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==Ratskin Gear== From outward appearances, Ratskin players get the short end of the stick when it comes down to available wargear. ''(at least initially, since you can always pick up a lascannon at the nearest outlaw trading post, though no guarantees your gangers will know how to use it!)'' A bare-bones gang comes with little other than a few low tech weapons like [[musket]]s and [[bow]]s, ''even lasguns'' are rare special weapons ''(unless you play Dappakani)'' and you get no armour. However, they do have access to some interesting stuff that kinda makes up for their inability to lock-and-load. *'''Blindsnake Pouches:''' Though they are usable by any gang, they are made immediately available to every Ratskin ganger except the braves, and Ratskin Shamans can make more for free if they have the correct psychic power. Blindsnake Pouches are bags of toxic fungus soaked in albino blindsnake venom, the results of which can soak into the skin and activate a person's latent psychic potential. This doesn't provide them with psychic powers or anything, but does give them an intuitive sense of when they are being watched, kind of like a Spider-Sense, and allows them to dodge out of the way of unexpected attacks. This translates mechanically to an unmodifiable 4+ roll to negate overwatch shooting against them thanks to their sudden dodging and weaving. *'''[[Blunderbuss]]/[[Scatter Cannon|Scatter Gun]]:''' An extremely low tech version of a shotgun, amounting to little more than a metal tube packed with shrapnel and gunpowder. You go have a short range of up to 9", but gain a hit modifier of +3 at short range (up to 6") meaning your chances of missing are negligible. *'''Coup Stick:''' Based on the Plains Indian tradition of "counting coup", where a warrior would [[Derp|prove his bravery]] by attempting to touch a dangerous foe ''(like a mounted cavalryman, or a [[Bear]])'' with his bare hands or the wrong end of his weapon, and then escape with his balls still attached. Any Ratskin can take a "Coup Stick" into battle, which counts as a melee weapon and takes up a hand but does absolutely no damage at all. The benefits for doing this is that if your warrior ever takes an opponent out of action in close combat while holding this useless stick, he will have "proven his bravery" and will gain additional experience for doing so. *'''[[Handbow]]:''' A crap pistol that can't be used in melee due to its cumbersome nature and the user cannot move and fire with the weapon as a new arrow needs to be placed manually. Although it has S4, which is better than auto/las weaponry it is still inferior to both as it has no positive to-hit modifiers and in fact any target with a save of 4+ or better increases its save to 2+ to represent the primitive nature of the shot and how poorly it performs against modern protections. *'''[[Musket]]:''' Yet another low-tech weapon like the blunderbuss, except it fires single shot rather than a spray of pellets. Although it has the longest range of the basic Ratskin weapons, it's crap... inferior to virtually every weapon that other gangs get because it has no positive hit modifiers at any range bracket, as well as crap ammo rolls meaning it is likely to run out. Like the Handbow it also cannot be fired on the move, as the weapon needs to be reset after every shot. *'''Spirit Staff/Totem:''' Essentially a low tech Force Weapon that will only function as such in the hands of a Totem Warrior because they are empowered by the "spirits of the hive". A one-handed "Totem" is about as good as a Power Sword ''(without the ability to Parry)'' but is essentially useless as loot for any other player if he captures your warrior and counts as a club. The two-handed "Staff" variant is superior to a two-handed power axe available to any other gang, with a high strength, increased save modifier and ability to do D3 damage with each hit it is one of the better weapons in the whole Necromunda setting.
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