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A list of all the Weapon, Equipment and House cards from Games Workshop's 1987 single-player board game Chainsaw Warrior, recently adapted for modern audiences on mobile and PC by Auroch Digital.



WeaponsEdit

Any item than can be used in combat (though some items have dual use).

Card First Appearing (Original Game/White Dwarf 88) Original Text Video Game Text Card Back
Chainsaw Original Game Adds +3 to HtH rating. Removes doors on a roll of 8 or more on 2 dice. Adds +3 to HtH rating. Removes doors on 8 or more on 2D6. H1
Stun-Nux White Dwarf 88 Adds +2 to HtH rating. Adds +4 against Mutants and meat Machine. H1
Throw Nets Original Game

In place of HtH combat, you may throw one of these to immobilise one opponent and defeat it. Doesn't affect Darkness or Meat Machine, nor portect you from Radiation or venom advancement.

3 Uses

Use one of these instead of HtH combat and it will shuffle your opponent into the other half of the Deck. H1
Experimental Time Grenades Original Game

Use one of these instead of normal HtH combat and shuffle your opponent into the other deck.

2 Uses

Use one of these instead of HtH combat and it will shuffle your opponent into the other half of the Deck. H1
C.N.E.S. Original Game Use this instead of rolling for HtH combat. Your opponent is immediately destroyed but you must take 1 die of wounds too. Doesn't affect Darkness. Cyber Neutral Electron Scrambler: Use this instead of rolling for HtH combat. Your opponent is immediately destroyed but you must take 1D6 of wounds too. Doesn't affect Darkness. H1

Poison Needle

(Originally called Poison-Coated Metal Needle)

Original Game Use once only. Roll one die at the start of HtH combat and halve the result (round fractions up). It takes this many rounds for your opponent to die, during which time you must fight as normal. In place of HtH, you may throw one of these to immobilise one opponent and defeat it. Doesn't affect Darkness or Meat Machine nor protect you from Radiation or Venom advancement. H1
Knife Original Game

Zombies 8, Chaos Agents 9

Adds +1 to HtH rating, or can be thrown. If throw misses, you must kill your opponent to retrieve the knife.

Adds +1 to HtH rating, or can be thrown at Zombies (8) Chaos Agents (9). If throw misses, you must kill your opponent to retrieve the knife. Zombies: 8 Chaos Agents: 9 H1
Laser-Lance Original Game Zombies 5, Mutants 8, Chaos Agents 6, Meat Machine 10, Doors 3, Darkness 11, Rats 7 The only weapon that can target Darkness (rating 11). Zombies: 5 Chaos Agents: 6 Doors: 3 Rats: 7 Mutants: 8 Meat Machine: 10 Darkness: 11 S01
Dynamite Original Game

Zombies: 9 Chaos Agents: 9 Doors: 2 Rats: 2 Mutants: 8 Meat Machine: 4 

Can also blow through walls (see Reference Sheet)

5 Uses

Can be used to blow through walls. At start of turn discard 1D6 of cards. Wandering Zombies appear on rolls of 4 – 6. Zombies: 9 Chaos Agents: 9 Doors: 2 Rats: 8 Mutants: 6 Meat Machine: 4  W3
Reaper White Dwarf 88  Zombies: 4 Chaos Agents: 4 Doors: 4 Rats: 7 Mutants: 4 Meat Machine: 5 W3
Man-To-Man Rockets Original Game

All opponents (except Darkness): 4

4 Uses

Zombies: 4 Chaos Agents: 4 Doors: 4 Rats: 4 Mutants: 4 Meat Machine: 4 W3
Flamethrower Original Game

Zombies 4, Rats 4, Chaos Agents 5, Mutants 6, Doors 6, Meat Machine 8

12 Uses

Zombies: 4 Chaos Agents: 5 Doors: 6 Rats: 4 Mutants: 6 Meat Machine: 8 W3
C. Shotgun White Dwarf 88 Zombies: 5 Chaos Agents: 6 Doors: 5 Rats: 5 Mutants: 8 Meat Machine: 5 G2
Blaster Original Game

Zombies 7, Rats 9, Chaos Agents 8, Mutants 11, Doors 7, Meat Machine 13

16 Uses

Zombies: 7 Chaos Agents: 8 Doors: 7 Rats: 9 Mutants: 11 Meat Machine: 13 G2
Automatic Rifle Original Game

Zombies 6, Rats 5, Chaos Agents 7, Mutants 8, Doors 5, Meat Machine 10

12 Uses

Zombies: 6 Chaos Agents: 7 Doors: 5 Rats: 5 Mutants: 8 Meat Machine: 10 G2
Submachine Gun Original Game

Zombies 5, Rats 7, Chaos Agents 6, Mutants 8, Doors 6, Meat Machine 11

10 Uses

Zombies: 5 Chaos Agents: 6 Doors: 6 Rats: 7 Mutants: 8 Meat Machine: 11 G2

EquipmentEdit

Items to help Chainsaw Warrior complete his mission.

Card

First Appearing (Original Game/White Dwarf 88)

Original Text Video Game Text Card Back

Body Armour

Original Game Each time a wound is inflicted, on a 5 or 6 the armour takes the damage and loses a charge; on a roll of 1 to 4 you do. C1
Rad Fibre Suit  Original Game Protects you from radiation - reduce all Radiation damage rolls by 1 point. C1
Helmet Original Game Zombies always bite for the head; while wearing this you can't get venom infected, no matter how often you are wounded. Zombies always bite to the head. Whilst wearing this you can't get Venom infected by Zombies, no matter how often you are wounded. C1
Implosion Vest Original Game Use at any time. Any opponents in same area (including Darkness) are destroyed - but so are you! Game ends in a draw. As it is in original game. C1
IR Goggles Original Game With these you can see perfectly in the dark and don't need to take a combat minus. As it is in original game. C1
Steel Gloves Original Game Gives you a +1 HtH rating. When fighting Rat-Packs you only take 1 wound whilst wearing these gloves. C1
Sonic Amplifier Original Game With this you need never Test Reflexes to shoot a Zombie opponent, and may avoid Cave-In Trap.  With this you need never Test Reflexes to shoot a Zombie opponent, and may avoid Cave-In Trap. Look for the warning signal as it must be used before flipping card. D1
UV Emitter Original Game Need never check for Wandering Zombies while this is in operation. As it is in original game. D1
Heat Detector Original Game With this you don't have to Test Reflexes to shoot Rats or Chaos Agents, and the Lunatic card is simply discarded without effect. With this you don't have to Test Reflexes to shoot Rats or Chaos Agents, and the Lunatic card is simply discarded without effect. Look for the warning as must be used before flipping card. D1
C.A.T.S Original Game Attach to any Gun, Man-to-Man Rockets or Flamethower, to add +2 to Marksmanship. Place CATS counter alongside chosen weapon's card. Attached to any Gun, MtM Rockets or Flamethower, adds +2 to Marksman & +1 to Lucky Shots. You will be prompted to attach to a valid weapon if selected. D1
TDD White Dwarf 88 The Temporal Disturbance Detector (TDD) means you never have to test Reflexes to shoot Darkness. D1
Metal Detector Original Game With this there's no need to Test Reflexes against the Meat Machine. Avoid Mines and Wire Traps by simply adding 1 minute to the time. With this there's no need to Test Reflexes against the Meat Machine. Avoid Mines and Wire Traps by simply adding 1 minute to the time. Use before flipping card. D1

Flare Gun

Original Game 

Use after dark only. After Timer Phase,roll one die and treat that many cards as Clear, but stop and respond if you encounter a Trap or Darkness.

3 Uses

Use after dark only. After Timer Phase, you may treat 1D6 of cards as clear, but stop and respond if you encounter a Trap or Darkness. D1
Lock Pick Set Original Game Locked doors have no effect. D1
Anti-Rad Pills Original Game Use once only. Used automatically after first exposure to Radiation to negate the damage. D1
Rope & Launcher Original Game Use this card to bypass the Chasm. When on a Balcony use this to climb out of danger - add 30 seconds, roll one die and skip that many cards. Use this card to bypass the Chasm. When on a Balcony use this to climb out of danger - add 30 seconds and skip 1D6 of cards (except Darkness). D1
Geiger Counter Original Game If a radioactive card (e.g. Mutant Thing) is encountered, avoid it by reshuffling 5 cards from the discard pack into the current pack. Then discard the radioactive card. When radioactive warning shows, use before flipped House Card. Avoids radioactive card by discarding it & shuffling 5 cards from the discard pack into the current pack. D1
Medi-Kit Original Game Use once only. Pause for 30 seconds and check for Wandering Zombie. If one doesn't appear, you may roll one die and heal that many wounds. Use once only. Pause for 30 seconds and check for Wandering Zombie. If one doesn't appear, you may heal 1D6 of wounds. D1
Remote Camera Original Game Use once only. Add 30 seconds, roll 2 dice and take a peek at that many cards. Use once only. Add 30 seconds and take a peek at 2D6 of cards. D1
Teleporter (originally Teleport Implant) Original Game If you lose your Laser Lance, you can immediately leave to replace it. As it is in original game. D1
Wire-Cutter Original Game Use this to pass through Wire and escape from a Net trap. As it is in original game. D1
Torch Original Game Allows you to see in the dark, negating any HtH modifier, and gives you a +1 HtH rating against Zombies and Rats. As it is in original game. D1
Flash Bombs Original Game

Use after dark. Use at start of HtH combat either to give a +3 HtH rating for that combat, or to escape automatically at the start of the second round. Does not affect Darkness.

3 Uses

As it is in original game. D1
Acid Original Game Use once only. Can negate any one Locked Door or Wire card. Can be thrown at any opponent save Darkness, with a basic score of 8 to hit. Can also be used for a Lucky Shot. Use once only. Can negate any one Locked Door or Wire trap. Can be thrown at any opponent (at attack rating 8) except for Darkness. Zombies: 8 Chaos Agents: 8 Doors: 8 Rats: 8 Mutants: 8 Meat Machine: 8 D1



House CardsEdit

House Cards are the main encounter cards in the game. They come in three main forms and form the background against which the game is played. The main forms of House Cards are:

Enemy - An enemy unit that must be defeated, hidden from or escaped to continue the mission.

Trap - These must be overcome or avoided to continue the mission.

Object - These can help the player, with items such as extra equipment.

Feature - These are features in the game environment.


An (E) on the card means Chainsaw Warrior cannot escape!

Original Text descriptions with a line break indicate there are different types of this card.

Numbers in brackets indicate the HtH ability of this enemy.

Card Card Back Card Type

First Appearing (Original Game/White Dwarf 88)

Original Text Video Game Text

Zombie (Ranges from 6-12)

11 & 12 - (E)

Wandering Zombie/

Corridor/Room/

Elevator/Balcony/Stairs

Enemy Original Game Zombie Zombie
Chaos Agent Corridor

Enemy

Original Game Suicide Agent. Unless you shoot him (-1 Marksmanship) take 1-6 wounds and roll 1 die for equipment; 5 or 6 it's broken.
Chaos Agent (8) Stairs/Room Enemy Original Game

Throwing knife expert. Before you do anything roll a die. On a 5 or a 6 he hits you for 1 wound. Go straight into HtH.

Very fast - go straight into HtH combat. Won't wound; every time he hits you lose an item of equipment (your choice).

Very fast - go straight into HtH combat.

Chaos Agent (9)* Corridor/Room Enemy Original Game

Knock-out specialist. If he hits you roll 3 dice and lose that many minutes!

Surprise attack - go straight into HtH combat.

Accompanied by two Wandering Zombies (from pile). You may shoot one before fighting the others in HtH combat. *(E)

Chaos Agent (10) Corridor Enemy Original Game Attacks with venom-coated knives. If he wounds you, you are also infected with zombie venom!
Chaos Agent (11) Room Enemy Original Game

Martial arts assassin. Reduce your Marksmanship by 3 if shooting at him, and your HtH by 3 if you try to hit him.

Rat-Pack (6) Corridor Enemy Original Game Give rabid bites, causing 3 wounds.
Rat-Pack (7)

Corridor

Enemy Original Game Give rabid bites, causing 2 wounds.
Rat-Pack (8)(E) Room Enemy Original Game Give rabid bites, causing 2 wounds.
Contaminated Rat-Pack (9) Corridor Enemy Original Game If hit by them, you take 1 wound and 1 die of radiation damage.

Mutant Thing (10/12/

14 (E)/16)

Room Enemy Original Game Take one die of Radiation damage before you fight.
The Meat Machine (15) Corridor Enemy Original Game Gives 1 to 3 wounds if it hits you, and takes 1 permanently from either Reflexes or HtH (your choice).
Darkness (20)(E) Room Enemy Original Game Invulnerable except to Laser-lance or Implosion Waistcoat. Causes 2 wounds if hit. Check for venom spread.
Spiked Pit Room Trap Original Game Test your Reflexes, adding 1 to the die roll. If you fail roll one die and lose that many minutes, and roll another die and take half that any wounds (round fractions, up).
Chasm Corridor Trap Original Game Unless you have Climbing skill or the Rope & Launcher you must retrace your steps. Discard this card from the game and see Escaping The Building in the rules.
Lunatic Corridor Trap Original Game He grabs one of your items (not Clothing), which must be chosen at random and removed from the game.
Magnetic Field Room Trap Original Game Roll two dice; all electrically-operated items of Equipment (marked with a ϟ)  are out of action for that many minutes. 
Rad. Cannister Room Trap Original Game Roll one die, add 3 points and take that many points of Radiation damage.
Weak Floorboards Room Trap Original Game Test your reflexes. If you fail you fall through; roll one die and lose that many minutes. Check for a Wandering Zombie every minute.
Ambush (E) Corridor Trap Original Game Roll one die - you are attacked by that many Wandering Zombies! You can attempt to shoot one, but must then attack the others in Hand-to-Hand.
Mines Stairs/Corridor Trap Original Game Test your reflexes, adding 2 to the roll. If you fail roll one die, add one, and take that many wounds. Roll one die for every item of Equipment - on a 6 the item is broken and must be discarded.
Net (E) Stairs/Corridor Trap Original Game Unless you have a Wire-cutter, Acid, Knife, Chainsaw or Laser-lance roll one die and lose that many minutes. Check for a Wandering Zombie every minute.
Cave-In Room/Corridor Trap Original Game Test your Reflexes. If you fail, roll one die and lose that many minutes, and take 1 wound too. Roll a die for every item of equipment - on a 6 it was broken in the fall!
Wire (E) Room/Corridor Trap Original Game Unless you have Wire-cutters roll one die and moce the time track on that many boxes (ie, lose between 30 seconds and 3 minutes). Test for a Wandering Zombie every 30 seconds.
Locked Door Room Trap Original Game Unless you have a Lock Pick you must smash the door with a weapon or find another route by reshffling 5 cards from the discard deck back into the current deck.
Dump Room Object Original Game

Take any one Device card or a refill or Spare Clip for one item you already have.

Take any one Gun card if you don't have one or a refill or Spare Clip for one item you already have.

Take any one Clothing card or a refill or Spare Clip for one item you already have.

Slime Elevator Feature Original Game Use Acid, Flare Gun, Flamethrower or Laser-lance or get smothered to death. You have one shot, and a base chance of hitting of 7 or more.
Secret Passage Corridor Feature Original Game Roll 2 dice and skip up to that many cards, choosing whether to skip each one before turning it over. 

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