Trading Post
Provided below is the Trading Post we use in our games. Full write ups are provided on the
Gear List
page, and a randomly selected list (based upon rarity) is provided on the
Auction
page.
There's not much point in earning credits if there's nothing
cool to spend them on. One of the most fun parts of playing Necromunda
is going on a shopping spree at the Trading Post now and then to upgrade the gear
available to a gang.
Archeotech
While there is a lot of technology floating around in the Hive of more modern or provincial origin, almost all
of the higher tech gear to be found is typically referred to as Archeotech even though sometimes a
given item may not actually be all that ancient.
This is primarily because the vast majority of such advanced technology
is from a bygone and better era, and thus the term serves well enough to not matter much.
Archeotech is very rare, very valuable, and usually very effective.
Xenotech
Xenotech is similar to Archeotech in rarity and power, but with a non-human origin. The Imperium is insular and xenophobic,
but some items of Eldar, Squat, Tau, or other alien provenance sometimes makes its way into the Hive.
Commontech
Items of Common rarity are available at the listed costs to any gang able to use the Trading Post during Post-Battle Sequences and gang creation.
Packs
Some items are designed to be worn as a backpack, such as a Jump Pack, a Warp Pack, or an Autolauncher Pack.
A fighter may only have one pack item on their fighter card at a time.
Fields
Fields are high tech man-portable personal protection devices that protect
their wearer, such as Refractor, Displacer, Conversion, and Power Fields.
These types of items are powerful and amazing, but their technologies are incompatible with
each other; thus a fighter may only ever have one Field item on their fighter card at a time.
Bionics
Bionics are gear that is directly attached to a fighter's body, integrated with their physiology via surgery. Whether to replace a missing limb
or to upgrade pliant flesh with unyielding technology, such cybernetic chicanery is pretty common in the underhive.
If a fighter joining a gang already has a bionic item, it is just part of their load out.
However if a fighter gains one or more new bionic items during a Post-Battle Sequence and the fighter is not already in Recovery,
the fighter goes into Recovery due to the surgery necessary to install their new bionics.
Some bionics are paired with a Permanent Injury; for instance a Bionic Arm corresponds to Hand Injury (51 on the Permanent Injury table).
If a fighter has previously suffered a Permanent Injury and later is equipped with a bionic item that corresponds with that injury,
the item offsets the original injury and also augments the fighter's capabilities beyond what they would normally be capable of.
For instance a Hand Injury imposes a permanent -1 WS, but a Bionic Arm grants a +2 WS bonus while the fighter is equipped with one for a net bonus of +1 WS over the
fighter's original characteristic.
However, if a fighter who has not suffered a corresponding Permanent Injury takes a bionic item of this kind, they suffer the corresponding Permanent Injury.
For instance, if a fighter that has not already suffered an Eye Injury is equipped with a Bionic Eye item, to install the bionic item one of the fighter's eyes is cut out and thus
the fighter suffers an Eye Injury.
If a fighter with two corresponding bionic items suffers a Permanent Injury of the same kind
the fighter goes into Recovery instead of suffering the Permanent Injury being inflicted
but one of the corresponding bionic items is deleted from the fighter's card immediately.
For instance, if a fighter has two Bionic Eyes already and another Eye Injury is inflicted upon them,
one of their Bionic Eyes is destroyed but the fighter goes into Recovery and suffers no further harm.
If a fighter with only one of this kind of bionic item suffers a Permanent Injury of the same kind,
roll a D6. If the result is 4 or higher, the corresponding bionic item that the fighter is equipped with is
destroyed but the fighter does not suffer the Permanent Injury being inflicted and goes into Recovery;
delete the bionic item from the fighter's card immediately. If the result is 3 or less, the corresponding
bionic item is unharmed but the fighter suffers the Permanent Injury again.
For instance if a fighter with a Bionic Leg suffers the Hobbled Injury again, on a D6 roll of 4+ their existing
bionic leg is destroyed, otherwise their non-bionic leg is affected and they take the Hobbled Injury again.
Some bionic items, such as a Chainsword Arm, include a weapon profile. Such items are usable as a weapon with the
given weapon profile(s), but are considered to be Wargear and thus do not count against a fighter's available weapon slots.
Mutations
Mutations are purchased for fighters who are allowed to have one or more in a similar way to Equipment, but are permanent additions to a fighter and cannot be removed from the fighter by any means.
Armor
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Weapons (Heavies)
Grenades
Ammunition
Attachments
Bionics
Wargear