the slime is
  removed plus the fighter gained some benefit from his slime
  time and has all of his serious injuries removed (including
  the good ones like scars). If he had no injuries the fighter
  gets a free roll on the Advance Table instead.
  I(ALMA
  The 'Kalma'result on the Outlaw Trade Table indicates you
  have contacted an individual who can supply you with
  Kalma whenever you trade from now on. This means that
  even though Kalma is listed as a rare item on the price chart
  you treat it as 'common' once you have rolled it on the
  Trade Chart.
  Kalma is the hive name for a general group of euphoric
  sedatives which lower the state of consciousness 
  and induce
  a state of well being. Such drugs are often ground up and
  used in small quantities in food. A tablet of Kalma renders
  the individual docile and compliant. A Kalmed character
  can be led about and will remain passive while unattended.
  Kalma is sometimes used to sedate captives and hostages so
  that they can be led away quickly and easily from the battle
  zone.
  Special Rules
  Effect. The only time Kalma is likely to be used in a game
  is if the Rescue scenario is being played. In this case the
  defender can choose to feed Kalma to the prisoners, rn
  which case they are treated in the same way as a 'down'
  model throughout the scenario (ie, they are placed face
  down and can only move 2" per turn), though they don't
  make recovery rolls.
  Duration. Roll 2D6 in each recovery phase and add the
  model's Toughness characteristic to the result. Ifthe total is
  greater than 12 the model recovers from its stupor and may
  act normally; if the total is 12 or less the model is still
  affected and grinning beatifically.
  Side-effects. There are no lons-term side-effects to Kalma.
  RAD COUNTER
  A rad counter is a piece of technology often found in the
  form of an amulet or bracelet. It warns of dangerous
  emissions of radiation which would normally be invisible
  " and undetectable with a change of colour or a loud clicking
  noise. A fighter equipped with a rad counter can move
  around the Underhive in greater safety and explore its more
  heavily contaminated areas by using the rad counter to warn
  him of the radioactive hot sDots.
  Special Rules
  A fighter equipped 
  with a rad counter 
  can roll 2D6 instead
  of 1D6 when foraging in the wastes. If a ganger with a rad
  counter is used to work a Rad Zone territory he can re-roll
  the dice for the amount of income he collects and will onlv
  suffer radiation poisoning on a roll of double L
  'SLAUGHT
  Like Kalma, the "Slaught'result on the Outlaw Trade Table
  indicates you have contacted an individual who can usually
  supply you with 'Slaught whenever you trade from now on.
  Roll a D6 in each trading session: on a 2-6 'Slaught is
  available and on a I it isn't.
  'Slaught is officially known as Onslaught and it is a crude
  combat drug made from a dangerous combination of mutant
  rat glands and a number of synthetic adrenalin compounds.
  'Slaught enhances an individual's fighting abilities:
  increasing alertness and speed, apparently slowing down
  the world by increasing a person's mental awareness. If it
  weren't for its unfortunate side-effects it would be an ideal
  combat drug.
  Special Rules
  Effect. A model may take a dose of 'Slaught before the start
  of a game. 'Slaught increases the user's Initiative and
  Weapon Skill by D3 points each; Ballistic Skill isn't
  affected. When the effects wear off, fighting abilities return
  to normal.
  
  Duration. Roll 2D6 in each recovery phase and add the
  model's Toughness characteristic to the result. lfthe total is
  12 or less the model is still affected by the dose. If the total
  is greater than 12 the dose wears off, the model collapses in
  a heap, counting as being pinned, and is no longer under the
  influence of 'Slaught. Only a single dose of 'Slaught may
  be taken in a game or the cumulative effects would kill the
  user.
  Side-effects. There are dangers associated with long-term
  use of 'Slaught. Each time the 2D6 roll is made for duration
  there is a chance that the model will become addicted. On a
  roll of 3-12 the dnrg has no long-term effects (though it may
  have worn off as noted above), but on a roll of 2 the model
  has become dependent upon it. A dependent character no
  longer derives any beneht from the drug but must continue
  taking it in the future or he will suffer detrimental effects.
  If denied access to the drug a dependent character loses -D3
  points from his Initiative and from his Weapon Skill until he
  receives his next dose. If either characteristic is reduced to
  0 the model cannot fight. Long-tem users of'Slaught are
  called'Slaughters. As 'Slaughters get older they become
  'Slaughted, and gradually lose mental coherency if the drug
  is denied them. These drooling, jerky-limbed madmen roam
  the Underhive, no longer able to teil friend from foe or man
  from monster.
  SPOOK
  Spook is extracted from certain decayed synthidiet deposits
  or 'raw Spook'. The decayed synthidiet was dumped many
  thousands of years ago and stashes are sometimes
  discovered in the Underhive or ash wastes by Scavvies and
  Ratskins. The original synthidiet was probably recycled
  from the bodies of dead hivers in times of food shortages
  and so may act as a medium for carrying race-memofles
  locked in chemical form or DNA.
  Over the millennia the decaying synthidiet was acted upon
  by the mutant fungi spores that made up an important
  component of it, turning the stuff into a potent and
  dangerous powdery green scum. This is drunk in a frothing
  liquid form by those foolish enough to use it. A tiny glass
  phial contains a standard dose.
  Spook enhances any latent psychic awareness in the human
  mind. Most Spook-induced Wyrds will be devoid of any
  inherent mental strength (otherwise latent Wyrd powers
  would have developed and manifested themselves
  naturally). They 
  are psychically vulnerable and
  consequently prone to daemonic attack in all its forms, as
  indeed are many Wyrds.
  Special Rules
  Effect. A dose of Spook will temporarily give a model a
  minor Wyrd power. Generate the power.by rolling D66 on
  the Wyrd Minor Powers Table at the start of the game. This
  may result in a power which is useless on its own, or indeed
  no power at all - taking Spook is not what you'd call an
  exact science. Even if the same model takes Spook twice in
  a row it will not get the same power.
  Duration. A single dose of Spook lasts for the duration of
  the game.
  Side-effects. Daemonic attackl See the Wyrd rules for more
  details of the perils of the warp. Daemonic attack can occur
  during the game whenever the Spooker uses their power and
  rolls a 2 or 12 for their Leadershio test.
  SPUR
  Like 'Slaught and Kalma, the 'Spur'result on the Outlaw
  Trade Table indicates you have contacted an individual who
  can occasionally supply you with Spur whenever you trade
  from now on. Roll a D6 in each trading session: on a 4-6
  Spur is available and on a 1-3 it isn't.
  The name Spur is given to a number of similar stimulants.
  Spur has some unusual side-effects which discourage most
  individuals from using it. Taking Spur involves extra risks
  because not all Spur is the same, and so the potency of any
  side-effect cannot be judged accurately. All types stimulate
  the nervous system, improving the senses, muscle reaction
  and speed ofthought. However, an old, adulterated or badly
  made batch may be ineffective.
  
  Special Rules
  Effect. A model may take a dose of Spur before the stafi of
  a game. Roll a D6 on the table below to determine its
  effects.
  D6 Roll
  6 
  Increases the character's Initiative and
  Weapon Skill by +D6 points each, Ballistic
  Skill and Movement by +D3 points each. As a
  result of the character's hyperactive nervous
  condition, he goes down for one whole turn as
  soon as the drug wears off, after which he
  recovers automatically.
  4-5 
  Increases Movement and Initiative by +3
  points, but sensitises the character's nervous
  system so that a sudden physical shock may
  render him unconscious. To represent this the
  model's Toughness 
  is reduced by -1 point as
  long as the Spur lasts.
  2-3 
  Increases Movement and Initiative bv +D3
  points.
  1 
  Ineffective - the batch is old or bad.
  Duration. Roll 2D6 in each recovery phase and add the
  model's Toughness characteristic to the result. Ifthe total is
  12 or less the model is still affected by the dose. If the total
  is greater than 12 the dose wears off and the model is no
  longer under the drug's influence. Only a single dose of
  Spur may be taken in a game or the cumulative effects
  would kill the user.
  Side-effects. There are no long-term side-effects to Spur.
  STINGER MOULD
  Stinger rnould is a rare and precious fungi that grows in
  isolated patches out in the badzones. Stinger mould can
  only be found in areas where radioactive waste mixes with
  organic sewage at a certain temperature. The mould blooms
  in a matter of hours, swells and then explodes to scatter its
  dangerous poison spores (the stingers it takes its name
  from) into the air currents. The mould then shrivels and
  dies.
  If the mould is harvested before it matures, its spores can be
  rendered into a curative paste or compress which vastly
  stimulates the body's own healing process. The recuperative
  effects of Stinger mould are renowned amongst surgeons
  and doctors, and it is heavily harvested in some areas for
  use in the hive, the Spire and even offworld.
  Special Rules
  A Stinger mould patch can be used to either:
  1 
  Cure an existing serious injury on a fighter.
  2 
  Re-roll a result on the Serious Injury Table apart
  from 'Dead', 'Captured' or 'Multiple Injury'
  results.
  The Stinger mould is good for one use only.
  SPYRER EOUIPMETT
  JAKARA MIRROR SHIELD
  The Jakara miror shield is a complex device that contains
  an unusual force field generator. The generator sets up a
  resonant energy vortex across the shield which bleeds off
  the power it absorbs into one of several containment devices
  which stud the shield's surface. In turn this stored energy
  can be channelled back to its source as a brilliant bolt of
  heat and light.
  Special Rules
  The shield allows the user to palry in hand-to-hand combat.
  If the mirror shield saves against a shooting attack which is
  energy based (laser, plasma or melta) the Jakara can fire it
  back immediately. Roll to hit using the Jakara's BS: if the
  blast hits resolve it with the original weapon's profile.
  The mirror shieid gives the Jakara an additional saving
  throw of4, 5 or 6 on a D6 against attacks originating in the
  forward 90o arc of the user. The shield saving throw is not
  subject to saving throw modifiers so it will always save on
  a roll of 4 or more.
  YELD \VINGS
  A Yeld's wings are made out of hundreds of individual
  plates of metal connected together by micro fibre bundles
  on an articulated frame. The fibre bundles are activated by
  brainwaves read directly from the wearer's cortex through a
  series of conductive filaments. With a little training the
  wearer can make the wings move and flap at will, enabling
  him to glide exceptionally well or climb upward somewhat
  more laboriously. Each of the metal plates is wired with
  crystalline circuitry so that they can change colour and meld
  into the wearer's surroundings as part of the Yeld's
  defences.
  Speciaf Rules
  The Yeld's wings allow its user to fly lp to his normal
  Movement characteristic in a turn, or double that if he
  charges or runs (flaps). Since the Yeld's wings allow it to
  glide well rather than truly fly the Yeld must land at the end
  of his move. Flying upwards counts as 2" for every 1"
  moved; flying downwards counts as %" for every 1 " moved.
  The chameleonic effect of its wings a1lows a Yeld to hide
  even if it is not behind cover, the Yeld simply remains
  stationary long enough for its outline to disappear
  completely. In addition to this, the chameleonic efiect of the
  wings makes a Yeld difficult to track at long range.
  Any shooting attack against a Yeld suffers an
  additional -1 to hit penalty if the
  weapon firing is at long range.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Hired guns/new_weapons.pdf