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Necromunda Ultimate Rules v2.01
Necromunda Ultimate Rules v2.01
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INTRO & ACKNOWLEDGEMENTS VERSION: 2.1
Hi! I’m Shoggoth – I’m behind this rules Current Official Release: Book of the Outlands
compilation.
REMEMBER
Support Necromunda by purchasing official
products.
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CHANGELOG – version 2.01
Many thanks to everyone who identified required changes, both on Discord
and via email contact!
New Additions
Warhammer Community
• Added the “Tech Raid” scenario (placed under the Narrative category)
and Awakened Ogryn Brute from the August 2022 article.
Document Updates
• I have added the Weapon Trait list to the Shooting rules - it’s still
also there in the Trading Post section, but now it’s also in a logically
central location.
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CONTENTS
PART I: HOW TO PLAY PART II: SKILLS
GAME CONCEPTS SKILLS
First Principles 12 Skill List 86
Gang Fighters and Their Weaponry 13 Agility 87
Rolling Dice 15 Brawn 87
Vision, Line of Sight & Cover 16 Combat 88
Measurement 19 Cunning 89
Fighter & Vehicle Status 20 Driving 89
Fighter & Vehicle Conditions 21 Ferocity 90
Terrain Rules 24 Leadership 90
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PART IV: VEHICLE RULES PART VI: CAMPAIGN PLAY
USING VEHICLES IN GAMES PLAYING A CAMPAIGN
Incorporating Vehicles 105 How Campaigns Work 530
Vehicle Profiles & Characteristic Checks 106 Gaining Experience 532
List of Vehicle Actions 107 Advancements 532
Vehicle Movement Rules 109 Lasting Injuries 533
Vehicles and Shooting 111 Being Captured 534
Vehicles and Close Combat 113 Vehicles Wrecked in a Campaign 535
Van Saar, the House of Artifice 230 Ending the Campaign 566
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THE OUTLANDER CAMPAIGN PART VI: THE TRADING POST
Outlander Introduction 616
ARMOURY
Running the Campaign 620
Close Combat Weapons 657
Pre-Battle Sequence 621
Pistols 658
Post-Battle Sequence 622
Basic Weapons 659
Ending the Campaign 625
Special Weapons 660
List of Settlement Structures 626
Heavy Weapons 661
THE ASH WASTES CAMPAIGN Grenades 662
Ash Wastes Introduction 629 Supplies & Traps 663
Map of the Cinderak Crater 632 Specialist Ammo 664
Road Sections 633 Weapon Traits 665
Trade Routes 634 GEAR
Rules for Ash Wastes Battlefields 635 Weapon Accessories 672
Regions 638 Gang Armour 673
Seasons 640 Field Armour 674
Running the Campaign 642 Bionics 675
Pre-Battle Sequence 643 Personal Equipment 676
Post-Battle Sequence 645 Status Items 680
Ending the Campaign 649
VEHICLES
PART VII: SKIRMISH PLAY Upgrades 683
Wargear 686
PLAYING A SKIRMISH
Founding a Gang 651
PART IX: THE BLACK MARKET
Skirmish Considerations 652
ARMOURY
TOURNAMENT PLAY
Imperial Weapons 689
Introduction 653
Xenos Weapons 690
Campaign-Based Events 654
Corrupted Weapons 691
Specialist Ammo 692
GEAR
Gang Armour 693
Chems 694
Personal Equipment 697
Status Items 703
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PART X: GANG VEHICLES Dome Runner 745
Fixer 746
RECRUITMENT Gang Lookout 747
Adding a Vehicle to a Gang 705 Heretek 748
Vehicle Crew List 706 ‘Narker 749
EXOTIC BEASTS
PART XII: HIRED GUNS
Caryatid 721
Grapplehawk 722 USING HIRED GUNS
Gyrinx Cat 723 Hive Scum 764
“Jotunn” H-Grade Servitor-Ogryn 727 Gaen “The Gunk Queen” Gorvos 768
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Belladonna 783 CRIMINAL ALLIANCES
The Deserter 784 Cold Traders 826
Eyros Slagmyst 785 Smuggler Shore Party 827
Freikstorn Strix 786 Fallen Houses 829
Gor Half-Horn 787 Rebel Lord 830
Grendl Grendlsen 788 Imperial Imposters 831
The Hermaphage Magos 789 Master Charlatan 832
Krotos Hark 791 Narco Lords 833
Kal Jericho 792 Narco Scum 834
Mortanna Shroud 793 Psi-Syndica 835
Ortruum 8-8 794 Mind-Locked Wyrd 836
Rex Spires 795 Rogue Factoria 837
Thaetos 23-2 796 Factoria Work Gang 838
Vandoth the Fallen 797 NOBLE HOUSE ALLIANCES
Vorgen “Gunner” Mortz 798 House Greim 840
Yar Umbra 799
Greim Military Attaché 841
Yolanda Skorn 800
House Ulanti 843
FAMOUS INDEPENDENTS Ulanti Court Advisor 844
Lady Credo 801 House Ran Lo 846
Ashwood Stranger 802 Ran Lo Auditing Conclave 847
Hagar Freelord 803 House Catallus 849
Scrutinator-Primus Servalen 804 Catallus Carnival 850
House Ko’Iron 852
PART XIII: ALLIANCES Ko’Iron Ministorum Delegation 853
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PART XII: GANG MODIFIERS Escort Mission 933
Fighter Down 935
Chaos Corruption 865
Murder Cyborg 937
Genestealer Corruption 878
The Hit 939
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GANG RAID SCENARIOS ASH WASTES SCENARIOS
Daylight Robbery 998 Dust Bowl Skirmish 1054
Mercator Storehouse Heist 1000 Fuel Hunt 1055
Clandestine Rendezvous 1003 Wasteland Ambush 1056
Bar Brawl 1005 Breakdown 1058
CUSTOM CREATIONS
Creating a Xenos Abomination 1092
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Game Concepts:
FIRST PRINCIPLES
THE GOLDEN RULE FIGHTER & VEHICLE CARDS
• Necromunda is a game with lots of moving parts and Every member of a gang has an associated card stating its
rules conflicts are inevitable. characteristics, equipment, and rules.
• By default, the game’s rules apply equally to all of the 5. Skill list
above categories – if a rule is directed at a specific
6. Equipment possessed
category, it will state as much.
VEHICLES
CONTROLLING & OPPOSING PLAYERS
• The currently-acting player is the controlling player.
3. Cost in credits
4. Characteristics
5. Weapons equipped
6. Special rules
7. Upgrades equipped
8. Gear equipped
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Game Concepts:
• MOVE (M): The distance (in inches) that the fighter � Example: If this fighter received a +1 Strength
can cross when making a standard Move action. modifier, they improve their Strength to 4.
• INITIATIVE (I): A fighter’s dexterity and reflexes. • Weapon Skill, Ballistic Skill, & Initiative: Roll D6 – if
the result is equal or higher than the characteristic, the
• ATTACKS (A): The fighter’s aggression in melee. While check is successful.
Engaged in close combat, this determines how many • Leadership, Cool, Willpower, & Intelligence: Roll 2D6
dice the fighter rolls when attacking their opponent. – if the result is equal or higher than the characteristic,
the check is successful.
• LEADERSHIP (LD): The fighter’s ability to both issue
• Strength & Toughness: Roll D6 – if the result is equal
and follow commands in the heat of battle.
or lower than the characteristic, the check is
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WEAPON PROFILES ARMOUR PIERCING (AP)
Each weapon has its own characteristics profile – describing • The weapon reduces the target’s armour by the stated
its range, the damage it deals, and so forth. For example: amount.
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Game Concepts:
ROLLING DICE
TYPES OF DIE ROLLS THE FIREPOWER DIE
• D6 – A standard, six-sided die, rolled once. Multiple • Has one Ammo icon and five Rapid Fire icons.
rolls are expressed as “2D6” for two dice rolled
• A model attacking with an ammunition-based weapon
together, “3D6” for three, and so on (generally, the
(as indicated by an Ammo value on its profile) must
results are added together).
simultaneously roll the Firepower die.
• D3 – Roll a D6 and halve the result, rounding up.
� Rolling “Ammo” means the weapon may have run
• D66 – Roll two separate D6s, one after the other. Each dry or jammed!
roll represents a separate digit – combined, they create
� The Rapid Fire icons are only used for weapons with
a result between 11 and 66. For example, rolling a 2 on
that trait – ignore them otherwise.
the first die and a 4 on the second creates a result of 24.
THE SCATTER DIE
MODIFYING DIE ROLLS • Has two Hit icons and four Arrow icons.
• Many dice rolls in Necromunda have modifiers applied
• This die is used to generate a random direction when
– for example, 2D6+2 or D6 plus Toughness.
something is scattering.
• In all cases, roll all dice required first, then amend the
� Rolling “Hit” generally means the scatter stops right
result with the modifier.
there – but if not, this icon includes a small arrow
• If a result ever needs to be halved, round up unless that shows the scatter direction.
otherwise stated.
� The “Arrow” result means that whatever is
scattering moves according to that literal direction.
NATURAL ROLLS
• When the rules refer to a natural roll, it means the THE INJURY DIE
actual number shown on the die (that is, ignoring any • Has one Out of Action icon, two Serious Injury icons,
modifiers). and three Flesh Wound icons.
• This is crucial because in many cases, a natural 1 is • This die determines what happens to a fighter when
always a failure – and a natural 6 often grants a bonus. they lose all their Wounds.
• In such cases, the outcome stands regardless of any THE LOCATION DIE
modifiers that might apply. • Has one icon each for Engine, Driver, and Crew, and
three icons for Body.
RE-ROLLS
• This die determines the location of a hit suffered by a
• If a rule lets you re-roll a failed result, you must accept
vehicle.
the second outcome, even if it is worse.
• A die can never be re-rolled more than once. THE DAMAGE DIE
• Has one Catastrophic Hit icon, two Penetrating Hit
• If you roll multiple dice at once, and you apply a re-roll,
icons, and three Glancing Hit icons.
then you must re-roll all of those dice.
• This die determines the severity of the damage caused
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Game Concepts:
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LINE OF SIGHT AND SOLID TERRAIN
• Necromunda uses a lot of dense terrain: doors, floors
between levels, pipes, structures, and so on.
COVER
• Cover reduces the chances of being hit by an attack.
� If less than 50% of the target is obscured by terrain Target less than 50% obscured – partial cover
or fighters, they have partial cover. The attacker
suffers a -1 hit modifier.
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TWO-DIMENSIONAL BATTLEFIELDS
• These rules focus on battles fought over three-
dimensional battlefields and terrain.
TWO-DIMENSIONAL COVER
• On a two-dimensional battlefield, cover is determined
by drawing a straight line from the centre of the
attacker’s base to any part of the target’s base.
• If the line can reach less than 50% of the target’s base,
they have full cover.
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Game Concepts:
MEASUREMENT
MEASURING DISTANCES MEASUREMENT VS. WALLS AND TERRAIN
• Necromunda relies greatly on players measuring • During gameplay, walls will separate corridors, floors
distances – such as when checking the distance a and ceilings will separate levels, and solid terrain
fighter moves, or the distance from a ranged weapon to features split up and separate the battlefield.
its target.
• Unless otherwise stated, distances cannot be
• The game uses measurements of inches (”), checked measured through walls or solid terrain features.
with a range ruler or tape measure.
REMINDER: TAKE-BACKS & CHANGING YOUR MIND
• Distances can only be measured when the rules call for
• It is common for players to announce an action before
it – for example, when checking the range between an
immediately changing their mind. As a general rule,
attacking fighter and their target.
players should be tolerant of this in their opponents –
• Pre-measuring distances at any time is not allowed: as they will likely do it themselves!
measuring should occur at the last possible point of
• However, once dice have been rolled, or a range has
whatever you are doing.
been measured, the decision is made and locked in –
• The distance from a fighter to any battlefield object you must abide by it and accept the consequences. No
(terrain, objectives, etc.) is measured from the closest changes can be made after this has occurred.
point of one base to the closest point of the other. If an
object has no base, use its closest point overall.
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Game Concepts:
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Game Concepts:
Conditions are typically denoted using a token or marker – either placed beside the fighter’s model or on their card, reminding
players it is in effect. Note that any in-game effect that applies a token to a fighter is considered a condition.
• If a weapon has multiple profiles (e.g. due to having � If passed, there is no further effect.
several ammunition types), the Out of Ammo condition
� If failed and the vehicle is Mobile, they count as
applies to all of them simultaneously.
having failed a Loss of Control test and their
• When attempting to reload, a fighter may roll against activation ends.
any ammunition profile they have access to. � If failed and the vehicle is Stalled, they must
perform the Burn Out (Double) action and their
activation ends.
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BLIND GUNKED
• The fighter loses their Ready condition immediately, if • The subjected fighter has the following effects:
they have it.
� -1” Movement and -1 Initiative (to a minimum of 1).
• If they do not have the Ready condition, they do not
� The fighter does not add D3” to their movement
gain it at the start of the next round.
when charging.
VEHICLES INSANITY
• The vehicle suffers a -2 penalty to Handling checks. • The subjected fighter must roll D6 when they are
activated:
• Concussion is removed in the End phase.
� 1-2: The fighter becomes Broken and immediately
makes free a Running for Cover (Double) action.
HIDDEN / REVEALED
• Some scenarios or special rules allow a fighter to gain If the fighter was already Broken, they immediately
the Hidden condition. This condition is lost if the and automatically Bottle and flee the battlefield.
fighter ever gains the equivalent Revealed condition. � 3-4: The opposing player controls the fighter for the
• A ranged attack can only target a Hidden fighter if they duration of this activation, treating them as part of
are within 3”. their own gang in all respects.
� Attackers with Photo-Goggles or Infra-Scopes In a multiplayer game, roll off to determine which
extend this range to 12”. enemy gang controls the Insane fighter.
• If a Hidden fighter makes a ranged attack, they gain the � 5-6: The fighter may act as normal. Once their
Revealed condition unless their weapon has the Silent activation is complete, make a Willpower check. If
trait. passed, the Insanity condition is lost.
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“I GET KNOCKED DOWN…”
THE MOUNTED CONDITION • The fighter is not automatically Pinned when hit by a
Several types of equipment – ranging from beasts to ranged attack.
dirtbikes and beyond – grant a fighter the Mounted
• Begin by resolving the effects of the ranged attack, as
condition.
normal.
This condition is broad. Any fighter with the Mounted
• If the fighter survived, they check Initiative, applying a -
condition is subject to the below handful of sub-rules:
1 modifier if the attacking weapon has the Blast (X) or
HANDS FULL Knockback trait.
• Reduce the maximum number of weapons the fighter • If passed, the fighter does not become Pinned – if
can carry into battle by 1. failed, they are Knocked Down:
• The fighter cannot be equipped with a weapon that has � The fighter suffers an additional, automatic hit.
the Unwieldy trait, unless it also has the Lance trait.
� The details of the automatic hit are determined by
• In close combat, the fighter can only use a maximum of how far they moved during their last activation,
one weapon – that is, they can never dual-wield. rounded up:
GROUNDED
• The fighter cannot climb terrain or vehicles.
MY MOUNT IS MY LIFE
• The fighter always counts as having two fighter cards –
one with their mount, one without.
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Game Concepts:
TERRAIN RULES
INTRODUCTION IMPASSABLE TERRAIN
Terrain plays a vital role in games of Necromunda: it • Impassable terrain cannot be navigated by fighters.
presents a dense and challenging battlefield for gangs to
• Any terrain can be designated as “impassable” during
fight over, but also instils games with the character of the
battlefield set-up, including vertiginous towers,
world those gangs live in.
towering vats, vast pits, and so on.
Terrain adds to the narrative storytelling, with fighters
forcing doors, crawling through ductways, and clambering WALLS
up scaffolds.
• Walls are always impassable: they cannot be climbed
Below are the standard rules for terrain. To make terrain or moved through, and they block both line of sight
more interesting or dangerous, or to allow fighters greater and range measurement.
interaction with terrain, you can explore the Expanded • Note that some walls may have ladders, stairs, or
Terrain Rules section. similar that allow access up, down, and over them.
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STANDARD DOORS LIFTS
• No matter their size, doors all have the same rules. • An Active fighter positioned on a lift can operate it prior
to declaring any actions.
• Doors are set up during the pre-battle sequence.
• This moves the lift up to 4” vertically (up or down). The
� Doors always start the battle closed unless stated
fighter may then activate as normal.
otherwise.
• Similarly, a fighter who moves onto a lift can “pause”
� Closed doors are impassable terrain.
their move; operate the lift; and then resume their
� Fighters can open a door via the Operate Door movement from the lift’s new position.
(Simple) action during their activation.
• A lift can only move once per round.
� Fighters can attack a door, hitting automatically. All
• LIFTS IMPACTING FIGHTERS: If a lift crushes a fighter
doors are Toughness 5 with 4 Wounds. If reduced to
below, or impacts one above when it moves, the victim
zero, the door is removed.
must check Initiative.
DOORS CLOSING ON FIGHTERS � If passed, they make a free move of up to 2”.
• If a fighter is inside an open doorway and the door
� If failed, or this move is insufficient to avoid the
closes, they must check Initiative.
impact, the fighter suffers a Wound inflicted by a
� If passed, they make a free move of up to 2”. Damage 3 attack – no saves allowed.
� If failed, or if movement is impossible, they suffer an � If they survive, they are moved as short a distance
automatic Damage 3 Wound with no save allowed. as possible so that they are not obstructing the door
� If the fighter survives, they move as short a distance (randomising which side of the door).
as possible so that they are not obstructing the door
(randomising which side of the door).
STAIRS
• Stairs do not affect a fighter’s movement, and they can
DOORS TRIGGERING BOOBY TRAPS end an activation on stairs as if they were a flat surface.
• If a door opens or closes within 1” of a booby trap, it • However, if a fighter becomes Prone while on stairs,
may be triggered. they risk tumbling down them – check Initiative:
• Each locked door comes with two door terminals � If they fell more than 3”, they take a Strength 3, AP -,
positioned within 1” on either side of it. Damage 1 hit.
• These doors are extremely secure and cannot be � Either way, if an activated fighter falls, their
opened via the Operate Door (Simple) action. activation ends immediately.
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CONTROL PANELS TOXIC SLUDGE
• These manipulate everything from cargo lifts to slag • Corrosive, poisonous waste seeps constantly into the
furnaces. underhive from the manufactorum levels above,
pooling in forgotten passageways and busy
• Control panels may be present on a Zone Mortalis tile,
thoroughfares alike.
or placed on a freestanding piece of Sector Mechanicus
scenery. • A fighter has -1 Toughness while touching a pool of
toxic sludge.
• Regardless, control panels should always be clearly
identifiable. • In the End Phase, a fighter touching a pool of toxic
sludge must roll D6 – on a 1, they go Out of Action.
• If not determined by the scenario, players should agree
during set-up what each control panel does.
PITFALLS
• A fighter within 1" of a control panel can take an Access
• Certain tiles or floors may feature holes in the surface,
Terminal (Basic) action:
leading to long, potentially deadly drops.
� Check Intelligence with a -2 modifier – if passed, the
• If a fighter is moved into a pitfall; fails to jump over
fighter may immediately activate or shut down
one; or becomes Prone within 1” of one, check their
whatever the control panel is connected to.
Initiative.
� If a terrain piece is shut down, its mechanism
� If a fighter voluntarily goes Prone at the edge of a
cannot be used until the End Phase of the following
pitfall, this check does not occur.
round – so lifts cannot be moved, door cannot be
opened, etc. • If passed, they arrest their fall at the edge of the hole
and become Pinned.
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PHASES OF A GAMEPLAY ROUND
• A game of Necromunda is split into several rounds.
(1) PRIORITY PHASE
• Each round has three Phases. a) Roll for Priority: Players roll off to see who takes
the first turn in this round.
• Each Phase has a number of steps which are resolved
in order. b) Ready Fighters: Each fighter gains the Ready
condition.
• Within this structure, players will determine who has
Priority, and then take turns activating and performing
actions with their fighters. (2) ACTION PHASE
a) Activate Fighters: Starting with whoever won
• They will then attempt to recover Injured fighters, Priority, players take turns activating one or more of
rally those fleeing, and determine whether their gang their Ready fighters.
can hold its nerve in the face of the enemy.
When activated, a fighter can take two actions by
default, and after doing so, are no longer Ready.
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Game Structure:
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Game Structure:
• The actions available to the fighter are determined by � Double Action: Performing a Double action counts
their status, and the conditions affecting them. as making two actions – generally meaning the
fighter cannot do anything further afterwards. If a
• Once a fighter activates, they are no longer Ready. This
fighter only has one action remaining, they cannot
means a fighter can only be activated once per game
take a Double action.
round (though certain rules and abilities subvert this).
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2. The Action Phase:
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OPERATE DOOR (Simple)
• Open or close a door within 1”. (2) STANDING & ENGAGED
CANNIBALISE (Basic)
RELOAD (Simple) • Only fighters subject to the Starving condition can
• Choose one of the fighter’s weapons with the Out of take this action.
Ammo condition.
• This action can only target a Seriously Injured enemy,
• Make an Ammo check – if passed, the weapon is and must be performed in place of Fight (Basic) or Coup
reloaded and the condition removed. de Grace (Simple).
• If this weapon has multiple ammunition profiles, you • The cannibalising fighter loses their Starving condition,
may attempt to reload using the easiest roll. and their victim immediately rolls a Lasting Injury –
treating Lesson Learned (11) as Out Cold (12-26).
• If the fighter successfully reloads, all ammunition types
become available. • The victim remains on the battlefield, meaning they
can be fed on again, unless they roll a Critical Injury (61-
� The exception is ammunition with the Scarce trait
65) or Memorable Death (66) and go Out of Action.
that has previously gone Out of Ammo – this is not
regained).
FIGHT (Basic)
SHOOT (Basic) • The fighter makes close combat attacks against one or
• The fighter attacks with a ranged weapon. See the more enemies they are currently Engaged with. See the
Shooting Rules section for more. Close Combat Rules section for more.
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(3) PINNED (5) BROKEN
BLIND FIRE (Double) A fighter subject to the Broken condition must perform the
below action when activated:
• The fighter makes a ranged attack. They receive a -2
modifier to hit, but treat their vision arc as 360 degrees.
RUNNING FOR COVER (Double)
HOUSE RULE: Treat this as a Basic action that can be • The fighter panics, their nerve broken!
combined with the Fast Shot skill. • If the fighter is Engaged, check Initiative – if failed, they
remain Engaged and their activation ends.
CRAWL (Double) � Note that they can still make Reaction Attacks with
• The fighter scrambles forward, moving a distance up to
a -2 modifier to hit).
half their Movement.
• If Standing, the fighter flees 2D6”.
HOUSE RULE: Treat this as a Basic action.
• If Prone, they flee half their Movement distance.
RELOAD (Simple) • Regardless, the fighter must attempt to end their move
• Choose one of the fighter’s weapons with the Out of as follows (in order of priority):
Ammo condition. Make an Ammo check – if passed, the � More than 3” away from enemy fighters.
weapon is reloaded and the condition removed.
� Out of line of sight of enemy fighters.
CONCENTRATE (Basic)
• Check Willpower – if passed, the psyker may add +1 to
the result of a Willpower check made in a subsequent
action this turn.
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2. The Action Phase:
THE 1” RULE
process is followed when moving one fighter away from
another.
Fighters may not move or stop within 1” of an enemy. There As always, fighters cannot move through walls, impassable
are only two exceptions to this: terrain, or closed doors! If they contact such a feature, their
• Enemy is Seriously Injured: These enemies can safely movement simply ceases at that point.
be ignored for the purposes of movement.
The effect of the Hurl skill would therefore be resolved (in this
case, both fighters would suffer hits), and then the fighter
who was involuntarily moved is repositioned 1” away.
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CLIMBING
DIFFICULT & DANGEROUS • Fighters can climb up or down any vertical surface
TERRAIN
when moving.
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FALLING HAZARDS
• If a fighter becomes Prone within 0.5” of an edge, they
risk falling.
RAILINGS
• If the nearest edge has a rail or similar barrier (at least
0.5” tall), the risk of falling is reduced and the fighter
gains a +1 modifier to their Initiative check.
FALL DAMAGE
• If a fighter falls 3” or further, they suffer a hit from the
impact based on the distance they fell:
FALL
STRENGTH AP DAMAGE
DISTANCE
3” - 5” 3 - 1
6” - 7” 5 -1 1
8” - 9” 7 -2 2
10”+ 9 -3 3
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2. The Action Phase:
SHOOTING RULES
RANGED ATTACK PROCEDURE 3. ATTACKER ROLLS TO HIT & FIREPOWER
1. Attacker declares the shot The attacker checks Ballistic Skill, applying any of the
2. Attacker checks range below modifiers as necessary.
3. Attacker rolls to hit & rolls Firepower die
• Partial Cover (-1): The target is less than 50%
4. Target is Pinned obscured.
5. Attacker rolls to Wound
• Full Cover (-2): The target is more than 50% obscured.
6. Target attempts armour save
7. Attacker inflicts Damage • Accuracy (varies): Check the weapon’s profile to see
8. Target’s gang checks Nerve whether the target falls within its Short or Long range,
and apply any Accuracy modifiers listed.
TARGET PRIORITY • Twin Guns Blazing (-1): The attacker is using two
weapons with the Sidearm trait, attacking with both
• By default, a fighter must attack the closest enemy
simultaneously.
within their vision arc and line of sight.
FIGHTERS IN HIDING • If the Firepower die rolls the Ammo symbol, the fighter
• If an enemy is Prone and positioned in full or partial must immediately check Ammo for that weapon.
cover, they cannot be directly targeted with a ranged
• If passed, there is no effect. If failed, the weapon gains
attack – they are keeping their head extremely low!
the Out of Ammo condition.
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TWIN GUNS BLAZING 6. TARGET ATTEMPTS ARMOUR SAVE
• The attacker attacks with two weapons with the For each attack that successfully wounds, the target can
Sidearm trait simultaneously, as part of the same Shoot attempt a single armour save (if they are wearing armour).
(Basic) action.
Each successful armour save negates the loss of one Wound.
• Both attacks must be made against the same target.
ARMOUR PENETRATION (AP)
• Roll to hit for each weapon separately, with each attack
• A weapon’s AP value reduces the target’s armour save
suffering an additional -1 modifier to hit. Resolve all
by the stated amount.
hits before proceeding to any rolls to wound.
• This can cancel it altogether.
STRAY SHOTS
• If a ranged attack misses, there is a chance someone WEARING MULTIPLE ARMOURS
nearby might take the hit instead! • Only one armour save can be attempted per wound.
• Starting with the fighter closest to the attacker and • This means a target with multiple armours must
proceeding outwards, roll D6 for every fighter within 1” choose which one to use for each attempt.
of the firing line between the attacker and their
intended target. • Note that some weapons deny armour saves
altogether!
• Thanks to ricochets and random bad luck, all fighters
are eligible for this roll, regardless of their status or
whether they are friendly or enemy.
ARMOUR BONUSES
• Gaining an armour save bonus can mean a fighter
• The first fighter to roll 1-3 is inadvertently hit by the without armour suddenly gains a save – this is
shot! Resolve the attack against them. appropriate under the rules.
• If the attack would generate multiple hits, resolve a • Note that Field Armour can never receive an armour
stray shot for each one. save bonus.
SUCCESSFUL
STRENGTH VS TOUGHNESS
WOUND
Strength is TWICE Toughness, or greater: 2+
37
7. ATTACKER INFLICTS DAMAGE 8. TARGET’S GANG CHECKS NERVE
For every unsuccessful armour save roll:
FIGHTERS
1. The target subtracts one Wound for every point of • A fighter must check Nerve if:
Damage on the weapon’s profile.
� A friendly fighter is Seriously Injured within 3”.
2. If the target is reduced to zero Wounds, the attacker
� A friendly fighter goes Out of Action within 3”.
immediately rolls an Injury die and apply the result.
� A friendly vehicle is Wrecked within 6”.
3. If the weapon’s Damage takes the target into negative
Wounds, roll an additional Injury die for each one. • Nerve checks are made against the Cool characteristic.
38
RULES FOR BLAST MARKERS RULES FOR FLAME TEMPLATES
Because weapons with the Blast (X) trait target a point on As with Blast weapons, those with the Template trait require
the battlefield instead of a specific enemy, they have their their own process for attacking.
own process for attacking:
1. Attacker Positions Template: Do not declare a
1. Attacker Declares the Shot: Take the Blast marker specific target for the attack. Instead, simply position
and position it so the central hole is anywhere within the Flame template so that the narrow end touches
the attacker’s vision arc and line of sight. the attacker’s base and the entire template is within
their vision arc.
2. Attacker Checks Range: Measure the distance
between the attacker and the central hole of the Blast 2. Roll Firepower: The attacker rolls the Firepower die
marker. If the central hole falls outside the weapon’s at the same time.
maximum range, move the Blast marker directly
3. Attacker Determines Hits: Any fighter (friend or
towards the attacker until it falls within.
enemy) whose base is partially or fully under the
3. Attacker Rolls to Hit & Firepower: Make a Ballistic Flame template is automatically hit – unless they are
Skill check for the attacker, rolling the Firepower die shielded by a wall or solid terrain feature that lies
at the same time. between them and the attacker.
� If the attack hits, the Blast marker remains in the 4. Target is Pinned: Standing and Active fighters hit by
chosen position. the Flame template become Prone and Pinned.
� If the attack misses, roll D6 and the Scatter die: 5. Resolve Hits, Wounds, Saves, & Damage: Attack
resolution proceeds as normal, with the following
- MISFIRE: If the Scatterdie scoresa Hitand the
additions:
D6 scores a 1, roll D6 – on 2-6, the attack is a dud
and has no further effect. On a 6, something has � Partial cover grants +1 to targets’ armour save.
gone wrong – centre the Blast marker over the
� Full cover grants +2 to targets’ armour save.
attacker, and resolve the hit against them!
HOUSE RULE: Blast weapons can be “blind fired” into
- SCATTER: On any otherresult,move the Blast
smoke clouds, Pitch Black areas, and so on – the Blast
marker accordingly (using the small Hit symbol
marker automatically scatters, if so. A fighter with
arrow if necessary). This may carry it out of the
equipment that lets them see in low-light conditions,
weapon’s maximum range. The Blast marker’s
such as photo goggles, disregards this rule.
movement will cease if it impacts a wall,
structure, or impassable terrain feature.
39
2. The Action Phase:
DUAL-WIELDING
1. ATTACKER TURNS TO FACE • If the attacker is fighting with a weapon in each hand,
The attacker may turn to face any direction, but this applies their hits must be split as evenly as possible between
an additional -1 modifier to their hit roll. the two weapons.
40
5. ATTACKER ROLLS TO WOUND 7. ATTACKER INFLICTS DAMAGE
Compare the successful attack’s Strength with the target’s For every unsuccessful armour save roll:
Toughness to find the threshold for wounding them:
• The target subtracts one Wound for every point of
SUCCESSFUL Damage on the weapon’s profile.
STRENGTH VS TOUGHNESS
WOUND
• If the target is reduced to zero Wounds, the attacker
Strength is TWICE Toughness, or greater: 2+
immediately rolls an Injury die and apply the result.
Strength is GREATER than Toughness: 3+ • If the weapon’s Damage takes the target into negative
Strength is EQUAL to Toughness: 4+ Wounds, roll an additional Injury die for each one.
• Some weapons bypass the roll to wound (proceeding FLESH WOUND: The fighter loses -1 Toughness for
directly to rolling an Injury die). the rest of this battle. If this reduces them to zero
Toughness, they go Out of Action.
• In this case, the target attempts their armour save first,
with each success negating one roll of the Injury die.
ROLLS OF NATURAL 1
• These always fail, regardless of modifiers.
41
8. TARGET’S GANG CHECKS NERVE
If a target is Seriously Injured or taken Out of Action, any
comrades within 3” must check Nerve.
9. DETERMINE OUTCOME
What happens next depends on the circumstances:
42
2. The Action Phase:
WEAPON TRAITS
This section describes the different effects that might be
applied to ranged or close combat weapons.
(1) ARC (FRONT / LEFT / RIGHT / REAR / ALL ROUND)
WEAPON TRAITS
• Thisweapon canbe fitted to a vehicle, and mustbe
1 Arc (X) 33 Melta positioned onone of the stated arcs.
22 Gas 54 Sidearm
(5) BURROWING
23 Graviton Pulse 55 Silent • This weapon can make a regular attack or an indirect
24 Grenade 56 Single Shot attack. Regular attacks are resolved as normal.
43
(6) CHEM DELIVERY (12) DEMOLITIONS
• This weapon can fire any chem in the attacker’s • This grenade can be used against terrain targets (such
possession. This does not cost a dose of that chem. as locked doors or scenario objectives).
• When this weapon is fired, the attacker declares which • To do so, the attacker makes single attack that hits
chem they are firing. automatically – the attacker then moves D6” away
from the target before the effect is resolved as normal.
• If this weapon successfully hits a target, roll D6 – if the
result is equal or higher than their Toughness (or a
(13) DIGI
natural 6), they immediately experience the effects of
• When the owner resolves close combat attacks or a
the chem.
ranged attacks using a pistol, resolve these as normal.
• This weapon cannot target friendly fighters.
• They may then make an additional attack for every
(7) COMBI weapon they have with the Digi trait.
• Combi-weapons have two profiles. When fired, the • Being covertly hidden inside a ring or glove, this
attacker picks which one to use. weapon does not count towards the maximum
number a fighter can carry.
• When one of the weapon’s profiles checks Ammo, roll
twice and apply the lowest result. • A fighter can possess a maximum of ten weapons with
the Digi trait.
• Ammo is tracked separately for each profile – if one
runs out, the other can still fire.
(14) DISARM
(8) CONCUSSION • If this weapon hits on a natural 6, the target can only
make unarmed Reaction attacks in response.
• Targets hit lose -2 Initiative until the end of the round
(to a minimum of 6+).
(15) DRAG
(9) CREW OPERATED • If this weapon successfully hits a target, the attacker
can choose to drag them.
• Thisweapon isfitted to a vehicle and isoperated by
that vehicleʼs crew. • If so, roll D6 – if the result is equal or higher than the
target’s Strength, they are pulled D3” towards the
• Assuch,it can be fired duringthe vehicleʼs activation,
attacker.
andusesthe crewʼs Ballistic Skill characteristic.
• The target stops if they hit an obstacle of any type.
• TheUnwieldy trait hasno effect on this weapon.
• If the target impacts another fighter, both are dragged
(10) CURSED the remaining distance.
• If this weapon successfully hits a target, resolve its
• If the weapon also has the Impale trait, only the final
effects normally.
target can be dragged.
• Target then checks Willpower – if failed, they gain the
Insane condition. (16) ENTANGLE
• Targets hit by this weapon cannot use the Parry trait
(11) DEFOLIATE against it.
• Carnivorous Plants hit by this weapon automatically
• If this weapon rolls a natural 6, the target suffers a -2
gain D3 Damage tokens.
modifier to their Reaction attacks.
• Brainleaf Zombies wounded by this weapon are
removed from play if the Out of Action result is rolled (17) FEAR
on the Injury die (rather than ignoring this result, as • If an attack from this weapon would result in an Injury
they usually would). roll, the target instead tests Nerve with a -2 modifier.
44
(18) FIRESTORM (X) (22) GAS
• Thewielder may roll additional Firepower dice – up to • If this weapon hits a target, do not roll to wound.
the trait’s (X) value. Instead, roll D6 – if the result is higher than the
target’s Toughness (or a natural 6), immediately roll
• Theclosest target struck bythis weapon suffers hits
the Injury die and apply the result.
equal to the result of all Firepower die rolled, rather
than just 1. • The target may not attempt an armour save.
• A separate Ammocheck is required for each Ammo • This weapon never causes a target to become Pinned.
result onthe Firepower dice:
HOUSE RULE: The above rules have no effect against
�1 FailureinTotal: TheweapongoesOutof Ammo. inorganic targets such as doors, walls, or terrain.
�2+Failures inTotal: Theweapon hasjammedand
cannot beusedfor the rest of the battle. (23) GRAVITON PULSE
(19) FLARE • If this weapon hits a target, do not roll to wound.
• If this weapon successfully hits a target, they gain the • Instead, roll D6 – if the result is higher than the
Revealed condition if the Pitch Black rules are in target’s Strength, they lose -1 Wound (a natural 6
effect. always fails).
• If this weapon has both the Flare and Blast traits, then • After resolving hits, keep the Blast marker in place.
after resolving the final position of the Blast marker,
• Any fighter moving through the Blast marker must
leave it in place.
spend 2” of movement for every 1” they move.
• While a fighter is touching this Blast marker, they have
• Remove the Blast marker in the End phase.
the Revealed condition.
� In each End Phase, roll D6 – on 4+, the flare goes out (24) GRENADE
and the Blast marker is removed. • Grenades are unique in that they are purchased as
equipment (and so are not counted towards a fighter’s
(20) FLASH three-weapon limit) but treated as ranged weapons.
• If this weapon hits a target, do not roll to wound.
• A fighter can throw a grenade via the Shoot (Basic)
• Fighters: The target checks Initiative instead – if action. Grenades only have a Long range, which is
failed, they gain the Blinded condition. determined by multiplying the fighter’s Strength by
the amount on its profile.
• Vehicles: The target checks Handling instead – if
failed, they gain the Blinded condition. • Grenades always require an Ammo check after being
thrown – there is no need to roll the Firepower die.
(21) FORCE
• If the Ammo check is failed, a grenade cannot be
• When wielded by a fighter with the Sanctioned Psyker reloaded: the fighter has run out for the battle.
or Unsanctioned Psyker special rules, the weapon
gains both the Power and Sever traits: (25) GUNK
� POWER: If this weapon hits a target on the roll of a • If this weapon hits a target, they gain the Gunked
natural 6, the attack gains +1 Damage and the condition.
target cannot attempt an armour save.
(26) HEXAGRAMMATIC
This weapon is immune to the effects of the Parry
• This weapon ignores armour saves provided or
trait, unless that weapon also has the Power trait.
created by wyrd powers.
� SEVER: If this weapon reduces a target to zero
• The Damage value of this weapon is doubled if the
wounds, they automatically go Out of Action.
target is a psyker.
• When wielded by afighter without the Sanctioned
Psyker or UnsanctionedPsyker special rules, the HOUSE RULE: Damage is also doubled against
weapon counts asa normal one of its type. daemonically-possessed targets.
45
(27) HUNTING (31) LIMITED
• When a fighter takes the Aim (Basic) action with this • This trait represents ultra-rare ammunition and
weapon, they gain a +2 modifier to hit, rather than the grants a weapon a new attack profile.
usual +1.
• If this profile goes Out of Ammo, it can never be
(28) IMPALE reloaded – instead, it is immediately and permanently
deleted from the weapon.
• If this weapon inflicts an unsaved wound, its projectile
continues forward and may hit other targets. • The weapon can still use any other profiles it has.
• Trace a straight line – from the attacker, through the (32) MELEE
target, up to the weapon’s maximum range.
• This weapon can be used to make close combat
• Any fighters within 1” of this line (friendly or enemy) attacks.
are at risk.
(33) MELTA
• Roll D6 for the first potential target – on 3+, resolve an
• If this weapon hits a target in Short range and reduces
attack against them, with a -1 modifier to Strength.
them to zero wounds, the target automatically goes
• Continue for each additional potential target, with Out of Action.
each successful hit losing another point of Strength. If
Strength reaches zero, no further targets can be hit. (34) PAIRED
• The wielder doubles their attacks following a
(29) KNOCKBACK successful Charge (Double) action, instead of gaining
• If a successful roll to hit is equal or higher than the the usual +1.
target’s Strength, they are pushed 1” directly away
• At all other times, the wielder counts as dual-wielding
and Pinned.
this weapon, gaining +1 Attack.
• If the target impacts terrain (or another fighter), they
stop and the attack gains +1 Damage. HOUSE RULE: Paired weapons may not be combined
with third arms.
• If the target’s base moves over an edge (partially or
fully), check Initiative – if failed, they fall.
(35) PARRY
� Blast Weapons: Roll D6 for each target to
• When Engaged in combat, the wielder can force their
substitute the hit roll – knock-backed targets are
opponent to re-roll one successful close combat
pushed 1” directly away from the centre of the
attack.
marker.
• If dual-wielding two weapons with this trait, the
� Close Combat Weapons: After pushing the target,
wielder can force their opponent to re-roll two
the attacker can either follow up (moving,
successful close combat attacks.
remaining Engaged and in base contact) or not
(remaining in place and becoming Active). If the (36) PHASE
attack occurred across a barricade, the attacker
• No armour save can be made against this weapon.
cannot follow up.
• This applies to both Gang Armour and Field Armour.
(30) LANCE
• Note that any armour saves granted by a special rule
• If this weaponis wieldedby afighter with the Mounted
or ability are still permitted.
condition, they gain +1Strength when taking the
Charge(Double) action, or as part of a Drive By. (37) PLENTIFUL
• When the wielder makes a Reload (Simple) action, the
weapon automatically passes its Ammo check.
46
(38) POWER (43) RAPID FIRE (X)
• If this weapon hits a target on the roll of a natural 6, • When rolling to hit, the wielder may roll additional
the attack gains +1 Damage and the target cannot Firepower die – up to the trait’s (X) value.
attempt an armour save.
• If this weapon hits a target, it inflicts the number of
• This weapon is immune to the effects of the Parry hits shown across all Firepower dice.
trait, unless that weapon also has the Power trait.
• Multiple hits can be assigned to multiple targets.
(39) POWER PACK Allocate all hits prior to making wound rolls.
• Thisweapon does not count towards the maximum � The original target always takes the first hit.
numberthe fighter is carrying. � Each additional hit may be assigned to an
• A fighter can only carry a maximumof two weapons alternative target within 3” of the original.
with thistrait.
� Alternative targets must be within the attacker’s
• If this weaponalsohasthe Melee trait, it grantsthe range and line of sight.
fighter +1Attack.
� Alternative targets must be no harder to hit than the
(45) RENDING
• If this weapon wounds a target on the roll of a natural
6, the attack gains +1 Damage.
47
(46) SCARCE (54) SIDEARM
• This trait represents special ammunition and grants a • This weapon can make ranged attacks, and can also
weapon a new attack profile. make a single attack in close combat.
• If this profile goes Out of Ammo, it can never be • The die representing this weapon’s close combat
Reloaded – the rare, specialist ammo has run dry and attack must be clearly identified to the opponent.
cannot be used for the remainder of the battle (it can
• If the weapon has an Accuracy modifier, this only
still be used in future battles).
applies to its ranged attack.
• The weapon can still use any other profiles it has.
(55) SILENT
(47) SCATTERSHOT • If the “Sneak Attack” rules are in effect, this weapon
• For each attack that hits a target, roll D6 – resolve that does not trigger a test to raise the alarm.
many wound rolls, instead of just one.
• If the “Pitch Black” rules are in effect, attacking with
(48) SEISMIC this weapon does not confer the Revealed condition.
• Targets hit by this weapon are always Pinned, even if (56) SINGLE SHOT
they have an ability or effect that usually lets them
• This weapon can only be used once per battle.
avoid this.
• This shield can be used in melee and has a close • Fighters may move freely through the smoke;
combat weapon profile. however, it blocks line of sight – so attacks cannot be
made into, out of, or through it.
• The user increases their armour save by +2 against
melee attacks inside their vision arc. • Leave the Blast marker in place after resolving the hit.
The effects persist as long as the smoke does.
• The user increases their armour save by +1 against
ranged attacks inside their vision arc. • In each End Phase, roll D6 – on a 4+, the smoke is
removed.
� If the user lacks a facing (for example, because they
are Prone), none of the above rules can be used. (58) TEMPLATE
(51) SHIELD BREAKER • This weapon uses the teardrop-shaped Flame
template to determine its hits.
• This weapon ignores the effects of the Shield trait.
• As the weapon does not specify a target when
• If a target attempts an armour save with Field Armour
attacking, it bypasses the rules for target priority,
against this weapon, they must roll two dice and apply
disregards cover, and can hit hiding targets who are
the lowest result.
hiding (i.e. Prone behind cover).
(52) SHOCK
• If this weapon hits a target on a natural 6, do not roll
to wound – it automatically succeeds.
(53) SHRED
• If this weapon wounds a target on a natural 6, the
attack’s Armour Penetration is doubled.
48
(59) TOXIN (63) VERSATILE
• If this weapon hits a target, do not roll to wound. • This trait grants an attack range to weapons with the
Melee trait.
• Instead, roll D6 – if the result is higher than the
target’s Toughness (or a natural 6), they may attempt • If a target is within the weapon’s Long range, the
an armour save – if failed, roll the Injury die and wielder can attack them – and because the two
immediately apply the result. fighters do not count as Engaged, the enemy cannot
makeReaction Attacks.
• Note that this weapon never reduces a target’s
Wounds. • There are two exceptions to this:
HOUSE RULE: The above rules have no effect against � Enemy also has a Versatile weapon: The enemy
inorganic targets such as doors, walls, or terrain. can make Reaction attacks if they also have a
Versatile weapon – and your fighter is within their
(60) TWIN-LINKED weapon’s Long range.
• The weapon may re-roll any Ammo dice when it � Enemy has Sidearm weapon: The enemy can make
attacks.
a single Reaction Attack with a Sidearm weapon –
applying any Accuracy modifiers for Short range
(61) UNSTABLE
(this is an exception to the usual rules for Sidearms
• When the wielder makes an Ammo check for this in melee).
weapon, a roll of 1-3 means the weapon
catastrophically overheats – the wielder goes Out of (64) WEB
Action.
• Targets wounded by this weapon may not attempt an
� If the wielder survived, the roll serves dual purpose armour save, and do not roll for Injury.
to see whether the weapon went Out of Ammo.
• Instead, the target gains the Webbed condition.
� The attack is then resolved against the target as
normal.
(62) UNWIELDY
• Ranged: The wielder treats the Shoot (Basic) action as
Shoot (Double).
49
Game Structure:
(2) FLEEING THE BATTLEFIELD � Flesh Wound: The fighter suffers a Flesh Wound but
changes their status to Pinned.
• If the gang is Bottling Out, each fighter in play
(including vehicles) must now check Cool.
RECOVERY ASSISTANCE
� (If both gangs are Bottling, the one with Priority • When a fighter attempts Recovery, they may roll an
resolves this first.) additional Injury dice for every friendly Standing and
Active fighter within 1”.
• Any fighter or vehicle that fails their Cool check flees
the battlefield and is immediately removed from play! • The Recovering fighter can pick which result to apply.
• What happens next depends on a few factors: • F fighter can only assist one Recovery per End Phase.
50
Expanded Terrain Rules:
UNDERHIVE TERRAIN
Necromunda can be played on any kind of terrain – the hive
DANGEROUS INDUSTRIAL TERRAIN
world’s diverse environments offering players a huge range
Some terrain can be deliberately (or accidentally) attacked,
of options.
often causing them to explode. This possibility is noted in its
The standard terrain rules are covered in the General description.
Principles: Terrain Rules section.
TARGETING TERRAIN
These expanded rules make terrain more interesting or • Fighter can target a dangerous terrain piece with a
dangerous, and allow fighters to interact with terrain to a ranged or melee attack.
greater degree.
• Choose a point within their vision arc and line of sight
It explores Badzone Delta-7 tiles, Sector Mechanicus terrain, (and reach, for melee attacks) to specifically target.
Death World terrain, and Warhammer 40,000 Objectives – as
well as other Citadel terrain pieces such as the Honoured STRAY SHOTS
Imperium set, Galvanic Servohaulers, Munitorum Armoured • Dangerous terrain can be hit in the same way as a
Containers, and the Sector Imperialis Objectives. fighter.
51
(1) ANCIENT TERMINAL (3) CRANES AND SERVOHAULERS
• Arcane control systems left behind by the hive’s • Abandoned industrial cranes and haulers can
builders are found throughout the underhive – most sometimes be hacked by enterprising fighters.
dead and broken, though some still flicker with the
• A fighter in base contact with a crane or servohauler
last vestiges of life.
can take the following action:
• A fighter within 1” of an Ancient Terminal can take the
� JURY-RIG (Double): Check Intelligence – if passed,
following action:
move the terrain piece (and the fighter, if desired)
� ACCESS ANCIENT TERMINAL (Double): Check up to 10”.
Intelligence with a -2 modifier – if passed, the
It cannot climb ladders, but can go up ramps or be
fighter unlocks some useful secrets. Roll D6:
driven off ledges (suffering and inflicting damage in
-1-2: The fighter’sganggainsD6 Reputation. the same way as a falling fighter).
-3-4: The fighter’sganggainsD6x10credits. • Alternatively, the fighter can utilise the vehicle’s claw, if
it has one – use the Claw rules from this section.
-5-6: The fightergainsD6 experience.
• On a Sector Mechanicus battlefield, ensure the Device • A fighter moving into the fire suffers a hit as above.
includes a console (a door terminal can be used). If
your terrain feature does not have a viable “platform”,
the Activate Device (Basic) action instead affects any
fighters within 3”.
52
(6) FURNACE FLOOR (8) INDUSTRIAL CLAWS & HOOKS
• Industrial structures are often hung with lifting claws
or hooks for the moving of heavy goods.
• The furnace’s heat haze means that ranged attacks The target may be moved up or down, to any point
made across it suffer an additional -1 modifier to hit. within 3” of the claw (provided there is space to
deposit it).
• In a campaign battle, a fighter who falls into a furnace
is automatically treated as having rolled 61-65 (Critical “VERTICAL SPACE”
Injury) on the Lasting Injuries table. • Consider this the claw’s line of sight and apply the
• Sector Mechanicus furnaces do not need to be on same rules – meaning the claw cannot pass through a
ground floor – you could model a huge furnace several platform or terrain, or access a target on the other
stories high, or numerous smaller furnaces to represent side of one.
a busy smelting works, criss-crossed with overhead
CLIMBING & GRABBING ON
walkways and gantries, forcing fighters to traverse a
• Fighters can take the Climb (Simple) action on a claw,
very hostile battlefield indeed.
if they have a means of moving onto it (for example, it
is currently connected to a platform).
(7) HOLY IMPERIALIS
• These are powerful icons of the Imperium – forgotten • Alternatively, a fighter within 3” of the vertical space
statues of Space Marines, Aquila, and Imperial Saints. underneath a claw can jump up, grab on, and then
take the Climb (Simple) action. In this case, count the
• A fighter within 6” of a Holy Imperialis gains a +2 initial 3” of movement towards the total.
modifier to their Willpower checks.
53
(9) MALFUNCTIONING GENERATORIA (11) MEDICAE STATION
• Auto-chirurgeons are rare and valuable artefacts,
sometimes found hidden away in the ruins of
abandoned medicae centres or hab structures.
• If a gang has at least one fighter within 1” of a • However – if a fighter is already Pinned in a sewer
Mechanicus Arcana at the end of the battle – and their when their activation begins, they are sucked down
opponent does not – they gain bonus D6x10 credits. and swept away, automatically going Out of Action.
54
(14) PLASMA GENERATORS & PIPES (16) PROMETHIUM CACHES
• White-hot plasma courses through the hives like • Promethium caches are dangerous industrial
arterial blood, powering countless ancient systems terrain.
and devices.
• If hit by an attack (purposeful or not), roll D6 and add
• Plasma pipes and generators are dangerous the responsible weapon’s Strength – on a 7+, the
industrial terrain. cache explodes.
HIGH PRESSURE PLASMA • Every fighter within 3” is Pinned, and suffers one
Strength 5, AP 0, Damage 2 hit with the Blaze trait.
• If this terrain is hit by an attack (purposeful or not),
roll D6 and add the responsible weapon’s Strength –
STILL BURNING
on a 9+, the casing is pierced, unleashing a spray of
• After exploding, the cache is gone but the space it
burning plasma!
occupied is ablaze for the rest of the battle.
• Centre the 5” Blast marker on the point that was hit.
• A fighter moving into the fire suffers a hit as above.
Fighters touching it must check Initiative – if failed,
they suffer a Strength 5, AP -1, Damage 2 hit. FUEL SLICK
• Fighters who move within 3” of a promethium cache
HARSH GLOW
must check Initiative after completing their action – if
• Infra-sights and photo goggles lose their benefit when
failed, they are Pinned.
targeting fighters within 3” of a plasma generator or
pipe. • If they were attempting a Charge (Double) action, this
fails 1” from the enemy.
• In addition, if the Pitch Black rules are in effect, plasma
generators and pipes illuminate everything in a 6” FREE FUEL
radius around them.
• A fighter within 3” of a promethium cache can tap into
the supply, if they are carrying a weapon with the
(15) PLASMA CANISTERS Blaze trait:
• These count as ammo caches and follow those rules,
� The weapon loses its Scarce trait, if it had this.
but their contents apply only to plasma weapons.
� If the weapon does not have the Scarce trait, it
� That is – plasma pistol, plasma gun, plasma
gains the Plentiful trait, instead.
cannon, and combi-weapons with plasma
components. • These rules only apply while the fighter remains within
3” of the promethium cache.
• In addition, fighters can throw plasma canisters! They
count as plasma grenades that confer a -2 penalty to
hit.
55
(17) PROMETHIUM PIPES & RESERVOIRS (18) SERVICE HATCHES
• Volatile promethium pipes and reservoirs are found • Hatches connect to a maze-like network of winding
throughout the underhive, with gangs regularly passageways. Fighters can use them to flank enemies
tapping them to steal fuel from the Guilders. or move unimpeded – if they don’t lose their way.
• Promethium pipes and reservoirs are dangerous • A fighter within 1” of a hatch can take the following
industrial terrain. action:
HIGH PRESSURE GAS � COWER (Simple): The fighter opens and hides
behind hatch, gaining partial cover. This lasts until
• If this terrain hit by an attack (purposeful or not), roll
they move.
D6 and add the responsible weapon’s Strength – on a
9+, the casing is pierced, unleashing a jet of fuel. HOUSE RULE: Identify which direction the lifted
• Centre the 5” Blast marker on the point that was hit. hatch is facing. The cover is proof against attacks
Fighters touching it must check Initiative – if failed, from that direction only.
they become subject to the Blind condition. • Alternatively, if a fighter ends a Move (Simple) action
• Alternatively, if the weapon causing this hit has the within 1” of a hatch, they can enter it – remove them
Blaze trait, fighters who fail the Initiative check from play, then declare which of the following they
instead suffer a Strength 4, AP -1, Damage 1 hit with intend to do:
the Blaze trait.
OPTION A: TRAVERSE TUNNELS
FUEL SLICK • In the End Phase of the following round, check
• In the End Phase, roll a D6 for each promethium Intelligence – if passed, the fighter may be placed
reservoir and length of promethium pipe on the Standing and Active within 1” of any hatch.
battlefield – on a 6, that piece suffers a fuel leak. Place • If failed, the opposing player can either place the
a marker beside it as a reminder. fighter themselves as above, or block them from the
• Fighters who move within 3” of a fuel slick must check battlefield for another round.
Initiative after completing their action – if failed, they
are Pinned. OPTION B: HIDE WITHIN
• Place a marker beside the hatch to show the fighter is
• If they were attempting a Charge (Double) action, this hiding within it.
fails 1” from the enemy.
• While hiding, the fighter cannot take actions and can
FREE FUEL only be targeted by ranged attacks within 3”. If the
• A fighter within 3” of a promethium pipe or reservoir fighter is charged, Engaged, or attacked, return them
can tap into the supply, if they are carrying a weapon to play and resolve the effect as normal.
with the Blaze trait: • Otherwise, the fighter can choose to emerge in any End
� The weapon loses its Scarce trait, if it had this. Phase, positioned within 1” of their hatch.
56
(19) SMOKESTACKS (21) TREASURE CASKET
• While most of Necromunda’s toxic by-products are • A treasure casket is treated exactly like a loot casket,
expelled into the wastes, for the sake of necessity (or except that the fighter who opens it rolls on the below
ease) some is pumped the domes of the underhive. table:
D6 RESULT
BELCHING SMOKE
• In the End Phase, roll a D6 for each smokestack on the CLICK! The casket is fitted with a fiendishly clever
1-2 needle-trap. The fighter immediately rules the Injury
battlefield – on a 6, it becomes active, belching smoke
dice and applies the result.
and fumes. Place a marker beside it as a reminder.
• Until the End Phase of the following round, the area 6” FANCY THREADS: The fighter gains the Uphive
3-4
Raiment Status Item.
around the active smokestack blocks line of sight.
A NOBLE’S RANSOM: The fighter gains one item
FOUL AIR 5-6 from the Personal Equipment section of the Trading
• A fighter who activates within 6” of an active Post, chosen by the controlling player.
smokestack treats the Move (Simple) action as Move
(Basic), unless they are equipped with a respirator.
(22) UNDERHIVE MARKET
FLAMMABLE FUMES • A market typically comprises a number of market
• If a weapon with the Blaze trait hits a target positioned
stalls and smaller terrain pieces arranged in a 12”
within 6” of an active smokestack, the weapon counts diameter area.
as having +1 Strength.
MARKET STALLS
(20) SLUDGE VATS • Market Stalls can be ransacked by enterprising
gangers.
� Next time this fighter is activated, they must IT WASN’T NAILED DOWN: After the battle, the
4-5 gang gains 1 item from the Trading Post worth up to
perform two Move (Simple) actions to climb free, 30 credits with a value of Common.
after which they become Pinned at one of its edges.
� Lots of unpleasant things can be found floating in JACKPOT! After the battle, the gang gains 3 random
6
items from the Trading Post valued up to Rare (9).
sludge vats – but sometimes, a fighter might come
across something valuable. Once the fighter climbs
out, their gang gains D3xD3 credits.
57
AMMO STASHES (24) VENTILATION TURBINE
• The controlling gang’s fighters treat any Market Stall
as an ammo crate.
POORLY CONSTRUCTED
• Most underhive marketplaces are constructed from
the most rudimentary materials, such as scavenged Ventilation Turbine on Zone Mortalis tile
fabric and scrap. • If a fighter ends their activation within 6” of a
• If a Market Stall is hit by a weapon with the Blast (X) ventilation turbine, roll D6 and add Strength – on 7+,
trait, roll 2D6 – if the result is equal or lower than the they brace against the rushing wind; otherwise, they
weapon’s Strength, remove that Market Stall from move D3” towards the centre of the turbine.
play. • A fighter who moves into the turbine automatically
• If a Market Stall is hit by a weapon with the Blaze trait, goes Out of Action.
it is set on fire – fighters in base contact with the � In a campaign battle, they roll D3 Lasting Injuries.
burning stall must test to see if they catch on fire, just
as if they had been hit by a weapon with the Blaze • If the central hole of a Blast marker is placed within 6”
trait. of the turbine, it automatically moves D6” towards its
centre instead of Scattering.
58
(26) WASTE COMPACTOR
59
Expanded Terrain Rules:
CARNIVOROUS PLANTS
This section introduces dangerous plant life to games of
(1) BARBED VENOMGORSE
Necromunda. Horrific strains of vegetation life thrive in
Growing deep in the ruined depths, this plant’s venomous
certain parts of the underhive – spiny forests spawned from
barbs snare scavengers and predators alike – its stings
alien seeds, or grown from chemical soup, which hivers
leaving victims barely able to stand – let alone fend off the
learn from an early age to avoid.
throttling vines…
These rules are designed to work with the Barbed
Venomgorse, Shardwrack Spines, and Grapple Weed Citadel BARBED SNARES
terrain pieces (though can be applied to any terrain). • Fighters who move within 3” of this plant (measuring
from its branches) must check Initiative after
completing their action.
DESIGNER’S NOTE: DESTROYING CARNIVOROUS
PLANTS • If failed, they suffer a Strength 3, AP 0, Damage 1 hit
with the Web trait (an armour save can negate this).
By default, like any other terrain, carnivorous plants cannot
be destroyed – however, these optional rules allow fighters
WASTING TOXIN
to clear areas of plant life from the battlefield.
• Any fighter who suffers an unsaved wound from this
Bullets and blasts are largely ineffective, and melee attacks plant must check Strength in each End Phase.
are equally futile – the time cost, plus the vegetation
• If failed, they lose -1 Strength for this battle.
possibly attacking back, makes the prospect unappealing.
• A fighter with zero Strength automatically goes Out of
Therefore, only Template weapons with the Blaze or Gas
Action.
traits can damage carnivorous plants – if a plant takes a hit
from such a weapon, roll D6:
(2) GRAPPLE WEED
1-2: The attack is ineffective. Known as the ‘crawling horror,’ this plant can uproot itself to
3-5: Place one damage token beside the plant. seek out prey. More than one gang or Guilder caravan has
awoken to find their camp surrounded by a forest of grapple
6: Place two damage tokens beside the plant.
weed, its quivering fronds eagerly awaiting their next meal.
The exception is a weapon with the Defoliate trait. If such a
weapon attacks a carnivorous plant, instead of rolling D6 as CRAWLING HORROR
above, the plant immediately gains D3 damage tokens. • In each End Phase, every instance of grapple weed on
the battlefield moves 2D6” towards the nearest fighter
Once a plant has five damage tokens, it is destroyed and (visible or otherwise).
removed from the battlefield.
• It avoids impassable terrain but is otherwise
unimpeded.
VISCOUS TONGUES
• After completing its move, a grapple weed attempts a
single attack against every fighter within 3”
(measuring from its branches).
60
(3) FUNGUS SPRAWL (4) SHARDWRACK SPINES
Groves of diamond-hard blades that carve through flesh and
bone like a power sword – and worse, the plant can shoot its
spines at prey, the motion triggered by movement or threat.
WALLS OF SPINES
• Fighters who move within 3” of this plant (measuring
from its branches) must check Initiative after
completing their action.
SPITTING SPINES
Fungus Sprawl on Zone Mortalis tile
• Each End Phase, roll D6 for each grove of Shardwrack
CHOKING SPORES Spines on the battlefield – on 4+, it shoots spines at
• A fighter ending their activation within 2” of a fungus the closest fighter within 12”.
sprawl must roll D6 – if the result is equal or higher • This plant has a Ballistic Skill of 4+, and its attack is
than their Toughness (or a natural 6), immediately roll Strength 3, AP 0, Damage 1, with the Rapid Fire trait.
an Injury die and apply the result.
• If more than one hit is caused, these must be spread
• A fighter with gear that protects against the Gas trait among as many targets as possible.
(such as a respirator or filter plugs) is immune to the
above. • Naturally, the plant cannot run Out of Ammo.
PHOSPHORESCENT GLOW
• If the Sneak Attack rules are in play, fighters within 2”
are easier to see – when rolling to determine whether
they are spotted by a sentry, add +1 to the roll.
61
Expanded Terrain Rules:
OTHER HAZARDS
(1) COLLAPSED SECTIONS (3) FLOODED PASSAGE
• On a Sector Mechanicus battlefield, collapsed sections • On a Sector Mechanicus battlefield, flooded sections
can be created on the ground level – craters or grates can be represented by pools of standing water, huge
with missing sections are ideal examples. open tanks, or even treating the entire ground level of
the battlefield as flooded.
62
(4) SECURE VAULT (5) UNLIT CORRIDOR, JUNCTION, & CROSSROAD
63
(6) XENOS NESTING CHAMBER
64
Expanded Terrain Rules:
BADZONE ENVIRONMENTS
Delving deeper into the bleak wastes between settlements,
GENERATING A BADZONE ENVIRONMENT
however, gangs may encounter hostile environments and
Generate a badzone environment after selecting the
regions abandoned by all but the desperate.
scenario – roll D6 as follows:
These badzones, as they are commonly known, are filled
D6 BADZONE
with collapsed domes, tangled fungi jungles, sludge seas
1 Ancient Manufactorum
and much worse… as well as, perhaps, forgotten riches or
2 Stygian Depths
even archaeotech hidden among the rubble.
3 Sump Sea
Any game of Necromunda can occur in a badzone, adding 4 Dome Jungle
extra challenge and more fun. badzones are compatible 5 Warp-Tainted
with most scenarios, as they incorporate environmental 6 Unstable Dome
rules or guidelines on setting up the battlefield.
In Zone Mortalis scenarios, the Badzone Delta-7 tile set can (1) ANCIENT MANUFACTORUM
represent some of these environments; while for Sector A forest of rusting smoke stacks rises above a maze of ancient
Mechanicus battlefields, badzones offer exciting modelling abandoned machinery, the rumble of dormant forges audible
opportunities and the chance to convert terrain pieces or from somewhere far below.
even build entire boards to represent these perilous depths
• Try to include at least six pieces of industrial terrain
of the underhive!
on the battlefield.
There are two parts to playing in a badzone – the battlefield,
• During this battle, effects from industrial terrain are
and events.
triggered on 4+, rather than 6.
BADZONE ENVIRONMENTS • After the battle, when gangs generate credit rewards,
• These represent the perilous locations that gangs can they may roll twice and take the higher total.
fight over.
• If the scenario has no credit reward, the victor gains
BADZONE EVENTS either D6x10 credits, or 1 Scavenging Roll.
• These are dangerous effects that last for one or more
rounds, adding additional perils to the battlefield. (2) STYGIAN DEPTHS
• Over the course of a game, there will likely be several Cracks run through the very foundation of the hives creating
such events. vast yawning chasms between domes, the black criss-crossed
with a web of rusting gantries.
65
(3) SUMP SEA (5) WARP-TAINTED
A bubbling morass of toxic filth, the sump boils up from Something terrible happened here. The veil between reality
below, flooding entire levels with an ocean of waste and and the Warp has worn thin, its malign energies still bleeding
forcing fighters to take to boats or bridges to cross it. into the hive from beyond…
• Re-roll this result for a Zone Mortalis game. • During this battle, a fighter who fails a Willpower or
Cool check gains the Insanity condition, in addition to
• Try to place as many walkways and raised sections as
the stated effect for failing that check.
possible, creating a path across the battlefield.
• In campaign games, a fighter who goes Out of Action
• The battlefield’s ground level is the sump sea –
must rolls twice for Lasting Injury and apply the higher
fighters must remain on the upper levels, or else on
result.
terrain pieces protruding from the waves.
• In campaign games, a fighter who takes an enemy Out
• A fighter who falls into the sea becomes Pinned
of Action with a melee attack or the Coup de Grace
without suffering any damage.
(Simple) action gains +D3 bonus XP, in addition to any
• When a fighter in the sea is activated, they must check they would normally receive.
Strength – if failed, they go Out of Action. If passed,
they may swim their Movement distance. (6) UNSTABLE DOME
• If they reach a ladder or viable exit, the fighter climbs An ancient war, forgotten quake, or simply the march of
free – place them on the closest edge to their exit. centuries has rendered the dome unstable and ready to
collapse with the slightest hint of violence.
(4) DOME JUNGLE • During this battle, roll D6 when a Blast marker is
Local flora and fungi has claimed the dome for their own, the placed – on 5-6, place a second, same-sized Blast
crumbling remains of habitation completely overgrown by marker in contact with the first, at a point determined
twisting creepers and deadly carnivorous plants. by the Scatter dice.
• Try to place at least six areas of carnivorous plants. • Resolve the attack’s effects against fighters under
both Blast markers.
• During this battle, carnivorous plants gain +1 Strength
and increase their attack range by 3”. • During this battle, fighters who become Prone on a
raised platform or terrain must check Initiative to see
• During this battle, ranged attacks suffer an additional -
whether they fall – even if not within 0.5” of an edge.
1 modifier to hit at Long range, due to the thick foliage
and drifting spores. • Any terrain with Toughness and Wounds
characteristics reduces both by -2, to a minimum of 1.
• If you are using the optional rules for destroying
carnivorous plants, in the End Phase every plant
discards 1 Damage token.
66
Expanded Terrain Rules:
BADZONE EVENTS
GENERATING EVENTS BADZONE EVENT TABLE
Badzone Events are randomised perils that last for one or
D66 EVENT
more rounds over the course of a game.
Special 1 Shutdown
1. At the start of the first game round, randomly
generate a Badzone Event – roll D66 on the table, or Special 2 Dome Collapse
else draw a Badzone Environments Events card.
11-12 Critter Swarm
2. That effect is in place for the duration of the game
13-14 Howling Winds
round. Some events have secondary effects if they
occur in a specific Badzone Environment. 15-16 Choking Clouds
3. In each End Phase, roll D6 – if the result is equal or 21-22 Toxic Downpour
higher than the active event’s Discard Trigger, it ends.
Generate a new event immediately. 23-24 Spore Clouds
4. If the same event is generated twice in a row, ignore 25-26 Brainleaf Outbreak
the second result – instead, the event is Shutdown (if 31-32 Bad Air
the roll was odd), or Hive Quake (if it was even).
33-34 Sludge Jellies
5. An active event ends automatically after three
consecutive rounds. Generate a new one immediately. 35-36 Giant Rats
6. When an event ends, all of its effects are removed 41-42 Lair of the Beast
from the battlefield – including any markers, terrain,
43-44 Things in the Dark
and creatures it implemented.
45-46 Gunk Tank
51-52 Labyrinth
DESIGNER’S NOTE: MIRACULOUS ESCAPES
53-54 Old Cache
Yawning chasms, bottomless sump seas, dome collapses…
all potentially fatal perils that can befall a fighter. 55-56 Static Storm
In a skirmish game, those who plummet into oblivion or 61-62 I’ve Got a Bad Feeling About This…
vanish beneath the toxic surface of a gunk tank are gone for
good – another victim of the underhive. 63-64 Witch’s Lair
Assume these fighters were saved from the sump at the last
minute, or tumbled onto an outcrop instead of all the way
down into the bottomless depths of the hive.
67
(SPECIAL 1) SHUTDOWN (11-12) CRITTER SWARM
Occurs if the same Badzone Event is rolled twice, and the A swarm of hive critters – rats, roaches, spiders or similar –
D66 roll was even. burst from vents and grates, creating a crawling and biting
carpet beneath the fighter’s feet.
Perhaps triggered by the battle, ancient failsafes kick in and
the entire dome goes into shutdown – doors lock tight, lights
BADZONE EVENT
go out and all machinery grinds to a halt.
• In each End Phase, roll D6 for every fighter – those
• During this event, the battlefield is subject to the Pitch • Those fighters must check Strength – if failed, what
Black rules. happens next depends on their current status:
• During this event, all industrial terrain pieces shut � If Standing, they become Pinned.
down and any special rules or abilities associated with
� If Pinned, they may attempt an armour save – if
them do not occur.
failed, the fighter suffers a Flesh Wound.
• During this event, all doors on the battlefield are
� If Seriously Injured, they may attempt an armour
sealed and can only be opened by the Force Door
save – if failed, they go Out of Action.
(Basic) action.
DISCARD TRIGGER 5+
DISCARD TRIGGER 4+
ADDITIONAL EFFECTS
ADDITIONAL EFFECTS • ANCIENT MANUFACTORUM: When a piece of
• None.
industrial terrain activates, a critter swarm
automatically attacks all fighters within 1” of it.
(SPECIAL 2) DOME COLLAPSE
• DOME JUNGLE: Fighters are attacked on 1-2, instead
Occurs if the same Badzone Event is rolled twice, and the
of just 1.
D66 roll was odd.
• WARP-TAINTED: Fighters who roll 1 must also check
The mighty hive shifts on its foundations, domes crashing into
Willpower – if failed, they gain the Insanity condition.
each other, sludge seas draining, chasms closing or opening,
and entire levels falling down into the regions below.
BADZONE EVENT
• Every fighter on the battlefield becomes Pinned (and
are at risk of falling if they are within 0.5” of an edge).
68
(13-14) HOWLING WINDS (15-16) CHOKING CLOUDS
A huge ventilation fan hangs above the dome blasting its Ash from the wastes or toxic fog from hive bottom fill the
inhabitants with a storm gale, fighters battling the winds to battlefield, making visibility more difficult and covering
keep their footing and find their targets. fighters in a layer of grimy dust.
• Blast markers always scatter, even if a hit is scored. • Ranged attacks made at Long range suffer an
additional -2 modifier to hit.
• When an attack is made using a weapon with the Gas
trait, roll D6 before resolving its effects – on 4+, the • Blast markers always scatter, even if a hit is scored.
attack is cancelled.
• The threat range of Stray Shots is 2” from the line of
• When an attack is made using a weapon with the fire, rather than of 1”.
Smoke trait, place the marker and then roll D6 – on 4+,
remove the marker, the smoke swept away by the DISCARD TRIGGER 5+
winds. ADDITIONAL EFFECTS
• Fighters who become Prone within 0.5” of an edge • ANCIENT MANUFACTORUM: When a piece of
must re-roll successful Initiative checks to prevent industrial terrain activates, the Choking Cloud rules
from falling. are cancelled in a 3” radius around it.
69
(21-22) TOXIC DOWNPOUR (23-24) SPORE CLOUDS
Foul liquid rains down from above, perhaps released from Virulent spores fill the dome, drifting on the hive winds,
some waste facility or run-off from one of the water making the air dangerous to breathe as they seek out new
reclamation facilities filled with pollutants. hosts for their parent plant.
70
(25-26) BRAINLEAF OUTBREAK BRAINLEAF ZOMBIES
This dome is home to brainleaf growths – the questing fronds There are many strange and disturbing things lurking in the
seeking victims to dominate into doing their bidding. depths of the hive, from brainleaf thralls and sump virus
victims, to spider venom madmen and plague zombies…
BADZONE EVENT
• When rolling Recovery in the End Phase, any fighter M WS BS S T W I A Ld Cl Will Int
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+
who rolls a Seriously Injured or Out of Action result
becomes a brainleaf zombie! • Weapons: Unarmed attacks
• When the game ends, any fighters who became • Shambling: When activated, a zombie moves 2D6”. If
brainleaf zombies automatically enter Recovery, with they make base contact with a fighter, they count as
no other adverse effects. having made a Charge (Double) action – and
HOUSE RULE: If the fighter was taken Out of Action by immediately attack. The target is now Engaged.
a Coup de Grace (Simple) action, they roll for Lasting HOUSE RULE: Resolve brainleaf zombies’ movement
Injury as usual. after both gangs have completed all of their
activations. Roll D6 – on 1-3, all zombies’ movement is
DISCARD TRIGGER 4+ resolved using the Scatter die. On 4-6, all zombies
ADDITIONAL EFFECTS move towards the closest fighter.
• ANCIENT MANUFACTORUM: If a fighter emerges from
• Contagion: Targets taken Out of Action by a brainleaf
a hatch, vent or ductway, roll D6 after placing them –
zombie are not removed – instead, they become a
on 5-6, the fighter was ambushed in the tunnels and is
brainleaf zombie themselves, though they do not
now a brainleaf zombie!
activate this game round.
• DOME JUNGLE: Fighters who are taken Out of Action
• Braindead: Brainleaf zombies cannot be Pinned,
immediately become brainleaf zombies. This is in
automatically pass Cool checks, and ignore any result
addition to the usual risk during the Recovery roll.
on an Injury die except Seriously Injured.
• UNSTABLE DOME: Any time a weapon with the Blast
During Recovery, Seriously Injured brainleaf zombies
trait is used, resolve its effects but do not remove the
automatically recover and back stand up.
template yet. Instead, roll D6 – on 4+, the fighter
places D3 brainleaf zombies in contact with the Blast The only way to permanently eliminate one is via the
marker. Coup de Grace (Simple) action.
71
(31-32) BAD AIR (33-34) SLUDGE JELLIES
The huge machines that regulate the hive’s air have failed in Vile predatory sludges hide within vents, drains and ducts,
this region and the atmosphere is stale and thin, like a tomb waiting to envelop and consume the unwary.
sealed away from the world for centuries.
BADZONE EVENT
BADZONE EVENT • If a fighter ends their movement within 1” of a piece of
• During this event, fighters treat Move (Simple) as Move liquid terrain (such as a pool, puddle, or toxic spill),
(Basic), unless they are equipped with a respirator. or if they make use of a ductway, vent, or hatch, roll
D6 – on 1, they are attacked by a sludge jelly.
• During this event, weapons with the Blaze trait have -1
Strength (to a minimum of 1). • Check Toughness – if failed, the jelly paralyses them
and they become Seriously Injured. Without help, the
• During this event, fighters cannot become subject to
sludge jelly will consume them!
the Blaze condition.
• If a paralysed fighter receives assistance during
DISCARD TRIGGER 4+ Recovery, they automatically become Seriously
ADDITIONAL EFFECTS Injured.
• ANCIENT MANUFACTORUM: When a piece of • If they receive no assistance, they automatically go
industrial terrain activates, the Bad Air rules do not Out of Action.
apply within a 3” radius around it.
72
(35-36) GIANT RATS (41-42) LAIR OF THE BEAST
A nest of Necromundan giant rats has claimed the dome as A massive hive beast lairs within this dome, slumbering
their own, and will viciously defend it against interlopers. beneath the battlefield, its tentacles questing in its sleep until
it finds a prey worthy of its appetite.
BADZONE EVENT
• Starting with whoever has Priority, alternate placing BADZONE EVENT
D3+3 giant rats, anywhere on the battlefield that is not • After deployment, starting with whoever has Priority,
inside a deployment zone or within 1” of a fighter. alternate placing 3 Beast’s Lair markers – anywhere
that is not inside a deployment zone or within 12” of a
• In the End Phase (before rolling the Discard Trigger),
fighter (or another marker).
each giant rat charges a fighter within 8”. If unable, it
instead Scatters 2D6”, stopping at impassable terrain • If a Beast’s Lair marker is destroyed, that player must
but otherwise moving vertically without restriction. place a new marker on the battlefield (following the
guidelines above).
• Once every rat has moved, place an additional D3
Giant Rats.
DISCARD TRIGGER 5+
� A fighter with Bomb Delivery Rats suffers a -3 ADDITIONAL EFFECTS
modifier to their Intelligence check to control their • ANCIENT MANUFACTORUM: When a piece of
rat, if there is a Giant Rat within 12”. industrial terrain activates, any hatches visible on it
� If an Exotic Beast is within 6” of a Giant Rat, they count as Beast’s Lair markers until the end of the
must attempt a Charge (Double) action against it game round.
when activated. • STYGIAN DEPTHS: Beast’s Lair markers can be placed
in the abyss, and will target fighters who pass
DISCARD TRIGGER 5+
overhead – count these fighters as being 6” away from
ADDITIONAL EFFECTS the marker, unless they are actually closer.
• ANCIENT MANUFACTORUM: When a piece of
• UNSTABLE DOME: Any time a weapon with the Blast
industrial terrain activates, alternate placing D3 giant
trait is used, resolve its effects but do not remove the
rats in base contact with it.
template yet. Instead, roll D6 – on 5+, the fighter
• SUMP SEA: If a fighter falls in, alternate placing D3 places a Beast’s Lair marker centred over one of the
giant rats in the sea, at least 6” from the falling fighter Blast markers.
and 1” from any other fighter. Giant rats can move
without restriction in the sump sea.
73
(43-44) THINGS IN THE DARK (45-46) GUNK TANK
Darkness and shadows rule the underhive, though here they Sludge and waste spurt periodically into the dome, pumped
grow especially thick, and within their blackness foul down from uphive and potentially showering fighters in
creatures stalk, preying upon all who walk there. disgusting goo.
• During this event, the Horrors in the Dark rule is in � GUNKED: A fighter subject to this condition has the
effect: following effects:
� When a fighter activates, if they are not within 8” of --1” Movementand-1 Initiative.
another fighter (friendly or enemy), roll D6 on the
-The fighterdoesnot add D3” to their
below table:
movement when charging.
D6 RESULT
-If the fighteris hit by a weaponwith the Blaze
The fighter suffers a Strength 6, AP -1, Damage trait, they catch fire on a 2+ instead of a 4+.
1 2 hit – if Seriously Injured, they are dragged into
the darkness and taken Out of Action. Gunk is removed in the End phase, or when the
fighter gains the Blaze condition.
A nightmarish creature emerges from the
2-3
shadows, seeking easy prey, forcing the fighter DISCARD TRIGGER 3+
to drive it off – the fighter cannot take any
actions this turn. ADDITIONAL EFFECTS
• ANCIENT MANUFACTORUM: When a piece of
The fighter hesitates at a noise in the darkness.
4-5 industrial terrain activates, all fighters within 1” of it
They may only take one action this turn.
must roll D6 – on a 1, they gain the Gunked condition.
The fighter goes unnoticed, and may act
6
normally. • SUMP SEA: Fighters who fall into the sea
automatically gain the Gunked condition.
DISCARD TRIGGER 5+ • UNSTABLE DOME: If a fighter is hit by a Blast marker,
ADDITIONAL EFFECTS resolve its effects and then (if they survive) roll D6 – on
• DOME JUNGLE: When a fighter activates, they must a 1, they gain the Gunked condition.
roll for Horrors in the Dark unless they are within 8” of
two fighters (rather than just one).
74
(51-52) LABYRINTH (53-54) OLD CACHE
The underhive is a maze at the best of times, though here it is Forgotten militia armouries, abandoned settler storehouses
especially tangled – fighters find themselves easily separated and lost gang caches are hidden throughout the underhive…
from their allies and all alone. for those with the wit to find them.
DISCARD TRIGGER 4+ • During this event, fighters have access to the following
action:
ADDITIONAL EFFECTS
• DOME JUNGLE: If a fighter becomes lost within 6” of a � SCAVENGE (Double): Roll D6, and add +1 for every
carnivorous plant, the opposing player repositions friendly, Active fighter within 6” – on a 6, place a
them anywhere on the battlefield that is within 6” of a loot casket in base contact with the fighter.
carnivorous plant.
DISCARD TRIGGER 3+
STYGIAN DEPTHS: Fighters who fall into the abyss
•
ADDITIONAL EFFECTS
become lost, rather than going Out of Action.
• ANCIENT MANUFACTORUM: When taking the
• WARP-TAINTED: Lost fighters gain the Insanity Scavenge (Double) action, fighters find loot caskets on
condition. a 4+, instead of 6.
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(55-56) STATIC STORM (61-62) I’VE GOT A BAD FEELING ABOUT THIS…
Vast superconductors power entire levels of the hive, their The grind of machinery falls silent and even the local wildlife
constant motion periodically unleashing static storms into scuttle back into their holes, as if the underhive is holding its
the underhive amid crackling blue lightning. collective breath – waiting for something terrible to happen…
• If the weapon already has the Unstable trait, it • If a Hired Gun or Hanger-On becomes Broken, they are
automatically overloads if the Ammo symbol is rolled removed from the battlefield and count as having
on the Firepower dice. gone Out of Action (though they do not need to roll for
Lasting Injury).
• If one fighter makes base contact with another, each
suffers one Strength 1, AP 0, Damage 1 hit – resolve
DISCARD TRIGGER 5+
this prior to any other effects.
ADDITIONAL EFFECTS
• If the Pitch Black rules are in effect, any fighter who • DOME JUNGLE: If a fighter begins or ends their
moves during their activation gains the Revealed activation within 3” of a carnivorous plant, they must
condition. check Nerve – if failed, they become Broken.
76
(63-64) WITCH’S LAIR (65-66) MUTIE TRIBE
A wyrd has taken up residence in the area, and is none too A feral tribe of muties has claimed this region as theirs and
pleased that the gangs have disturbed their solitude, bringing seek to drive off the invaders, doubtless completely unaware
both violence and the chance of discovery. of the vast world beyond their dome.
• These fighters check Willpower – if failed, they must • The fighter can choose to negate the attack – which
immediately attack the nearest target (friend or protects themselves, and every fighter within 6”. If so,
enemy). they lose their Ready condition and must roll the
Firepower die (checking Ammo, if necessary).
• If they are Active, randomly choose one of their ranged
weapons to attack with; if they are Engaged, randomly • Otherwise, roll D6 – on a 6, the fighter is peppered
choose one of their melee weapons. with mutie arrows that inflict one Strength 2, AP +1,
Damage 1 hit.
DISCARD TRIGGER 4+
ADDITIONAL EFFECTS DISCARD TRIGGER 5+
• STYGIAN DEPTHS: Fighters targeted by the wyrd are ADDITIONAL EFFECTS
compelled to leap into the abyss, instead of making • ANCIENT MANUFACTORUM: The muties shoot with
attacks – the fighter resolves a full Move (Simple) reclaimed autoguns instead of bows – if a fighter is
action towards the abyss, taking the shortest route, targeted, they are hit on 5-6, suffering one Strength 3,
and will deliberately fall in if possible. AP 0, Damage 1 hit with the Rapid Fire (1) trait.
• SUMP SEA: Fighters targeted by the wyrd are mentally • STYGIAN DEPTHS: Fighters who fall into the abyss
forced to leap into the sump sea, instead of making become lost, rather than going Out of Action.
attacks – the fighter resolves a full Move (Simple)
• WARP-TAINTED: The first fighter selected by a player
action towards the sea, taking the shortest route, and
is attacked by a mutie wyrd and must check Willpower
will deliberately fall in if possible.
– if failed, they take a Strength 5, AP 0, Damage 2 hit. If
• WARP-TAINTED: Each player randomly chooses two passed, they gain the Insanity condition.
fighters to be targeted, instead of one – work out any
attacks in the order the fighters were chosen.
77
Expanded Terrain Rules:
ROADS
• Roads are a special kind of terrain – either directly
modelled, or somehow marked out on the battlefield.
78
NEAR WASTES (D6: 1-2)
CHOOSING A REGION • The Near Wastes are areas within a hundred
• An Ash Wastes battle occurs in one of three Regions: kilometres of the hive looming upon the horizon.
the Near Wastes, Deep Wastes, or Wild Wastes.
• Tamer than most, the Near Wastes have more
• Region determines the nature of the Battlefield settlements and scavengers and tend to be more
Surface. developed, with transport hubs and roads criss-
crossing their surface.
SIMPLE METHOD • Thermal bleed from the hive makes the environment
• Roll D6 on the below table to determine the Region less unpleasant to live in.
and apply its effect to the Battlefield Surface:
2D6 BATTLEFIELD SURFACE EFFECT
D6 REGION
NEAR WASTES: Open Ground SAND TRAPS: The Battlefield Surface is covered in
The Battlefield Surface is mostly hardpan. shifting sand.
1-2
• Counts as open terrain. 2 • Counts as difficult terrain for vehicles.
• Fighters on the Battlefield Surface are subject to
DEEP WASTES: Rolling Ash the “Horrors in the Dark” special rule.
The Battlefield Surface is baked ash flats,
movement kicking up great clouds of dust. BROKEN GROUND: The Battlefield Surface is covered
• Counts as open terrain. 3-5 in cracks and small fissures.
• Fighters and vehicles that move more • Counts as difficult terrain for vehicles.
3-4 than 6” in their activation count as being
in partial cover until their next activation. OPEN GROUND: The Battlefield Surface is mostly
6-8 hardpan.
• If the Sentries rules are being used,
fighters and vehicles that move more than • No additional effects.
6” in their activation automatically raise
the alarm. ROCKY FIELDS: The Battlefield Surface is littered with
small rocks and stones.
WILD WASTES: Shifting Dunes 9-11 • Counts as difficult terrain for vehicles.
The Battlefield Surface is a deep layer of toxic
dust and ash. • If a fighter has not moved, they count as being in
partial cover.
• Counts as difficult terrain.
5-6
• Fighters and vehicles that do not move SUNKEN RUINS: The Battlefield Surface lies over
during their activation automatically suffer 12 ancient ruins.
a Wound or lose a Hull point as they
begin to sink. • Counts as both difficult and dangerous terrain.
ADVANCED METHOD
• Roll D6 on the below table to determine the Region,
then roll 2D6 on its specific table and apply that effect
to the Battlefield Surface:
D6 REGION
1-2 The battle occurs in a Near Wastes region.
3-4 The battle occurs in a Deep Wastes region.
5-6 The battle occurs in a Wild Wastes region.
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DEEP WASTES (D6: 3-4) WILD WASTES (D6: 5-6)
• Far from the hives, the Deep Wastes are Necromunda’s • The trackless, hazardous haunts of the Wild Wastes
abandoned and forgotten places – fallen hives, are avoided by all but the most experienced – or
shattered mountains, and dry seabeds haunted by foolhardy.
ghosts and scavengers.
• Deep in the Wild Wastes are some of Necromunda’s
• Occasional remote settlements eke out an existence, most utterly deadly – and bizarre – environments.
but travellers do not linger amid the constant howl of
• Existing equally in both the furthest reaches of the
the ceaseless, scouring winds.
planet and beneath the shadows of a hive city, the
• Without the shelter of the towering hives, the Deep Wild Wastes are a terrible, constant reminder of the
Wastes are prone to deadly storms and other dangers. toxic nature of the planet.
ANCIENT ROADS: The Battlefield Surface is part of an ACID PLAINS: The Battlefield Surface is highly acidic.
ancient road network.
• If a fighter ends their activation on the Battlefield
2 • Counts as open terrain. Surface, they suffer an automatic Strength 4, AP
2
0, Damage 1 hit.
• Wheeled and tracked vehicles add +2” to their
Movement when travelling along the road. • Fighters with the Mounted condition are not
affected by the above rule.
SHIFTING DUNES: The Battlefield Surface is a deep
layer of toxic dust and ash. TOXIC RIVER: The Battlefield Surface is the crust over a
toxic river.
• Counts as difficult terrain.
3-5 • Counts as both difficult and dangerous terrain.
• Fighters and vehicles that do not move during their 3-5
• Fighters and vehicles with Toughness 5 or higher
activation automatically suffer a Wound or lose a
Hull point as they begin to sink. suffer a -1 modifier to Initiative or Handling when
determining whether they trigger dangerous
terrain.
ROLLING ASH: The Battlefield Surface is baked ash
flats, movement kicking up great clouds of dust. DEAD SEABED: The Battlefield Surface is an ancient
• Counts as open terrain. dry seabed littered with salt flats and the bones of dead
sea beasts.
• Fighters and vehicles that move more than 6” in 6-8
6-8 their activation count as being in partial cover until • Counts as both difficult and dangerous terrain.
their next activation. • Place a Beast’s Lair on the battlefield.
• If the Sentries rules are being used, fighters and
vehicles that move more than 6” in their activation CRYSTAL MAZE: The Battlefield Surface is part of a
automatically raise the alarm. disorienting crystalline maze, driving the unwary mad.
9-11 • If a fighter or vehicles moves more than 6” in their
HIGH DUNES: The Battlefield Surface is atop a volatile activation, they must check Intelligence – if failed,
and explosive series of gas pockets. they gain the Insanity condition.
• If a fighter or vehicle moves more than 6”, or
shoots a ranged weapon with a Strength 5 or SEA OF GLASS: The Battlefield Surface is a reflective
9-11
more, roll D6. expanse of cracked glass.
• On 4+, centre the Blast (5”) marker on them. Every • Weapons with the Blast trait increase their
fighter or vehicle the marker touches suffers a 12 Strength and Damage by +1.
Strength 4, AP 0, Damage 1 hit. • Vehicles that moved more than 6” in their previous
activation must move at least 3” straight ahead in
BURNING WASTES: The Battlefield Surface is covered their current activation.
in flammable chems.
12 • When a fighter attacks with a ranged weapon, roll
D6 – on 6, the target becomes affected by the
Blaze condition.
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SEASON OF FLAME (D6: 1-2)
CHOOSING A SEASON • As Necromunda tilts towards its star, solar rays
• An Ash Wastes battle occurs in one of three Seasons: bombard the planet with increasing frequency.
the Season of Flame, the Changing Seasons, or the
• The temperature soars and chemical changes occur
Season of Ash.
across the wastelands – some regions catching fire,
• The Season applies a series of rules and modifiers to others hardening to gleaming diamond oceans.
gameplay.
• Travellers through the Season of Flame without
SIMPLE METHOD adequate protection can easily burn alive.
• Roll D6 on the below table to determine the Season
2D6 RULES AND MODIFIERS
and apply its effect for the battle:
THERMAL THUNDER: Rolling storm clouds rumble
D6 REGION across the ash flats.
SEASON OF FLAME: Soaring Temperatures 2 • The “Visibility (18”)” rule is in effect for this battle.
Shimmering curtains of heat descend.
• When a fighter or vehicle activates, roll D6 – on 1,
• The “Visibility (24”)” rule is in effect for it suffers a Strength 5, AP 0, Damage 1 hit.
1-2 this battle.
• Fighters count the Move (Simple) action SOARING TEMPERATURES: Shimmering curtains of
as Move (Basic) unless they have a heat descend.
Respirator.
3-5 • The “Visibility (24”)” rule is in effect for this battle.
CHANGING SEASONS: Wild Weather • Fighters count the Move (Simple) action as Move
The weather is wild and unpredictable, with dust (Basic) unless they have a Respirator.
clouds rolling in without warning.
YELLOW SKIES: Clear(ish) ochre clouds loom over the
• The “Visibility (X”) rule is in effect for this
6-8 battlefield.
3-4 battle.
• No additional effects.
• To determine (X), before rolling for
Priority at the start of the round, roll D3
and multiply the result by 6 (giving a BOILING WIND: Burning hot winds blast through the
result between 6-18). battle.
• The “Visibility (24”)” rule is in effect for this battle.
SEASON OF ASH: Ash Clouds 9-11
Thick, heavy clouds press down upon the • Any fighter who is not wearing armour, or who has
battlefield. an armour save of 6+ automatically suffers a
5-6
Strength 2, AP 0, Damage 1 hit at the end of their
• The “Visibility (12”)” rule is in effect for activation.
this battle.
FIRESTORM: Gouts of flame erupt from the battlefield
as chemicals are ignited by the heat!
ADVANCED METHOD • The “Visibility (18”)” rule is in effect for this battle.
• Roll D6 to determine the Season, then roll 2D6 on its • After rolling Priority in each round, alternate
specific table: placing a total of four Blast (3”) markers anywhere
on the Battlefield Surface.
12
D6 REGION
• Each marker Scatters 3D6” immediately when
1-2 The battle occurs during the Season of Flame. placed.
3-4 The battle occurs during the Changing Seasons. • A fighter or vehicle who begins, ends, or moves
across these markers during their activation roll
5-6 The battle occurs in a Season of Ash. D6 – on 4+, they become subject to the Blaze
condition.
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CHANGING SEASONS (D6: 3-4) SEASON OF ASH (D6: 5-6)
• The time between the great seasons can be fleeting, • When the planet tilts away from its star, temperatures
and the inhabitants of the Ash Wastes learn early that plummet viciously and massive storms brew in their
these so-called lesser seasons cannot be trusted. wake.
• A variety of strange and deadly weather patterns • During this season, deadly winds blow ceaselessly
afflict the planet during this time. across the planet, some storms violent enough to
engulf whole continents.
• This can range from rust storms that fill the air with
broken remnants of long-dead hives, billowing clouds • Life becomes increasingly perilous as visibility drops
of radioactive dust released from high atmosphere, or to nothing and landmarks vanish beneath mountains
even perpetual night as the skies thicken with ash. of ash… yet the time is also ripe for scavenging, as
that hidden by old storms is revealed by the new.
RAD STORM: Radiation levels rise, turning the GREAT STORM: A mighty, howling ash storm descends.
battlefield into a death trap.
• The “Pitch Black” rules are in effect for this battle.
12 • In the End Phase, before making Bottle tests, any
• At the start of each round, randomly determine a
fighter who is outside a vehicle or enclosed
battlefield edge.
structure suffers a Flesh Wound.
� A fighter or vehicle who moves towards this
12 edge counts every 1” moved as 2”.
� A fighter or vehicle who moves away from this
edge counts every 2” moved as 1”.
� In the End Phase, every fighter and vehicle on
the battlefield is moved D6” away from this
edge (roll once and apply to all).
82
Expanded Terrain Rules:
GANG STRONGHOLDS
This section introduces a collection of terrain to represent
USING GANG STRONGHOLDS
settlements deep in the badzones, outlands, Ash Wastes, or
Any time a gang benefits from the Home Turf Advantage
unpatrolled sections of the underhive.
rule in a scenario, with Arbitrator permission they can set up
Lacking the connections to the hive and the protections of a Gang Stronghold.
the Palanite Enforcers and Clan Houses, defences in these
• Advantages: The owner gains a far more defensible
regions are even more important than the rest of the hive.
position to fight from.
Walls are perhaps the most important component – a
• Disadvantages: The enemy gang receives greater
simple fence is often sufficient to keep critters from
rewards should they win a scenario that includes a
wandering into a settlement, or at least give the inhabitants
Gang Stronghold.
enough time to shoot them.
For the more security conscious, towers, gates, sentry guns, SETTING UP THE STRONGHOLD
minefields and guard beasts are all options, and few • The owning gang may set up the Stronghold in their
settlements thrive for long without at least a few of these. deployment zone.
These rules are used in the Outlander Campaign and • Do this prior to any other terrain setup.
various Outcast Scenarios, and are designed to work with
the Gang Stronghold Citadel terrain piece (though can be • Depending on the scenario, some of the Stronghold
applied to any custom terrain). may necessarily fall outside of the deployment zone.
This is acceptable, but as much as possible should be
Naturally, with Arbitrator permission, they can also be inside.
adapted or included in any campaign or one-off game.
SETTING UP THE STRONGHOLD
• If a scenario used a Gang Stronghold, and the attacker
was victorious, they gain 3D6x10 bonus credits.
STRONGHOLD FEATURES
• The Gang Stronghold uses all of the standard terrain
rules, including ladders, cover, stairs, and line of sight.
83
WALLS WATCHTOWER
• Walls block line of sight, though depending on their • A Watchtower is an ideal place for the gang to keep a
height a fighter might climb them. lookout.
• Typically, if walls are present, they should either • If the scenario is using the Sneak Attack rules, a Sentry
enclose a section of the battlefield, or cut it off from the positioned in a Watchtower can never be moved.
remainder.
• When activated, the controlling player may still turn
• There is no exact size for walls – they should be higher them to face any direction.
than a ganger, but no more than 6” tall.
• A Sentry in a Watchtower always counts as having
STRONGHOLD GATES rolled a 12 for the purposes of Spotting Attackers.
• Each length of wall you place requires at least one
GUNK TANK
built-in gate.
• A Gunk Tank is a valuable source of water,
• Stronghold gates follow all the same rules for doors, promethium, or similar precious liquid.
with the below exceptions.
• It can be used as an objective in any scenario requiring
• Gates are not electronic – they are opened and closed the attacker to reach a point on the battlefield or
manually. destroy a terrain piece.
• They never have terminals attached and can never be • High Pressure: If the Gunk Tank is hit by an attack
opened with the Access Terminal (Basic) action, nor a (purposeful or not), roll D6 and add the responsible
Gang Tactic or ability that causes a locked door to open weapon’s Strength – on a 9+, the casing is pierced,
or close. unleashing a jet of gunk.
• Instead, a fighter within 1” of a gate can take the Centre the 5” Blast marker on the point hit. Fighters
following action: touching it must check Initiative – if failed, they
become subject to the Blind condition.
� BOLT DOOR (Simple): Open or close the gate.
Alternatively, if the weapon causing this hit has the
• If fighter forces a gate open, or destroys it, the gate flies
Blaze trait, fighters who fail the Initiative check instead
open away from them. Fighters within 1” of the
suffer a Strength 4, AP -1, Damage 1 hit with the Blaze
opposite side of the gate must check Initiative – if
trait.
failed, they suffer a Strength 4, AP 0, Damage 1 hit and
become Pinned. • Free Fuel: A fighter within 3” of a Gunk Tank can tap
into the supply, if they are carrying a weapon with the
FIRING PORTS Blaze trait:
• Walls often have openings in them. These are referred
� The weapon loses its Scarce trait, if it had this.
to as Firing Ports, and allow defenders to shoot out
while staying safely in cover. � If the weapon does not have the Scarce trait, it
gains the Plentiful trait, instead.
• A fighter can also squeeze through a Firing Port by
taking the Crawl Through Ductway (Double) action. These rules only apply while the fighter remains within
3” of the terrain piece.
84
85
SKILL LIST
1. AGILITY 2. BRAWN 3. COMBAT 4. CUNNING 5. DRIVING 6. FEROCITY 7. LEADERSHIP
Commanding
1 Catfall Bull Charge Combat Master Backstab Jink Berserker
Presence
2 Clamber Bulging Biceps Counter Attack Escape Artist Expert Driver Impetuous Inspirational
3 Dodge Crushing Blow Disarm Evade Heavy Foot Fearsome Iron Will
5 Spring Up Hurl Step Aside Lie Low T-Bone True Grit Overseer
6 Sprint Iron Jaw Rain of Blows Overwatch Running Repairs Unstoppable Regroup
14. PALANITE
8. SAVANT 9. SHOOTING 10. BRAVADO 11. FINESSE 12. MUSCLE 13. OBFUSCATION
DRILL
1 Ballistics Expert Fast Shot Big Brother Acrobatic Fists of Steel Faceless Got Your Six
2 Connected Gunfighter Bring it On! Combat Focus Iron Man Psi-Touched Helmawr’s Justice
Immovable Non-Verbal
3 Fixer Hip Shooting Guilder Contacts Combat Virtuoso Takedown
Stance Communication
Restraint
4 Medicae Marksman King Hit Hit and Run Naaaargh! Rumourmonger
Protocols
Unleash the
5 Munitioneer Precision Shot Shotgun Savant Lightning Reflexes Fake Out Teamwork
Beast
6 Savvy Trader Trick Shot Steady Hands Somersault Walk it Off Doppelganger Threat Response
19. WISDOM OF
15. PIETY 16. SAVAGERY 17. TECH 18. WASTELANDS
THE ANCIENTS
Cold and Where There’s
1 Blazing Faith Avatar of Blood Born to the Wastes
Calculating Scrap…
Nobody Pushes
2 Devotional Frenzy Bloodlust Gadgeteer Stormwalker
Kin Around
Eyes of the Chemical Bonds
3 Lord of Rats Crimson Haze Mental Mastery
Wasteland Never Break
Photonic Dependable
4 Restless Faith Frenzy Beast Handler
Engineer Like Kin
Stubborn to
5 Scavenger’s Eye Killing Blow Rad-Phaged Ever Vigilant
the Last
Unshakeable There’s Always
6 Slaughterborn Weaponsmith Bring it Down
Conviction Another Secret
86
1. AGILITY 2. BRAWN
(1) CATFALL (1) BULL CHARGE
• When the fighter drops from an edge, they halve the • The fighter’s Melee weapons gain +1 Strength and the
distance for damage purposes (rounding up). Knockback trait on the turn they made a successful
Charge (Double) action.
• When they land, check Initiative – if passed, they
remain Standing rather than becoming Pinned. This
does not apply if they were Seriously Injured. (2) BULGING BICEPS
• The fighter may dual-wield with an Unwieldy weapon.
• If the attack used a Blast marker or Flame template, on (3) CRUSHING BLOW
6, instead move the fighter 2” (they may still be hit). • When taking the Fight (Basic) action, before rolling to
hit, the fighter may nominate one Attack dice as a
(4) MIGHTY LEAP Crushing Blow.
• When leaping a gap, the fighter ignores the first 2”. • If the Crushing Blow successfully hits the target, that
• This means the fighter may freely leap gaps of 2” or less attack gains +1 Strength and +1 Damage.
without checking Initiative. • Weapons with the Sidearm trait cannot be used to
deliver a Crushing Blow.
(5) SPRING UP
• If the fighter is Pinned when activated, check Initiative (4) HEADBUTT
– if passed, they may take a free Stand Up (Basic) • If the fighter is Engaged, they may take the following
action. action:
87
3. COMBAT
(5) HURL (1) COMBAT MASTER
• If the fighter is Engaged, they may take the following
• In close combat, the fighter never suffers negative
action:
modifiers from enemy interference.
� HURL (Basic): Choose an Engaged target in base
• In close combat, the fighter can always grant assists to
contact, or a Seriously Injured target within 1”. The
friendly fighters, regardless of how many enemies they
target checks Initiative – if failed, they are tossed
are Engaged with.
D3” in a chosen direction and become Pinned.
• The fighter includes any modifiers from • If the fighter is dual-wielding two weapons that both
injury or equipment in this roll. have the Parry trait, they can force the enemy to re-roll
three successes, instead of two.
88
4. CUNNING 5. DRIVING
(1) BACKSTAB (1) JINK
• The fighter’s Melee weapons all gain the Backstab trait. • Once per round, when the vehicle is hit by an attack,
the crew may choose to roll D6 – on 6+, the hit is
• If a weapon already has the Backstab trait, its attack
ignored.
gains +2 Strength when used, instead of the usual +1.
• Jink saves are never modified by an attacking
• If the weapon has the Versatile trait, this skill does not
weapon’s Armour Piercing value.
apply to any ranged attack it may have.
• Remember, a model can only ever take one armour
(2) ESCAPE ARTIST save.
• When the fighter takes the Retreat (Basic) action, they
gain a +2 modifier to their Initiative check. (2) EXPERT DRIVER
• When the crew makes a Loss of Control test, improve
• The fighter gains a +1 modifier when attempting to
the die result by 1.
escape Capture using a skinblade.
(4) INFILTRATE
(4) SLALOM
• During deployment, set this fighter aside instead of
• Once per round, when the crew performs a Vehicle
placing them.
Move (Simple) action, the vehicle can make two 45°
• Immediately before the start of the first round, deploy turns instead of just one.
them anywhere on the battlefield that is not visible to
or within 6” of any enemies.
(5) T-BONE
• If multiple players have fighters with this skill, take • If the crew’s vehicle has a Head-On Collision with
turns deploying them (roll off to see who goes first). another vehicle or terrain feature, it counts as having
+D3 Toughness to its Front arc.
(6) OVERWATCH
• If the fighter is Standing and Active, they can discard
their Ready condition to interrupt a visible enemy’s
action, by making an out-of-sequence Shoot action.
89
6. FEROCITY 7. LEADERSHIP
(1) BERSERKER (1) COMMANDING PRESENCE
• The fighter gains +2 attacks following a successful • The fighter adds +1 to their Group Activation (X) rule.
Charge (Double) action, rather than the usual +1.
(2) INSPIRATIONAL
(2) FEARSOME • If a friendly fighter within 6” checks Cool and fails,
• If the fighter is targeted by a Charge (Double) action, check this fighter’s Leadership – if passed, the Cool
the enemy must check Willpower after declaring it – if check also counts as having succeeded.
failed, their activation ends immediately.
(3) IRON WILL
(3) IMPETUOUS • When the gang makes a Bottle test, reduce the final
• The fighter can consolidate 4” after close combat, score by 1.
rather than the usual 2”.
• This skill cannot be used if the fighter is Seriously
Injured.
(4) NERVES OF STEEL
• When the fighter is hit by a ranged attack, check Cool –
(4) MENTOR
if passed, they may choose to not be Pinned.
• Check the fighter’s Leadership if a friendly fighter
within 6” gains XP.
(5) TRUE GRIT
• If passed, the friendly fighter gains an +1 bonus XP.
• When the fighter rolls for Injury using multiple dice,
discard one of them.
(5) OVERSEER
• When the fighter rolls for Injury using a single die, roll
• If the fighter is Active, they may take the following
two instead and choose which result to apply.
action:
(6) REGROUP
• If the fighter ends their activation Standing and Active,
check Leadership.
90
8. SAVANT 9. SHOOTING
(1) BALLISTICS EXPERT (1) FAST SHOT
• When taking the Aim (Basic) action, check Intelligence – • The fighter treats the Shoot (Basic) action as Shoot
if passed, the fighter gains an additional +1 modifier to (Simple).
hit.
• This skill can never be used for weapons with the
Unwieldy trait.
(2) CONNECTED
• The fighter can always take a free Trade action during
(2) GUNFIGHTER
the Post-Battle Sequence. This can mean they take two
• The fighter does not suffer the -1 modifier to hit when
Trade actions.
attacking with Twin Guns Blazing.
• This skill cannot be used if the fighter is in Recovery or
• When attacking with Twin Guns Blazing, the fighter can
Captured.
target a different enemy with each of their Sidearm
weapons.
(2) SCAVENGER’S INSTINCTS: This replacement skill is
used in the Uprising Campaign – in the Damnation Phase, (3) HIP SHOOTING
the fighter replaces “Trade” with “Scavenge.” • If the fighter is Standing and Active, they may take the
following action:
(3) FIXER � RUN AND GUN (Double): The fighter may move up
• After a battle, the gang gains D3x10 credits.
to double their Movement distance, then attack
• This skill cannot be used if the fighter is in Recovery or with a ranged weapon.
Captured.
This skill cannot be used with Unwieldy weapons.
91
10. BRAVADO 11. FINESSE
(1) BIG BROTHER (1) ACROBATIC
• If the fighter is Standing and Active, other friendly • When the fighter takes a Move (Simple) or Charge
fighters within 9” may use their Cool characteristic (Double) action, they may freely move over or through
when checking Nerve. enemies.
The challenge effect lasts until the End Phase, or the (3) COMBAT VIRTUOSO
targeted enemy is attacked. • If the fighter wields a Chainsword, Fighting Knife, Power
Knife, Power Sword, Stiletto Knife, or Stiletto Sword, the
• The gang reduces the hiring fee for Bounty Hunters and • Its Long range is equal to the fighter’s Strength.
Hive Scum by D6x10 (to a minimum of 20 credits).
(4) HIT AND RUN
(4) KING HIT • When the fighter takes the Charge (Double) action and
• In close combat, the fighter may substitute all of their resolves their close combat attacks, they may
attacks for a single King Hit. immediately make a free Retreat (Basic) action.
• This counts as an unarmed attack. If the King Hit • This happens before the enemy makes their Reaction
successfully hits the target, the attack gains the attacks.
Knockback, Shock, Pulverise, and Concussion traits.
• Even if the Retreat (Basic) action fails, the enemy can
only make Reaction attacks once, not twice.
(5) SHOTGUN SAVANT
• When attacking with a shotgun (of any type), the fighter
(5) LIGHTNING REFLEXES
always uses its Short-range Accuracy modifier.
• Once per round, when the fighter becomes Engaged,
• If the fighter’s shotgun has the Scattershot trait, roll they may take a free Retreat (Basic) action.
two D6s to determine how many Wounds it inflicts and
• This happens before any close combat attacks (or
apply the highest.
combat-related actions) occur.
(6) STEADY HANDS • This does not affect the fighter’s Ready condition in any
• When the fighter is activated, they can take a free way.
Reload (Simple) action.
(6) SOMERSAULT
• If Standing and Active, the fighter can take the
following action:
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12. MUSCLE 13. OBFUSCATION
(1) FISTS OF STEEL (1) DOPPELGANGER
• The fighter’s unarmed attacks gain +2 Strength and • After selecting crews for the battle, this fighter can
become Damage 2. attempt to add an additional friendly fighter to their
starting crew.
(2) IRON MAN • The enemy Gang Leader can prevent this by passing an
• The fighter does not lose Toughness if they suffer a Intelligence check.
Flesh Wound
• If included, the additional fighter can take the gang’s
• If they suffer Flesh Wounds equal to their Toughness, numbers beyond what the scenario normally allows.
they still go Out of Action.
(2) FACELESS
(3) IMMOVABLE STANCE • This skill activates at the start of each round, and lasts
• The fighter can take the following action: until this fighter activates.
� TANK (Double): Until the start of the fighter’s next • While the skill is active, enemies who target this fighter
activation: with a ranged attack or Blast marker must first check
⬥ They are immune to being Pinned. Willpower.
⬥ They improve their armour save by +2 (to a • If failed, they may select a different target. Otherwise,
maximum of 2+). the action is wasted.
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14. PALANITE DRILL 15. PIETY
(1) GOT YOUR SIX (1) BLAZING FAITH
• Once per round, if the fighter is Standing and Active, • The fighter can never gain the Insanity condition.
they may interrupt an enemy’s Charge (Double) action,
• If the fighter becomes subject to the Blaze condition,
targeting them with a free out-of-sequence Shoot
they suffer the usual Strength 3, AP -1, Damage 1 hit at
(Basic) action.
the start of their activation – but are otherwise
• Declare this skill as soon as the enemy announces their unaffected and can act normally.
charge, but before they carry it out.
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16. SAVAGERY 17. TECH
(1) AVATAR OF BLOOD (1) COLD AND CALCULATING
• Each time the fighter inflicts an unsaved wound with a • Once per round, when checking Cool or Willpower, the
Melee weapon, they discard one Flesh Wound (and its fighter can check Intelligence instead.
effects).
(2) GADGETEER
(2) BLOODLUST • Before the battle, the fighter can modify the Plentiful or
• After the fighter takes a Coup de Grace (Simple) action, Rapid Fire (X) trait on one of their weapons:
they may take a free Consolidate move of up to 2”.
� Plentiful: Trade the weapon’s Plentiful trait for one
of the following: Knockback, Pulverise, Rending, or
(3) CRIMSON HAZE Shock.
• When the fighter is Engaged, they automatically pass
� Rapid Fire (X): Increase (X) by +1.
any Nerve checks.
• The chosen effect lasts for the duration of the battle.
(4) FRENZY
• When the fighter makes a successful Charge (Double) (3) MENTAL MASTERY
action, they gain D3 additional Attacks, instead of the • The fighter can never gain the Insanity condition.
usual +1 – however, these suffer a -1 modifier to hit.
• The fighter can Disrupt enemy wyrd powers that target
them, following the same rules as a psyker.
(5) KILLING BLOW
• In close combat, the fighter may substitute all of their
attacks for a single Killing Blow.
(4) PHOTONIC ENGINEER
• The fighter may apply +1 Strength and the Unstable
• If the Killing Blow successfully hits the target, the trait to any las weapon they carry.
attack’s Strength and Damage are doubled, and the
• The fighter may re-roll failed Ammo checks for any las
target cannot attempt an armour save.
weapon that does not have the Unstable trait.
• Weapons with the Sidearm trait cannot be used to
� Las weapons are: laspistol, lasgun, long las, las
deliver a Killing Blow.
carbine, las sub-carbine, suppression laser.
(6) SLAUGHTERBORN � These effects are lost if the weapon leaves this
• Each time the fighter inflicts an unsaved wound with a fighter’s possession.
Melee weapon, their Movement increases by 1”.
(5) RAD-PHAGED
• This effect lasts for the duration of the battle.
• When hit by the Gas or Toxin trait, the fighter rolls two
D6s and discard the highest.
(6) WEAPONSMITH
• The fighter’s weapons lose the Scarce trait.
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18. WASTELANDS 19. WISDOM OF THE
(1) BORN TO THE WASTES
• The fighter may ignore the effects of the Battlefield
ANCIENTS
Surface, if these rules are in effect.
(1) WHERE THERE’S SCRAP…
• In addition, the fighter can take the following action: • After a battle, the gang gains D6x10 credits for each
� HIDE IN THE WASTES (Double): If the fighter is at enemy vehicle that was Wrecked.
least 12” from the nearest enemy, they gain the • This skill cannot be used if the fighter is in Recovery or
Hidden condition. Captured.
They become Revealed if they move (along with all
the usual triggers for becoming Revealed). (2) NOBODY PUSHES KIN AROUND
• This fighter is never moved as the result of a Skill or
(2) STORMWALKER weapon trait targeting them (e.g. Knockback or Hurl).
• If the fighter begins their activation on the Battlefield • If this fighter goes Prone within 0.5” of an edge, they
Surface, they gain +2” Movement. automatically pass the Initiative check to avoid falling.
HOUSE RULE / CLARIFICATION: If the Battlefield
Surface rules are not in effect, this skill activates when (3) CHEMICAL BONDS NEVER BREAK
the fighter is on the lowest level of the battlefield. • The fighter can use a Chem twice before it is removed
from their Fighter card, rather than the usual once.
(3) EYES OF THE WASTELAND
(4) DEPENDABLE LIKE KIN
• If the Visibility (X”) rules are in effect, the fighter adds
• The fighter disregards the Unstable trait on any
+6” to how far they can see.
weapon they are equipped with.
• If the Pitch Black rules are in effect, the fighter can
• The fighter may re-roll failed Ammo checks.
target Hidden enemies up to 9” away, rather than the
usual 3”.
(5) STUBBORN TO THE LAST
• If the fighter goes Out of Action, they may immediately
(4) BEAST HANDLER
resolve a free Shoot (Basic) or Fight (Basic) action
• If the fighter has the Mounted condition when they
before being removed.
make a Fight (Basic) action or a Reaction Attack, they
can make a bonus Strength 3, AP -1, Damage 1 attack in
(6) THERE’S ALWAYS ANOTHER SECRET
addition to their usual attacks.
• When the fighter opens a Loot casket, they gain D6x10
credits in addition to any other reward.
(5) EVER VIGILANT
• When making Reaction Attacks, the fighter gains +1
Attack and does not suffer any penalty for turning to
face their opponent.
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97
PSYKERS & WYRD POWERS
INTRODUCTION USING WYRD POWERS
A psykers is an individual possessed of strange and powerful All psykers have access to the following actions:
“wyrd powers” that bring that bring death, destruction,
and worse to the gang wars of the underhive. WYRD POWER (X)
• Declare which wyrd power the psyker will attempt to
Psykers are fighters like any other – their difference is that
manifest, then check Willpower.
they can take unique Wyrd Power actions to manifest their
specific abilities. If passed, the power is successful, and its effects are
resolved. Otherwise, the power fails and the action is
A Wyrd Power action is either (Simple), (Basic), or (Double),
wasted.
depending on its complexity.
� If the check fails on a double 1, the psyker rolls for
In the rules, the terms “psychic powers” and “wyrd powers”
Perils of the Warp.
are interchangeable, as are the terms “psyker” and “wyrd”.
� If the check succeeds, an enemy psyker is within 18”
There are two types of psyker in Necromunda. � If the check succeeds on a double 6, the power
cannot be disrupted but the psyker must roll for
SANCTIONED PSYKER Perils of the Warp.
Sanctioned psykers wield their powers with the official
approval of Imperial authorities. Operating under strict CONCENTRATE (Basic)
control and vigilance, they experience relentless training • Check Willpower – if passed, the psyker may add +1 to
and conditioning to protect against daemonic possession. the result of a Willpower check made in a subsequent
action this turn.
As a result, a sanctioned psyker may operate without risk of
censure, and has the following rule:
MAINTAIN CONTROL (Simple)
• SANCTIONED PSYKER: The psyker may re-roll one • Check Willpower with a +3 modifier – if passed, the
failed Willpower check per battle. psyker successfully keeps their Continuous Effect in
play for another round.
UNSANCTIONED PSYKER
• If failed, the Continuous Effect ceases immediately.
Unsanctioned psykers exist in secret, outside of the system,
unaware of the terrifying risks that their very existence
presents to themselves and others. CONTINUOUS EFFECTS
Some Wyrd Power actions have a Continuous Effect.
As the rewards for hauling an unsanctioned psyker before
Imperial justice can be great, they have the following rule: • Once successfully activated, these powers can
potentially remain in play for multiple rounds.
• UNSANCTIONED PSYKER: If the psyker goes Out of
Action, the enemy gang receives a bounty of D3x10 • A Continuous Effect expires at the beginning of the
credits at the end of the battle. psyker’s activation.
• If all of a psyker’s wyrd powers come from the same • Note that a psyker can only have one Continuous Effect
discipline, they gain access to a bonus Discipline in play at a time.
Ability.
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DISRUPTING WYRD POWERS PERILS OF THE WARP
When one psyker manifests a wyrd power, an opposing The use of psychic powers carries a very real risk to the body
psyker can attempt to Disrupt it – nullifying it before it can and soul.
properly take effect.
When a psyker takes the Wyrd Power (X) action or attempts
A psyker can Disrupt either a Wyrd Power (X) or Maintain to Disrupt an enemy power, they suffer Perils of the Warp if
Control (Simple) action. a double 1 or 6 is rolled.
Declare you will attempt disruption after the enemy psyker If this happens, roll 2D6 on the table below:
successfully checks their Willpower, but before they resolve
the resulting effect. 2D6 EFFECT
• To Disrupt an enemy power, your psyker must be A TEAR IN REALITY: The psyker loses control, warp
energy tearing reality apart around them.
within 18” of the caster, and not Engaged or Seriously
Injured. • Centre the 5” Blast marker on the psyker.
2-3
• Roll 2D6 and compare the result to the enemy’s • Any fighters touching the marker must check
Willpower – if failed, they lose one Wound.
successful Willpower check:
• The psyker then goes Out of Action.
� If the result is higher, the disruption succeeds! The
enemy wyrd power does not occur, and their action IMMATERIUM INVERSE: The Warp inverts upon those
is wasted. attempting to control it.
� If the result is equal or lower, the disruption attempt • The psyker becomes the target of their own power,
is not strong enough – the effects of the enemy wyrd 4-5 regardless of range.
power are resolved as normal. • If the power is beneficial, the psyker instead becomes
Pinned and suffers a Strength 6, AP 0, Damage 2 hit
Be warned – disrupting psychic powers is just as risky as that ignores armour saves.
casting them! If a double 1 or 6 is rolled for disruption, the
attempt succeeds or fails as normal but the disrupting WHISPERS FROM THE WARP: The psyker’s mind is filled
psyker immediately rolls for Perils of the Warp. 6-8 with screaming daemonic voices.
• The psyker gains the Insanity condition.
GAINING NEW WYRD POWERS
A psyker playing in a campaign can develop new powers WARP SURGE: The psyker’s power becomes overcharged
with warp energy.
throughout their career:
• The psyker may immediately attempt to manifest the
• A psyker can gain a new wyrd power when they take an same power again as a free action
Advancement. 9-10 • If the psyker was attempting to disrupt an enemy
• They may gain a random wyrd power for -9 XP. power, they may immediately cast one of their own
powers (Perils of the Warp triggers as normal).
• They may choose a wyrd power for -12 XP.
• The psyker is then Pinned and suffers a Strength 4,
• There is no limit to the number of wyrd powers a AP 0, Damage 1 hit that ignores armour saves.
psyker can know.
DAEMONIC POSSESSION: Daemonic energy courses
TAKING GHAST through the psyker’s body!
Ghast is an incredibly valuable chem substance that grants • The psyker gains +3 Movement, Strength, Toughness
its user temporary access to wyrd powers: and Attacks
11-12
• If a fighter takes Ghast, choose one of the disciplines • their Weapon Skill becomes 2+
presented here and generate a random wyrd powers • their unarmed attacks become AP -1, Damage 2.
from it • In the following End Phase (or if the psyker generates
this result again), they go Out of Action.
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Psykers & Wyrd Powers:
• Fast Healing: When this psyker attempts Recovery, • Flicker: Once per battle, the psyker can take three
roll an additional Injury die and choose one to actions during their turn, instead of the usual two.
remove from the total.
100
(3) DIVINATION (4) PYROMANCY
DIVINER SPECIAL ABILITY PYROMANCER SPECIAL ABILITY
If a psyker selects powers exclusively from this discipline, If a psyker selects powers exclusively from this discipline,
they are a Diviner. They gain the following rule: they are a Pyromancer. They gain the following rule:
• Future Sight: Once per battle, the psyker may re-roll • Fire Shield: The psyker is immune to gaining the
any dice result that occurs during their activation. Blaze condition.
They may re-roll any number of dice, and this ability
can even be used on a roll made by an enemy fighter.
1. BODY OF FLAME (Basic, Continuous Effect)
• While this power is maintained, the psyker ignores hits
1. PRECOGNITION (Special) from any weapon with the Blaze or Melta trait.
• If the psyker is part of the starting crew, their gang may
• Any fighter who ends their activation within 1” of the
choose the scenario being played, rather than
psyker must test to see if they are set on fire, just as if
determining this randomly.
they had been hit by a weapon with the Blaze trait.
• If the scenario has an attacker and defender, the
psyker’s gang is automatically the attacker. 2. STOKE FLAMES (Basic)
• Target an enemy within 18”, line of sight, and currently
• If both gangs activate this wyrd power, there is no subject to the Blaze condition.
effect as they cancel each other out.
• Centre the Blast (5”) marker over them. Any fighter it
2. FOREBODING (Double, Continuous Effect) touches must test to see if they are set on fire, just as if
• While this power is maintained, the psyker may either they had been hit by a weapon with the Blaze trait.
gain the Overwatch skill or grant it to a fighter within
12” and line of sight. 3. WALL OF FLAME (Basic, Continuous Effect)
• Place a Blast (5”) marker with its centre anywhere
3. MISFORTUNE (Basic) within 12” and line of sight.
• At any point for the remainder of this round, the psyker
• This marker remains in place for as long as the power is
may force an enemy who is currently within 12” and
maintained.
line of sight to re-roll one die.
• Any fighter who touches it suffers a Strength 3, AP -1,
4. FOREWARNING (Basic) Damage 1 hit with the Blaze trait.
• Until the End Phase of the current round, the first time
the psyker is hit by an attack, roll D6 – on 2+, the hit is 4. FLAME BLAST (Basic, Continuous Effect)
ignored. • Choose one of the psyker’s weapons with the Melee or
Versatile trait – it gains the Blaze trait.
5. WARP WHISPERS (Special)
• If the psyker is part of the starting crew, their gang 5. MOLTEN BOLT (Basic)
increases the maximum crew size by 1 for this scenario. • Target an enemy within 6” and line of sight, then check
Ballistic Skill – if passed, the enemy suffers a Strength
• When rolling to determine Reinforcements, the gang
8, AP -3, Damage 3 hit with the Melta trait.
may re-roll.
• If the psyker is acting as a Sentry, the alarm is 6. SCOURING (Basic, Continuous Effect)
automatically raised if they move within 6” of an • While this power is maintained, the psyker counts as
enemy. being armed with a weapon that uses the Flame
template.
6. VISIONS (Double, Continuous Effect) • Targets hit by the template suffer a Strength 2, AP 0,
• While this power is maintained, every enemy within 18”
Damage 1 hit with the Blaze trait.
and full cover counts as being in partial cover – and
every enemy in partial cover count as being in the
open.
101
(5) TECHNOMANCY (6) TELEKINESIS
TECHNOMANCER SPECIAL ABILITY TELEKINE SPECIAL ABILITY
If a psyker selects powers exclusively from this discipline, If a psyker selects powers exclusively from this discipline,
they are a Technomancer. They gain the following rule: they are a Telekine. They gain the following rule:
• Techno-Affinity: The psyker may re-roll Ammo • Fists of Fury: The psyker’s unarmed attacks gain +1
checks. Strength and +1 Damage.
6. LEVITATION (Basic)
• While this power is maintained, the psyker gains the
following abilities:
� +3 Movement.
102
(7) TELEPATHY
TELEPATH SPECIAL ABILITY
If a psyker selects powers exclusively from this discipline,
they are a Telepath. They gain the following rule:
2. TERRIFY (Double)
• Target an enemy within 18”.
3. INVISIBILITY (Double)
• While this power is maintained, the psyker cannot be
targeted by ranged attacks.
5. HALLUCINATIONS (Basic)
• Target an enemy within 12”. They gain the Insane
condition.
103
104
Vehicle Rules:
INCORPORATING VEHICLES
4. NEW EQUIPMENT: WASTER’S DIRTBIKE
THE FIRST RULE • A Wasteland gang adds the Waster’s Dirtbike to the
• In a skirmish, all players must agree whether or not to Personal Equipment section of their House equipment
allow the use of vehicles. list.
• In a campaign, the Arbitrator decides whether vehicles � The exception is an Ash Wastes Nomad gang – they
will be included. do not gain access to this item.
GAME EFFECTS OF VEHICLES • Otherwise, any fighter in a Wastelands gang can equip
If vehicles are to be used, the following universal rules are a Waster’s Dirtbike, regardless of their rank.
introduced to the game – regardless of whether or not the
gang actually includes a vehicle: WASTER’S DIRTBIKE………..………..50 credits
• The fighter’s Movement characteristic is
1. GANG DESIGNATION changed to 8” and they gain the Mounted
• If vehicles are to be used, all gangs in that battle or condition.
campaign are designated as “Wasteland Gangs.”
• This item cannot be combined with any other
2. VEHICLE CREDIT ALLOWANCE item that affects a fighter’s Movement (such
as a Jump Booster or Grav-Cutter).
• At gang creation, a Wasteland gang receives +400
credits as a vehicle allowance, which can only be spent • Weapon Hardpoints cannot be added to a
on the following: Waster Dirtbike – anything sturdy enough to
have a hardpoint should be represented by a
� Vehicles Custom Vehicle.
� Vehicle crew
� Fighters that have the Mounted condition by default • Necromunda offers a dizzying array of personal
� Equipment that grants a fighter the Mounted transport options, ranging from the humble dirtbike to
condition choppers and even exotic cyber-animals!
• Any unspent vehicle allowance funds are lost. • These are all viable options and follow the same rules
as a Waster’s Dirtbike.
• Note that a Wasteland gang can also spend any of its
initial 1,000 credits on the above options as well. • At the Arbitrator’s discretion, they may be customised
further using Upgrades and Wargear – if so, a maximum
of one Upgrade from each area is allowed.
3. WASTELAND TRADE MODIFIERS
• In the Ash Wastes, the line between law and
lawlessness is blurred.
105
Vehicle Rules:
VEHICLE CREW
M Fr Si Re HP Hnd Sv BS Ld Cl Will Int CHARACTERISTICS CHECKS
7” 8 7 6 3 6+ 3+ 4+ 8+ 5+ 9+ 8+ • Just as with fighters, there are three categories of
characteristics checks for vehicles.
A fighter’s characteristics are defined as follows:
• Ballistic Skill: Roll D6 – if the result is equal or higher
• MOVE (M): The distance (in inches) that the vehicle than the characteristic, the check is successful.
can cross when making a standard Move action. • Handling, Leadership, Cool, Willpower, &
Intelligence: Roll 2D6 – if the result is equal or higher
• TOUGHNESS: Divided into Front (Fr), Side (Si), and than the characteristic, the check is successful.
Rear (Re) values, corresponding to their vision arcs. In
each case, the higher the Toughness, the less likely the • Toughness: Roll D6 – if the result is equal or lower than
the characteristic, the check is successful.
vehicle is to be damaged by an attack.
106
Vehicle Rules:
� Cross certain types of difficult or dangerous terrain. • Once it has finished the move, make a Loss of Control
test with a +1 modifier.
MOVE & SHOOT (Basic)
• The vehicle resolves a Vehicle Move (Simple) action, RAM (Double)
though halving its Movement characteristic. • The vehicle resolves a Vehicle Move (Simple) action,
adding an additional D6” to the distance moved.
• At any point before, during, or after this move, the
vehicle makes a ranged attack with one of the • If this results in a head-on collision with another
following: vehicle or terrain feature, count this vehicle’s
Movement has halved for the purposes of determining
� A weapon with the Crew Weapon trait.
the Strength, AP, and Damage of the hit it suffers.
� A weapon with the Sidearm trait.
• The other vehicle suffers a hit as normal.
• A vehicle cannot perform Move & Shoot (Basic) and Fire
All (Basic) in the same activation.
107
SPIN (Basic)
• The vehicle resolves a Vehicle Move (Simple) action, but (3) WRECKED VEHICLES
may pivot 180º instead of 90º. • Wrecked vehicles no longer participate in the battle – it
has been reduced to a terrain feature.
• Immediately after resolving the pivot, make a Loss of
Control test. • As such, a Wrecked vehicle does not gain the Ready
condition, is not activated during the Action Phase, and
FULL THROTTLE (Double) is unable to perform actions.
108
Vehicle Rules:
VEHICLES AND FALLING • When the vehicle moves, insecure cargo that is
positioned upon it automatically Scatters 1” once the
• If a vehicle falls from an elevated height, it must pass a move is complete.
Loss of Control test with a cumulative -1 modifier for
every 3” fallen (rounding up). • A fighter in base contact with insecure cargo can pass
an Initiative check to prevent it from Scattering.
• The vehicle also suffers a hit against its Rear Toughness
and Drive location.
109
COLLIDING WITH ANOTHER VEHICLE
COLLISIONS HEAD-ON COLLISIONS
COLLISION DAMAGE TABLE • During a vehicle’s movement, if its Front arc makes
• If a vehicle collides with a fighter, another vehicle, or a contact with any part of another vehicle, a Head-On
terrain feature, the target suffers damage according to Collision results.
the colliding vehicle’s Movement characteristic.
• Compare the Toughness values of the two colliding
• A Stationary vehicle can sometimes still move, and can impact arcs.
therefore still collide with a target. In such cases, it
� If the moving vehicle’s Toughness is lower than the
counts as having a Movement characteristic of 3”.
target, it ceases its move immediately.
MOVEMENT
STRENGTH AP DAMAGE � If the moving vehicle’s Toughness is higher than the
CHARACTERISTIC
3” - 5” 3 - 1 target (or Toughness is tied), the moving vehicle
pushes the target until it ends its movement.
6” - 7” 5 -1 1
8” - 9” 7 -2 2 • Both vehicles then suffer an automatic hit according to
10”+ 9 -3 3 the Vehicle Collision Table.
110
Vehicle Rules:
REAR
111
3. VEHICLE ATTEMPTS ARMOUR SAVE
SHOOTING AT VEHICLES • For each attack that successfully wounds, the vehicle
RESOLVING VEHICLE HIT PROCEDURE can attempt a single armour save.
1. Determine facing of attack • Each successful armour save negates the loss of one
2. Attacker rolls to Wound Wound.
3. Vehicle attempts armour save
4. Attacker inflicts Damage 4. ATTACKER INFLICTS DAMAGE
For every unsuccessful armour save roll, the attacker rolls
SUCCESSFUL
STRENGTH VS TOUGHNESS
WOUND
Strength is TWICE Toughness, or greater: 2+
112
Vehicle Rules:
ATTACKING A VEHICLE Location die, choosing one result and discarding the
remainder.
1. ENGAGED ATTACKER ROLLS TO HIT � Roll a number of Damage die equal to the Damage
• A fighter within 1” of a vehicle counts as being Engaged value of the attacking weapon – choosing one result
with it, and can therefore attack it in close combat. and discarding the remainder.
• To attack a vehicle in close combat, a fighter must roll � Refer to the Vehicle Damage Tables for each
to hit as normal. Location to determine effects. All damage effects
� A fighter Engaged with a vehicle can move freely are cumulative.
around it, across it, or away from it without having � If a fighter Wrecks a vehicle, they can Consolidate.
to Disengage.
SUCCESSFUL
STRENGTH VS TOUGHNESS
WOUND
Strength is TWICE Toughness, or greater: 2+
113
114
LOSS OF CONTROL TESTS VEHICLE WRECKED!
• To make a Loss of Control test, a vehicle must check • If a vehicle is reduced to zero Hull Points, or if it loses
Handling (applying any modifiers as normal). control and Rolls, it becomes Wrecked.
• If passed, the driver maintains control and there are no • Wrecked vehicles play no further part in the battle – but
adverse effects. the model is left in place, now treated as a terrain
feature.
• If failed, the driver loses control! Roll D6 and the
Control die to determine what happens:
INJURED CREW
• A vehicle’s crew can be taken Out of Action, just like
SWERVE any other fighter.
The vehicle pivots 45° around its central point
• If the vehicle is Wrecked, the crew automatically goes
– left if the D6 rolled 1-3, right if it rolled 4-6.
Out of Action.
If the vehicle is Stationary, it pivots in place.
• In a campaign, vehicles and their crews have special
If the vehicle is Mobile, it pivots and then moves directly tables for Injuries and Lasting Damage – see the
forward a distance equal to half its Movement “Campaign Play” section for details.
characteristic.
THROWN CLEAR
Regardless of the vehicle’s Status, any fighters aboard it
• When a vehicle is Wrecked, all fighters currently on
must check Initiative – if failed, they fall.
board it are thrown clear.
ROLL
The vehicle is flipped over by the force of the
impact!
115
Vehicle Rules:
VEHICLE CONDITIONS
The conditions listed below are the only ones that affect vehicles. If a condition is not listed below, the vehicle (and its crew) are
immune to it.
• If a weapon has multiple profiles (e.g. due to having • If a Hidden vehicle moves, it gains the Revealed
several ammunition types), the Out of Ammo condition condition.
applies to all of them simultaneously.
• If a Hidden vehicle makes a ranged attack, it gains the
• When attempting to reload, a vehicle crew may roll Revealed condition unless their weapon has the Silent
against any ammunition profile they have access to. trait.
BLIND
• The fighter loses their Ready condition immediately, if
they have it.
CONCUSSION
• The vehicle suffers a -2 penalty to Handling checks.
116
“I GET KNOCKED DOWN…”
THE MOUNTED CONDITION • The fighter is not automatically Pinned when hit by a
Several types of equipment – ranging from beasts to ranged attack.
dirtbikes and beyond – grant a fighter the Mounted
• Begin by resolving the effects of the ranged attack, as
condition.
normal.
This condition is broad. Any fighter with the Mounted
• If the fighter survived, they check Initiative, applying a -
condition is subject to the below handful of sub-rules:
1 modifier if the attacking weapon has the Blast (X) or
HANDS FULL Knockback trait.
• Reduce the maximum number of weapons the fighter • If passed, the fighter does not become Pinned – if
can carry into battle by 1. failed, they are Knocked Down:
• The fighter cannot be equipped with a weapon that has � The fighter suffers an additional, automatic hit.
the Unwieldy trait, unless it also has the Lance trait.
� The details of the automatic hit are determined by
• In close combat, the fighter can only use a maximum of how far they moved during their last activation,
one weapon – that is, they can never dual-wield. rounded up:
GROUNDED
• The fighter cannot climb terrain or vehicles.
MY MOUNT IS MY LIFE
• The fighter always counts as having two fighter cards –
one with their mount, one without.
117
118
CREATING A GANG
GANG FOUNDATION GANG COMPOSITION
• Founding a gang is the first step in playing a game of • Decide which gang to found, then proceed to recruit its
Necromunda! fighters. Each Gang List shows the available fighter
types and their recruitment cost.
• Each player spends a budget of credits (the game’s
currency) to hire fighters and buy weapons and • Every gang must abide by the following rules:
equipment.
� You must include exactly one fighter with the Gang
• You can never spend more than the agreed amount – Leader rule.
any unspent credits are either added to the gangs
� The total number of Gang Leaders and Champions
Stash (in a campaign) or lost (in a skirmish).
in the gang may never exceed the number of
� CAMPAIGN PLAY: Gangs have a starting budget of fighters with the Gang Fighter (X) rule.
1,000 credits (note that the Arbitrator is free to vary
� If this rule comes to be broken (due to casualties, for
this).
example), you must correct the balance – either by
� SKIRMISH PLAY: Gangs have a budget agreed upon retiring Champions, or recruiting new fighters with
by the players – an amount between 1,250 and the Gang Fighter (X) rule.
2,000 credits is recommended.
� “Rank” is a fighter’s position in the gang, named � SKIRMISH PLAY: Players may agree that gear can
according to the jargon of their House, cult, or be purchased from the Trading Post and/or Black
group – for example, a basic ganger in House Market.
Goliath has the rank of “Bruiser.”
EQUIPPING A FIGHTER
� “Category” provides the fighter’s keyword for game
• The following rules apply to all fighters:
rule purposes – for example, “Gang Leader,”
“Champion,” “Prospect,” “Ganger,” or “Juve.” � A fighter can possess a maximum of three weapons.
Any weapon marked with a (*) counts as two.
� The above Goliath fighter would be referred to in
full as a Bruiser (Ganger). � A fighter can possess any amount of equipment.
119
OBTAINING NEW GEAR IN A CAMPAIGN EQUIPPING A VEHICLE
• Fighters can discard any item of gear in favour of a new • Just like fighters, vehicles can be equipped with a wide
item of gear. variety of weapons, wargear, and upgrades.
� The same weapon or piece of equipment can be • Note that this means an upgrade can only be discarded
applied to more than one loadout – it is not if it is being replaced by an alternative item that fulfils a
necessary to purchase duplicates. similar purpose.
� If the fighter is assigned gear from the Stash, that • The new upgrade is installed automatically – but the
item can be applied to any number of their old one may get ruined in the process. Roll D6:
loadouts.
� 1: The old upgrade is trashed and is permanently
• A fighter with multiple loadouts still only has one entry discarded.
in the gang roster, covering the total value of all their
� 2+: The old upgrade is successfully removed intact
gear, regardless of how many fighter cards they have.
and added to the gang’s Stash. Alternatively, it can
� Remember that each weapon or item is only be sold during the Post-Battle Sequence.
counted once.
120
DEATH OF A LEADER SPLINTER GANGS
• Gangs always have exactly one fighter with the Gang • A splinter gang is a newly-founded gang formed of
Leader rule. If they are killed (or otherwise permanently members of one of your prior gangs.
lost), a new leader must be nominated.
• This happens when one of the old crew’s Champions
• Choose the first of the following options that applies: goes it alone, bringing along some favoured comrades
to form the core of the new gang. Below, these are
1. The Champion with the highest Leadership.
referred to as “experienced” fighters.
2. The Gang Fighter (Specialist) or (Prospect) with
• Experienced fighters come recruited with all of their
the highest Leadership.
existing equipment, Advancements, and Lasting
3. The Gang Fighter (Ganger) or Gang Fighter Injuries. Their recruitment cost is equal to their final
(Juve) with the highest Leadership. credits value in the old gang.
• If eligible fighters are tied on Leadership, the one with • To form a splinter gang:
the most Advancements is nominated.
� Choose one experienced Champion – they become
• If these fighters are tied on Advancements, you may the Gang Leader.
choose which of them becomes the new leader.
� You may recruit experienced Gang Fighter
• The newly-nominated leader gains the Gang Leader (Specialists) – they become Champions.
rule and is promoted to the relevant rank, gaining all
� You may recruit experienced Gang Fighter (Juves) –
relevant rules and options for that entry.
they become Gangers.
121
CONTENTS HOUSE GOLIATH RULES
1. House Goliath Rules
GENE-SMITHING
2. Gang List
All Goliath fighters are either Vatborn, Natborn, or Unborn –
3. Skill Access
this is determined at recruitment. Each is a category with
4. Gene-Smithing Upgrades
special rules and unique Gene-Smithing options.
5. Exotic Pets, Brutes & Hangers-On
6. Armoury VATBORN FIGHTERS
7. Goliath Terrain The vast majority of Goliath are Vatborn, with all the usual
8. Petitioning the House gifts and drawbacks of their kind. They are also the most
9. Goliath Sub-Plots mutable, with access to a wide variety of genetic tampering.
10. Dramatis Personae • Vatborn are the default Goliath type.
NATBORN FIGHTERS
With longer lives, superior intelligence, and potent genetic
gifts, Natborn elites are far less reckless with their existence.
UNBORN FIGHTERS
Though outsiders, the Unborn are Goliath’s hardiest – having
survived great pain and peril to be counted among the Clan.
122
GOLIATH GANG LIST
FORGE TYRANT
(GANG LEADER) - 135 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ 3+ 4 4 2 3+ 3 5+ 4+ 8+ 7+
• During a campaign, the Forge Tyrant may • During campaign play, this fighter may not retire –
purchase additional weapons and equipment from the only way out for a gang leader is death.
this list, the Trading Post, or the Black Market.
• If this fighter dies during a campaign (or is
• The Forge Tyrant can use any weapon. otherwise permanently lost), another fighter must
be promoted to replace them, gaining the Gang
GENE-SMITHING Leader rule.
• Must be either Vatborn (+0 credits), Natborn (+20
Gang Hierarchy (Leader): If the gang is Bottling, and
credits) or Unborn (+10 credits).
this fighter passes their Cool check, all friendly Goliath
• May purchase a maximum of two Gene-Smithed fighters within 12” automatically pass theirs.
upgrades from the chosen category.
In addition, during a campaign, this fighter can perform
SKILLS Post-Battle Actions.
• The Forge Tyrant gains one Primary skill at Tools of the Trade: This fighter may take multiple
recruitment, which costs no XP and does not equipment sets.
increase their credit value.
Group Activation (2): When this fighter activates, they
• Primary Skills: Brawn, Ferocity, Leadership. may also activate two Ready fighters within 3” of their
• Secondary Skills: Combat, Shooting, Muscle position, in addition to themselves.
123
FORGE TYRANT EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Combi-Pistol • Axe……………………………….. 10 • Light Carapace…………………. 80
- Bolt Pistol / Hand Flamer……….. 110 • Brute Cleaver…………………… 20 • Heavy Carapace……………….. 100
- Bolt Pistol / Plasma Pistol………. 80 • Chainsword………………………25 • Furnace Plates…………………. 5
- Stub Gun / Plasma Pistol……….. 40 • Chainaxe………………………… 25
• Bolt Pistol……………………………... 45 • Fighting Knife…………………… 10 PERSONAL EQUIPMENT
• Hand Flamer………………………….. 55 • Maul (Club)……………………… 10 • Armoured Undersuit……………. 25
• Stub Gun……………………………… 5 • Power Axe………………………. 35 • Bio-Booster……………………… 35
-Dum Dum Rounds……………….+5 • Power Hammer…………………. 45 • Drop Rig…………………………. 10
• “Renderizer” Serrated Axe…….. 40 • Filter Plugs………………………. 10
BASIC WEAPONS -Master-Crafted…………….. +10 • Photo Goggles………………….. 35
• Boltgun………………………………... 55 • Servo-Claw……………………… 30 • Respirator……………………….. 15
• Combat Shotgun (Salvo & • Spud-Jacker…………………….. 15 • Skinblade…………………… 10
Shredder Ammo)……………………...60 -Master-Crafted…………….. +5 • Stimm-Slug Stash……………… 25
• Shotgun (Solid & Scatter Ammo)……30 • Two-Handed Axe………………..25
- Executioner Ammo……..……….. +20 • Two-Handed Hammer…………. 35 WEAPON ACCESSORIES
- Inferno Ammo…………...……….. +15 • Gunshroud (Pistols &
• Stub Cannon…………………………..20 HEAVY WEAPONS Basic Weapons only)……… 20
124
FORGE BOSS
(CHAMPION) - 100 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 4 4 2 4+ 2 6+ 5+ 8+ 8+
• A Forge Boss can use any weapon. Tools of the Trade: This fighter may take multiple
equipment sets.
GENE-SMITHING
Group Activation (1): When this fighter activates, they
• Must be either Vatborn (+0 credits), Natborn (+20
may also activate one Ready fighter within 3” of their
credits) or Unborn (+10 credits).
position, in addition to themselves.
• May purchase a maximum of two Gene-Smithed
This must be announced at the start of the activation,
upgrades from the chosen category.
with the other chosen fighter clearly identified.
SKILLS Activate the two fighters in any order, fully resolving
• The Forge Boss gains one Primary skill at each activation before proceeding to the next.
recruitment, which costs no XP and does not
Note that a gang can only make one Group Activation
increase their credit value.
per turn.
• Primary Skills: Brawn, Ferocity.
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FORGE BOSS EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Combi-Pistol • Axe……………………………….. 10 • Light Carapace…………………. 80
-Bolt Pistol / Hand Flamer……….. 110 • Brute Cleaver…………………… 20 • Furnace Plates…………………..5
-Bolt Pistol / Plasma Pistol………. 80 • Chainsword……………………… 25
-Stub Gun / Plasma Pistol………..40 • Chainaxe………………………… 25 PERSONAL EQUIPMENT
• Bolt Pistol……………………………... 45 • Fighting Knife…………………… 10 • Armoured Undersuit……………. 25
• Hand Flamer…………………………..75 • Maul (Club)……………………… 10 • Bio-Booster……………………… 35
• Stub Gun……………………………… 5 • Power Axe………………………. 35 • Drop Rig…………………………. 10
-Dum Dum Rounds……………….+5 • Power Hammer ��……………. 45 • Filter Plugs………………………. 10
• “Renderizer” Serrated Axe ��... 40 • Photo Goggles………………….. 35
BASIC WEAPONS -Master-Crafted…………….. +10 • Respirator……………………….. 15
• Boltgun………………………………... 55 • Servo-Claw……………………… 30 • Skinblade…………………… 10
• Combat Shotgun (Salvo & • Spud-Jacker…………………….. 15 • Stimm-Slug Stash……………….25
Shredder Ammo)……………………...60 -Master-Crafted…………….. +5
• Shotgun (Solid & Scatter Ammo)……30 • Two-Handed Axe ��….………..25 WEAPON ACCESSORIES
Stub Cannon…………………………..20 • Two-Handed Hammer ��..……. 35 • Gunshroud (Pistols &
Basic Weapons only)……… 20
126
STIMMER
(CHAMPION) - 125 credits
M WS BS S T W I A Ld Cl WP Int
4” 2+ 4+ 4 4 2 3+ 3 8+ 4+ 7+ 8+
• A Stimmer can use any weapon from the Stimmer Tools of the Trade: This fighter may take multiple
Equipment List – but can only use Pistols, Heavy equipment sets.
Weapons, or Close Combat Weapons from the
Combat Chem Stash: When the Stimmer activates, they
Trading Post or Black Market.
may choose to use their combat chems, increasing their
• Must be either Vatborn (+0 credits), Natborn (+20 However, if the D3 rolls a natural 1 the Stimmer instead
credits) or Unborn (+10 credits). suffers a bad reaction and reduces their Attacks
characteristic to 1 until the end of the round.
• May purchase a maximum of two Gene-Smithed
upgrades from the chosen category.
SKILLS
• The Stimmer gains one Primary skill at
recruitment, which costs no XP and does not
increase their credit value.
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STIMMER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Stub Gun……………………………… 5 • Fighting Knife…………………….10 • Armoured Undersuit……………. 25
-Dum Dum Rounds……...……….. +5 • “Pulveriser” Serrated • Bio-Booster……………………… 35
Axe……………………………….. 30 • Drop Rig…………………………. 10
HEAVY WEAPONS -Master-Crafted…………….. +10 • Respirator……………………….. 15
• Assault Grenade Launcher (Twin • Paired “Pulveriser” Serrated • Skinblade…………………………10
Linked – Stun Rounds & Frag Axes ��…………………………. 50 • Stimm-Slug Stash………………. 15
Grenades)…………………………….. 65 -Master-Crafted…………….. +10
-Krak Grenades…….…...………... +30 • “Renderizer” Serrated Axe ��… 40 EXOTIC BEASTS
-Smoke Grenades.……...………...+20 -Master-Crafted…………….. +10 • 0-1 Sumpkroc…………………… 130
• Spud-Jacker…………………….. 15
GRENADES -Master-Crafted…………….. +5
• Frag Grenades……………………….. 30 • Paired Spud-Jackers ��………. 25
• Krak Grenades……………………….. 45 -Master-Crafted…………….. +5
• Incendiary Grenades………………… 40
• Melta Bombs…………………………. 60 ARMOUR
• Smoke Grenades……………………. 15 • Furnace Plates…………………..5
• Stun Grenades……………………….. 25
128
FORGE-BORN
(PROSPECT) - 35 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 4 1 4+ 1 9+ 7+ 9+ 9+
129
BRUISER
(GANGER) - 55 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 4 4 1 4+ 1 8+ 5+ 9+ 8+
• May purchase a maximum of one Gene-Smithed • Specialist: This fighter may spend XP to gain
upgrade from the chosen category. additional skills.
130
BULLY
(JUVE) - 35 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 4 4 1 4+ 1 9+ 7+ 9+ 9+
131
GOLIATH SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT MUSCLE
Forge Tyrant - Primary Secondary - Primary Primary - Secondary Secondary
GOLIATH GENE-SMITHING
House Goliath’s gene-smithing lets you customise your gang
by determining the genetic legacy of its fighters. VATBORN GENE-SMITHING
Gene-Smithing upgrades may increase or decrease a (1) REDUCED BONE DENSITY -10 CREDITS
fighter’s credit cost, representing the benefit or drawback The fighter’s bones lack the rock-like solidity of most Goliaths.
their genetic tampering has given them.
• Reduce Strength or Toughness by 1.
GENE-SMITHING RULES
• A fighter can only take Gene-Smithing upgrades when (2) CORRUPTED SLUG -5 CREDITS
they are first recruited – not at any point afterwards. A faulty data-slug left this fighter with only the basest level of
• A fighter may only choose Gene-Smithing upgrades education.
from their lineage: Vatborn, Natborn, or Unborn. • Reduce Leadership, Willpower, and Intelligence by 1.
• The number of Gene-Smithing upgrades a fighter can
take is stated in their Gang List entry. (3) FEARLESS BUT FOOLISH +5 CREDITS
• If Gene-Smithing upgrades change a fighter’s A quirk of the indoctrination process has left this fighter with
characteristics, the new values still represent their almost no regard for their own life.
“baseline” profile – that is, Gene-Smithing is not an • Increase Cool by 1.
Advancement or bonus within the rules context. It is
• Decrease Intelligence by 1.
simply a “new normal” for the fighter.
132
(6) HYPER HEALING +15 CREDITS
The fighter’s flesh retains many regenerative properties from NATBORN GENE-SMITHING
the amneo-tank. (1) ADAPTIVE BIOLOGY +10 CREDITS
• When the fighter makes a Recovery test, they may roll A strong genetic legacy grants the fighter preternatural
an additional die and choose which result to apply strength and resilience, their body adapting to the worst
from those available. Necromunda has to offer.
• After the battle, roll D6 – on 6, they may remove one • The fighter may reroll Strength and Toughness checks.
Lasting Injury. • If the fighter is hit by a weapon with the Gas or Toxin
trait, the enemy must re-roll any successes scored
(7) NERVE BURNOUT -5 CREDITS when seeing if they are affected.
Age and the brutality of gang warfare have taken their toll.
• Increase Toughness by 1.
(3) ALPHA’S LINEAGE +20 CREDITS
The blood of an Alpha flows in the fighter’s veins, making
(9) TERMINAL BIOLOGY -10 CREDITS them a formidable addition to any gang.
The years are catching up with this fighter, and their body is
beginning to fail them. • The fighter gains Leadership as a Primary skill set.
• At the end of the battle, if the fighter suffered a Lasting • The fighter gains the Group Activation (1) ability, if they
Injury, roll D6 – on 1, they die. did not already have it.
• When the fighter rolls for Lasting Injury, they must roll
twice and accept the higher result.
133
(7) RAPID MUSCLE GROWTH +5 CREDITS
It takes little effort for the fighter to build their muscles until UNBORN GENE-SMITHING
they become a hulking beast – massive even for a Goliath. (1) DATA-SLUG OVERLAY -10 CREDITS
• The fighter can increase Strength by a maximum of 3, A glitch in the data-slug overlaying the fighter’s past
rather than the usual 2. memories triggers occasional flashbacks and madness.
• When the fighter rolls for Lasting Injury, they may roll (2) DOC’S EXPERIMENT +5 CREDITS
twice and choose the result. While under the knife, the fighter’s enterprising doc decided
to try out an experimental procedure.
• Cannot be combined with Over-Engineered.
• Select two characteristics from Movement, Strength,
Toughness, and Wounds.
(9) THE TYRANT’S OWN +20 CREDITS
The Over-Tyrant’s offspring are the strongest of all Goliaths – • Increase one characteristic by 1, and decrease the
all aiming one day to claim the highest title for themselves… other by 1.
• Increase Strength by 1.
• Reduce Initiative by 1.
134
(7) SCAR TISSUE +10 CREDITS
Thick scars cover the fighter’s body, inuring them to pain.
135
GOLIATH EXOTIC BEASTS, BRUTES, & HANGERS-ON
SUMPKROC
(EXOTIC BEAST) - 130 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Rending, Melee
136
‘ZERKER
(BRUTE) - 190 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ 6+ 6 5 3 5+ 3 7+ 6+ 8+ 10+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Open Fists - E - - S -1 1 - Paired, Knockback, Melee
Mutated Fists & Bone Spurs E 2” - - S+1 -2 2 - Paired, Knockback, Pulverise, Versatile, Melee
EQUIPMENT SKILLS
• By default, a ‘Zerker wields Open Fists. • A ‘Zerker comes with the Impetuous skill at
recruitment:
ADDITIONAL OPTIONS
� IMPETUOUS: When the fighter consolidates
• Upgrade to Mutated Fists & Bone Spurs: +70
after a close combat, they can move up to 4”,
credits.
rather than the usual 2”.
• Purchase Furnace Plates: +10 credits.
• Primary Skills: Brawn, Muscle.
• Purchase a Stimm-Slug Stash: +10 credits.
• Secondary Skills: Combat, Ferocity.
BRUTE RULES
• Rep & Recruitment: The maximum number of
SPECIAL RULES
Combat Chem Stash: When the ‘Zerker activates, they
combined Brutes and Hangers-On a gang can
may choose to use their combat chems, increasing their
recruit is determined by their Reputation:
Attacks characteristic by +D3 until the end of the round.
REP MAX
However, if the D3 rolls a natural 1 the ‘Zerker instead
0-5 1
5-9 2 suffers a bad reaction and reduces their Attacks
10-14 3 characteristic to 1 until the end of the round.
15-19 4
20-24 5
Each additional +5 +1
137
PIT TRAINER
(HANGER-ON – GOLIATH ONLY) - 75 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 1 3+ 2 7+ 5+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Chainsword - E - +1 S+1 -1 1 - Parry, Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
• Support Role: Generally, Hangers-On do not Each fighter gains one temporary skill – randomly
willingly participate in battles. However, if the generated from those of their Primary and Secondary
gang has Home Turf Advantage in the scenario sets (Gangers use the Specialist tables).
being played, roll D6 – on 4+, this fighter is unlucky
If a fighter generates a skill they already possess, they
enough to be hanging around when the fighting
may instead choose one from their Primary or
starts and must be included as part of the crew
Secondary sets.
(and counting towards the gang’s fighter limit).
The fighter may use the skill in the next battle they
• Profile Restriction: Hangers-On can only use the participate in; afterwards, the skill is removed.
weapons and equipment options included on their
profile – they can never be given any other gear. The Pit Trainer’s regime is brutal and injury – even death
– is possible. Roll D6 for each fighter undergoing training
• Campaign Play: Hangers-On do not gain XP or – on 1, they must immediately roll for Lasting Injury and
Advancements – and if they suffer a Lasting Injury apply the effects.
(roll of 46+), they permanently depart the gang.
However, they can be taken Captive, and a Rescue
Mission can be mounted for them as normal.
Hangers-On cannot work Territories.
138
HOUSE GOLIATH ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - +1 - 1 - Disarm, Melee
Brute Cleaver - E - +1 S -1 1 - Disarm, Melee
Chainaxe - E - +1 +1 1 1 - Disarm, Rending, Melee
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
Ferocious Jaws (Sumpkroc) - E - - S -1 1 - Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Heavy Rock Saw �� - E - - +2 -3 2 - Rending, Unwieldy, Melee
Maul (Club) - E - - S +1 2 - Melee
Mutated Fists & Bone Spurs
E 2” - - 1 -2 2 - Knockback, Pulverise, Versatile, Melee
(‘Zerker)
Open Fists (‘Zerker) - E - - S -1 1 - Knockback, Melee
Power Axe - E - - S+2 -2 1 - Power, Disarm, Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
“Pulveriser” Serrated Axe - E - - S+1 -1 1 - Pulverise, Melee
⬥ Master-Crafted - E - - S+1 -1 1 - Master-Crafted, Pulverise, Melee
⬥ Paired �� - E - - S+1 -1 1 - Paired, Pulverise, Melee
“Renderiser” Serrated Axe �� - - - - S+2 -1 2 - Pulverise, Unwieldy, Melee
⬥ Master-Crafted - - - - S+2 -1 2 - Master-Crafted, Pulverise, Unwieldy, Melee
Servo-Claw - E - - +2 - 2 - Melee
Spud-Jacker - E - - S+1 - 1 - Knockback, Melee
⬥ Master-Crafted - E - - S+1 - 1 - Master-Crafted, Knockback, Melee
⬥ Paired �� - E - - S+1 - 1 - Paired, Knockback, Melee
139
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
Combi-Pistol
⬥ Bolt Pistol (Primary) 6” 12” +1 - 4 -1 2 6+ Combi, Sidearm
⬥ Stub Gun (Primary) 6” 12” +2 - 3 - 1 4+ Combi, Plentiful, Sidearm
⬥ Hand Flamer (Secondary) - T - - 3 - 1 5+ Blaze, Combi, Template
⬥ Plasma Pistol (Secondary) 6” 12” +1 - 5 -1 2 5+ Combi, Scarce, Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Combat Shotgun
⬥ Salvo Fire 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Blast - T - - 2 - 1 4+ Scattershot, Template
Shotgun
⬥ Executioner Ammo 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
⬥ Inferno Ammo 4” 16” +1 - 4 - 2 5+ Blaze, Limited
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Stub Cannon 9” 18” - - 5 - 1 3+ Knockback
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Charge - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Melta Bomb - Sx3 - -1 8 -4 3 6+ Demolitions, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
Stun Grenade - Sx3 - - 2 -1 1 4+ Blast (3”), Concussion, Grenade
140
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Combi-Weapon
⬥ Boltgun (Primary) 12” 12” +1 - 4 -1 2 6+ Rapid Fire (1), Combi
⬥ Flamer (Secondary) T - - 4 -1 1 5+ Blaze, Unstable, Combi, Template
⬥ Grenade Launcher
(Secondary)
- Frag Grenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Meltagun (Secondary) 6” 12” +1 - 8 -4 3 4+ Melta, Combi, Scarce
⬥ Plasma (Secondary)
- Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Combi, Scarce
- Maximal 6” 24” +1 - 7 -2 3 5+ Unstable, Combi, Scarce
Flamer - T - - 4 -1 1 5+ Blaze, Template
Grenade Launcher
⬥ Frag Grenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Smoke Grenades 6” 24” -1 - - - - 4+ Blast (3”), Smoke
⬥ Stun Rounds 6” 24” - - 2 -1 1 4+ Rapid Fire (1), Concussion
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Storm Welder �� 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Assault Grenade Launcher (Twin-
Linked)
⬥ Stun Rounds 6” 18” - - 2 -1 1 4+ Rapid Fire (1), Concussion
⬥ Frag Grenades 6” 24” -1 - 3 - 1 6+ Rapid Fire (1), Blast (3”), Knockback, Unstable
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Smoke Grenades 6” 24” -1 - - - 1 4+ Blast (3”), Smoke
Heavy Bolter �� 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
Heavy Flamer �� - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
“Krumper” Rivet Cannon ��
⬥ Rapid Fire 3” 9” +2 - 4 -1 2 3+ Rapid Fire (1), Rending
⬥ Superheated Rivet 3” 9” +2 - 6 -2 2 3+ Blaze, Rending
Missile Launcher
⬥ Frag Missile 24” 48” +1 - 4 -1 1 6+ Blast (5”), Knockback, Unwieldy
⬥ Krak Missile 24” 48” +1 - 6 -2 3 6+ Unwieldy
Multi-Melta 12” 24” +1 - 8 -4 3 4+ Blast (3”), Melta, Unwieldy, Scarce
141
WEAPON ACCESSORIES EQUIPMENT
Accessories with a [★] cannot be fitted together on the same
ARMOURED UNDERSUIT
weapon.
• An armoured undersuit can be worn in conjunction
with armour, or on its own.
GUNSHROUD
• If worn in conjunction with armour, the wearer
• FITTED TO: Autopistol, Reclaimed Autopistol, Bolt
improves their armour save by +1.
Pistol, Laspistol, Las Sub-Carbine, Stub Gun; all Basic
Weapons; Long Rifle, Sniper Rifle • If worn alone, the wearer gains a 6+ armour save.
DROP RIG
TELESCOPIC SIGHT [★] • If the owner is Active and within 1” of an edge, they
• FITTED TO: Pistols; all Basic & Special Weapons can take the following action::
• EFFECTS: If a fighter takes the Aim (Basic) action, this � DESCEND (Basic): Move up to 3” horizontally, and
weapon always uses its modifier for Short range, even up to 12” vertically. The fighter’s vertical movement
if the target is at Long range. must be downwards – i.e. towards the ground.
• Against attacks originating within the wearer’s front • This item is one-use only. After applying the above
vision arc, this increases to 5+. modifier, the filter plugs are removed.
HEAVY CARAPACE ARMOUR • If the owner is hit by a Flash weapon, they count suffer
• The wearer gains a 4+ armour save, loses -1 Initiative, a -1 modifier to Initiative when rolling to determine
and when taking the Charge (Double) action they lose - whether they become subject to the Blind condition.
1 Movement.
142
SKINBLADE
• If the fighter is Captured after a battle, they can
attempt to escape – roll D6.
STIMM-SLUG STASH
• Once per game, the owner can take a stimm-slug
when they are activated, but before making any
actions.
143
GOLIATH TERRAIN
(1) AMNEO CANISTERS
OBTAINING GANG TERRAIN These contain the vital fluids of the growth vats.
• The below terrain can be purchased from the Trading
• Place in the gang’s deployment zone.
Post during the Post-Battle Sequence.
• In the End Phase, any Goliath fighter within 3” of an
• Once purchased, the terrain is added to the gang’s
Amneo Canister may discard one Flesh Wound.
Stash, and can be fielded in any battle the gang
participates in (unless noted otherwise).
(2) FURNACE BARRICADE
• Once purchased, terrain is retained between battles,
Found throughout Goliath forges, gangs often turn these
each time returning to the Stash.
heavy heat shields into makeshift barricades.
• If gang terrain is marked Gang Relic, it can be used as • Goliath fighters within 3” of a Relic of the Forge ignore
such in any scenario utilising that rule. the effects of the Disarm trait and may re-roll failed
Ammo checks
GOLIATH GANG TERRAIN • Enemy fighters who end their activation within 3” of a
Relic of the Forge must check Nerve – if failed, they
TERRAIN COST AVAILABILITY become Broken and immediately make a free Running
1. Amneo Canisters 60 Rare (9) for Cover (Double) action.
2. Furnace Barricade 10 Common
3. Relic of the Forge 100 Rare (10) (4) PILLAR OF CHAINS (DEFENSIVE, GANG RELIC)
4. Pillar of Chains 20 Common Goliaths often use crude iron spikes hung with chains as a
5. Heavy Rivet Cannon 75 Rare (8) convenient method of securing slaves.
RNG ACC
WEAPON S L S L Str AP D Am Traits
Rapid Fire 6” 18” +1 - 4 -1 2 3+ Rapid Fire (1), Rending
Super-Heated 3” 12” +2 - 6 -2 2 3+ Blaze, Rending
144
PETITIONING THE HOUSE
(6-8) BARREL OF SPUD-JACKERS
GOLIATH HOUSE FAVOURS The masters grant the gang a chance to earn their favour
At the campaign Arbitrator’s discretion, gangs can attempt through the brutality of close combat.
to gain a House Favour. Usually, this occurs at the start of a
• The gang adds 2D6x10 credits worth of weapons from
campaign week, but can be at any point the Arbitrator
the Forge Tyrant Equipment list to its Stash.
deems appropriate.
• These weapons must all have the Melee trait.
In House Goliath, favours represent the beneficence of the
Hive Alpha – or maybe even the Over-Tyrant himself.
(9-10) VAT LEAVINGS
Strength bleeds strength, and the masters decide the gang is
Be warned! While the gang’s masters may bestow them
a good place to train up some weaker members of the House.
gifts, they might also exact a price for those audacious
enough to call upon them. • The gang may recruit up to two free Bruisers. These
are always Vatborn, and may not take Gene-Smithing
If a gang has an Alliance, or has petitioned a House Agent upgrades.
for aid in the upcoming battle, they may not seek a favour.
• These recruits immediately roll for Lasting Injury (re-
roll results of 61-66).
PETITIONING FOR FAVOUR • You may purchase weapons and equipment for the
Before the game, after choosing your crew for the scenario, recruits as normal, doing so immediately.
then roll 2D6 and add +1 for every enemy gang in the
campaign with a higher Gang Rating than you (to a
maximum of +3).
(11-12) CRANIAL JOLT
House Goliath has a… unique method of rapidly training up
fighters, and the masters see fit to share this precious
Determine the final score and immediately apply the result
technology with the gang.
from the list.
• Randomly choose one fighter. Select one of their
(2) BACK TO THE PIT! Primary or Secondary sets – they gain a random skill
The House masters see no reason to give the gang aid, and from that set.
punish them for their weakness in asking for it. • If the fighter already has the generated skill, they may
• Choose one fighter to suffer the masters’ wrath. instead choose a skill from that set.
145
GOLIATH HOUSE AGENT
(HIRED GUN - HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
4” 3+ 3+ 4 4 2 4+ 2 7+ 6+ 9+ 9+
4” 2+ 5+ 4 4 2 4+ 2 7+ 5+ 9+ 9+
4” 5+ 2+ 4 4 2 4+ 2 7+ 5+ 9+ 9+
• Agent Limit: You may have a maximum of one � Gain three random skills.
House Agent in your gang at a time.
� Choose one skill, then gain one random skill.
• Recruitment: House Agents are not hired in the
• Skills are drawn from Agility, Brawn, Combat,
usual way – instead, a gang must petition them
Cunning, Ferocity, or Shooting.
before a battle. Roll D6 on the below table:
• “You Get What You Pay For”: Once recruited, Note that a gang can only make one Group Activation
House Agents can always be added to the crew, per turn.
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.
EQUIPMENT
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the
Goliath Forge Tyrant Equipment List.
146
GOLIATH SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
Sub-Plots are side missions a gang can pursue mid-battle –
(ACE) KING HIT
kept secret from the opponent until completed and
• Reveal when one of your fighters takes an enemy Out
rewarding extra credits, XP, Reputation, or Gang Tactics
of Action with an unarmed attack. The Coup de Grace
cards.
(Simple) action does not count.
A House’s fortunes are tied invisibly to those of its strongest • The fighter immediately gains D3+1 XP.
gangs. Each gang leader is akin to a general in the House’s
• If they were engaged with two or more enemies when
armies – every victory granting the hidden masters more you revealed this card, they instead gain D6+1 XP.
political capital to further their schemes.
As such, sometimes the House’s nobles take a direct hand in (2) RAW AGGRESSION
matters – meddling in the gang’s affairs, and sending them • Reveal at the end of the game if you have at least one
on errands, and pressing them into agendas where they can fighter still on the battlefield.
have the most impact. Gang leaders ignore these directives
at their peril. • If all your remaining fighters are within the enemy
deployment zone, your gang gains +D3 Rep.
• Players should agree prior to the battle whether to use • This increases to +2D3 Rep if none of your fighters
Sub-Plots. If so, a deck of playing cards is required. went Out of Action in this battle.
Each player privately draws one card, then consults
their list of House Sub-Plots to see what secret
assignment their gang has been given. (3) STIMMER RAMPAGE
• Reveal after both crews have deployed, but before the
• Every Joker drawn must be shown to your opponent,
first round.
then discarded. You must then privately draw two
cards. If one of these is a Joker, do the same again. • All of your fighters begin the game under the effects of
a Stimm-Slug Stash.
• Once you complete a Sub-Plot, reveal it to your
opponent, gain the rewards and apply the effects, • Unlike the usual Stimm-Slug Stash rules, the effects
then discard the card. last until the end of the battle, or an affected fighter is
Seriously Injured.
• If you win the battle, your gang gains +D6 bonus Rep in
addition to scenario rewards. If you lose, your gang
loses -D3 Rep in addition to any other scenario results.
147
(5) PIT FIGHT (JACK) CONTEMPT FOR THE WEAK
• Reveal at the end of the battle if your fighters only • Reveal after determining your crew size for the battle,
used weapons with the Melee trait. Every fighter in the but before selecting fighters.
gang gains an additional +D3 bonus XP.
• You may deliberately halve your crew size for the
• Otherwise, discard this card as soon as one of your battle (to a minimum of 1, obviously).
fighters uses a weapon that does not have the Melee
• If you win the battle, each fighter you cut from the
trait.
crew earns the gang D6x10 credits.
148
DRAMATIS PERSONAE
OLD THREE EYES
(UNIQUE – GOLIATH SUMP BEAST) - 175 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 2+ - 4 4 3 5+ 3 8+ 4+ 6+ 10+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Unpredictable, Rending, Melee
EQUIPMENT SKILLS
• N/A • Impetuous: When the fighter consolidates after a
close combat, they can move up to 4”, rather than
DRAMATIS PERSONAE RULES the usual 2”.
• Personal Style: Dramatis Personae can only use
• Nerves of Steel: When the fighter is hit by a
the weapons and equipment options included on
ranged attack, check Cool – if passed, they may
their profile – they can never be given other gear.
choose to not be Pinned.
UNIQUE FIGHTER RULES • Hurl: If the fighter is Engaged, they may take the
• Recruitment: This fighter may be retained for a following action:
single battle only. They depart afterwards, unless
re-hired. � HURL (Basic): Choose an Engaged target in
base contact, or a Seriously Injured target
• “You Get What You Pay For”: Once recruited, this within 1”. The target checks Initiative – if failed,
fighter can always be added to the crew, Old Three Eyes tosses them D3” in a chosen
regardless of how many the gang is allowed to direction and become Pinned.
bring to a scenario. They do not count towards the
fighter limit. If they impact a terrain piece or another fighter,
their movement ceases and they suffer a
• Gang Rating: This fighter increases the Gang Strength 3, AP 0, Damage 1 hit.
Rating in the same way as any other.
If they were tossed into another fighter, that
• Campaign Play: This fighter does not gain XP or target also suffers the above hit and becomes
Advancements, never gains Lasting Injuries, and Pinned.
cannot work Territories.
SPECIAL RULES
Mother of Sumpkrocs: Any Sumpkroc within 6” of Old
Three Eyes can use her Cool and Willpower values
instead of their own.
149
TESS “ARC-UP”
(GOLIATH HIVE SCUM) – 90 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
6” 4+ 4+ 3 4 1 2+ 1 8+ 5+ 7+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Storm-Welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable
150
ATTILUS THE AXE
(GOLIATH BOUNTY HUNTER) – 275 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 4+ 5 4 2 3+ 4 8+ 5+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
God Cleaver - E - - S+2 -2 2 - Pulverise, Unwieldy, Melee
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
BOUNTY HUNTER RULES Group Activation (1): When this fighter activates, they
may also activate one Ready fighter within 3” of their
• “You Get What You Pay For”: Once recruited, a
position, in addition to themselves.
Bounty Hunter does not count towards the gang’s
fighter limit for a scenario .
SKILLS
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang • Bull Charge: When Attilus makes close combat
can earn creds off the bodies of their enemies: attacks as part of a successful Charge (Double)
action, his Melee weapons gain +1 Strength and
� Dead, Not Alive: When an opponent’s fighter
the Knockback trait.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. This only applies to the free Fight (Basic) action
gained from a charge – not to subsequent rounds
� Claiming Bounties: Roll D6 when the gang
of combat.
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits. • Iron Man: Attilus does not lose Toughness if he
suffers a Flesh Wound (if he suffers Flesh Wounds
After the battle, if neither of these abilities were
equal to his Toughness, he still goes Out of Action).
used, the Bounty Hunter remains with the gang.
• Unleash the Beast: Attilus may take the following
If one ability was used, roll D6 – on 1-3, the Bounty
action when Engaged:
Hunter leaves; on 4-6, they remain with the gang.
� FLEX (Simple): All fighters (friend and enemy) in
If both abilities were used, the Bounty Hunter
base contact must check Strength – if failed,
departs, happy with their payment.
Attilus pushes them D3” directly away (stopping
• Gang Rating: Bounty Hunters increase the Gang if they contact another fighter or terrain
Rating in the same way as any other fighter. feature).
151
DJANGAR “GUNFISTS”
(GOLIATH BOUNTY HUNTER) – 290 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ 3+ 4 5 3 4+ 3 6+ 4+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Custom Stubbers x2 9” 18” - - 5 - 1 3+ Knockback, Plentiful
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang When attacking with Twin Guns Blazing, Djangar
can earn creds off the bodies of their enemies: can target a different enemy with each of his
Sidearm weapons.
� Dead, Not Alive: When an opponent’s fighter
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.
152
AJEX GORGOTH, LORD OF THE FIST
(GOLIATH HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
4” 2+ 5+ 5 4 3 3+ 4 8+ 5+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Powered Servo Claw - E - - S+3 - 2 - Pulverise, Melee
Great Chainsword E 1” -1 - S -1 1 - Parry, Rending, Versatile, Melee
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
• Respirator
SPECIAL RULES
Gang Hierarchy (Champion): If the gang is Bottling,
DRAMATIS PERSONAE RULES
and this fighter passes their Cool check, all friendly
• Personal Style: Dramatis Personae can only use
Goliath fighters within 6” automatically pass theirs.
the weapons and equipment options included on
their profile – they can never be given other gear. Group Activation (1): When this fighter activates, they
may also activate one Ready fighter within 3” of their
HOUSE AGENT RULES position, in addition to themselves.
• Recruitment: You may have a maximum of one
House Agent in your gang at a time. SKILLS
• Bull Charge: When Ajex makes close combat
• Petition: House Agents must be petitioned for aid,
attacks as part of a successful Charge (Double)
rather than directly hired. Roll D6, add the gang’s
action, his Melee weapons gain +1 Strength and
Reputation, and consult the below table:
the Knockback trait.
D6+REP OUTCOME • Immovable Stance: Ajex can take the following
Gorgoth heeds the gang’s plea for aid. For 100 action:
1-8
credits, he can be hired for this battle.
� TANK (Double): Until the start of their next
Gorgoth reluctantly agrees to assist. For 200
9-15 activation:
credits, he can be hired for this battle.
Gorgoth feels the gang can succeed without his ⬥ Ajex cannot be Pinned.
16+
help. He cannot be hired for this battle.
⬥ Ajex increases his armour save by +2 (to a
maximum of 2+).
• “You Get What You Pay For”: Once recruited,
House Agents can always be added to the crew, ⬥ Ajex cannot be forced to move from his
regardless of how many fighters the gang is current position, regardless of any rule.
allowed to bring to a scenario. They do not count
• Nyaaargh! When activated, Ajex can declare he
towards the fighter limit.
will attempt to take a third action after his first
• Gang Rating: House Agents increase the Gang two.
Rating in the same way as any other fighter.
Roll D6 – if the result is equal or less than Ajex’s
Toughness, he can take a third action; otherwise,
his activation ends immediately, all actions
wasted.
153
T.H.R.U.G-12 “SPARKY”, FREED SLAVE
(SLAVE OGRYN BOUNTY HUNTER) – 320 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 5+ 5 5 3 3+ 3 7+ 5+ 7+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Las-Cutter E 2” +1 - 9 -3 2 6+ Versatile, Scarce, Melee
Augmetic Fist - E - - S+1 -1 2 - Knockback, Melee
Maul - E - - S +1 2 - Melee
154
CONTENTS HOUSE ESCHER RULES
1. House Escher Rules
CHEM-ALCHEMY
2. Gang List
Escher gangs have the ability to create and customise
3. Skill Access
unique stimms and ammo for their fighters by mixing
4. Chem-Alchemy
various effects.
5. Exotic Pets, Brutes & Hangers-On
6. Armoury
7. Escher Terrain
8. Petitioning the House
9. Escher Sub-Plots
10. Dramatis Personae
155
ESCHER GANG LIST
GANG QUEEN
(GANG LEADER) - 125 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 2+ 3 5+ 5+ 6+ 7+
• During a campaign, the Gang Queen may purchase • During campaign play, this fighter may not retire –
additional weapons and equipment from this list, the only way out for a gang leader is death.
the Trading Post, or the Black Market.
• If this fighter dies during a campaign (or is
• The Gang Queen can use any weapon. otherwise permanently lost), another fighter must
be promoted to replace them, gaining the Gang
SKILLS Leader rule.
• The Gang Queen gains one Primary skill at
Gang Hierarchy (Leader): If the gang is Bottling, and
recruitment, which costs no XP and does not
this fighter passes their Cool check, all friendly Escher
increase their credit value.
fighters within 12” automatically pass theirs.
• Primary Skills: Agility, Combat, Leadership.
In addition, during a campaign, this fighter can perform
• Secondary Skills: Cunning, Ferocity, Finesse Post-Battle Actions.
156
GANG QUEEN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Combi-Pistol (Bolt / Needle)………… 60 • Chainaxe….…………………….. 30 • Flak Armour…………………….. 10
• Autopistol………………………………10 • Chainsword………………………25 • Light Carapace…………………..80
• Laspistol………………………………. 10 • Fighting Knife…………………… 15 • Mesh Armour……………………. 15
• Plasma Pistol…………………………. 50 • Power Knife……………………... 25
• Needle Pistol…………………………. 25 • Power Hammer.………………… 45 PERSONAL EQUIPMENT
• Hand Flamer………………………….. 75 • Power Sword.…………………… 45 • Armoured Undersuit……………. 25
• Stub Gun……………………………… 5 • Servo-Claw..……………………. 35 • Chem-Synth…………………….. 15
- Dum Dum Rounds………………. +5 • Shock Whip….…………………. 25 • Drop Rig…………………………. 10
-Master-Crafted…………….. +10 • Filter Plugs………………………. 10
BASIC WEAPONS • Stiletto Knife……………………. 20 • Photo Goggles………………….. 35
• Autogun…………………………… 15 • Stiletto Sword…………………… 30 • Respirator……………………….. 15
• Boltgun…………………………………55 -Master-Crafted…………….. +10 • Skinblade…………………… 10
• Lasgun………….……………………...5
• Sawn-Off Shotgun…………………… 15 HEAVY WEAPONS WEAPON ACCESSORIES
• Shotgun (Solid & Scatter Ammo)….. 30 • Heavy Stubber ��……………… 130 • Gunshroud (Pistols &
- Acid Ammo……………………….. +15 • Plasma Cannon ��……………. 130 Basic Weapons only)……… 20
• Throwing Knives………………………15 • Hotshot Las Pack (Lasgun
GRENADES & Laspistol only)…………………20
SPECIAL WEAPONS • Choke Gas Grenades………….. 45 • Las-Projector (Pistols, Basic
• Combi-Weapon • Frag Grenades…………………..30 & Special Weapons only)……… 35
- Bolter / Flamer…………………… 180 • Krak Grenades……………….. 45 • Suspensor (Heavy
- Bolter / Needler………………….. 80 • Photon Flash Grenades……….. 15 Weapons only)………………….. 60
Bolter / Meltagun………………… 170 • Scare Gas Grenades...………… 40
- Bolter / Plasma Gun…………….. 115 • Smoke Grenades………………. 15 EXOTIC BEASTS
• Flamer………………………………….140 • Stun Grenades…………………. 25 • 0-2 Phyrr Cat.…………………… 130
• Grenade Launcher (Frag &
Krak Grenades)………………………. 55
- Smoke Grenades………………… +15
• Needle Rifle…………………………... 35
• “Nightshade” Chem-Thrower……….. 135
• Meltagun……………………………….135
• Plasma Gun………………………….. 100
157
GANG MATRIARCH
(CHAMPION) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 2+ 2 6+ 6+ 6+ 6+
• During a campaign, a Gang Matriarch may In addition, during a campaign, this fighter can perform
purchase additional weapons and equipment from Post-Battle Actions.
this list, the Trading Post, or the Black Market.
Tools of the Trade: This fighter may take multiple
• A Gang Matriarch can use any weapon. equipment sets.
158
GANG MATRIARCH EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Combi-Pistol (Bolt / Needle)…………60 • Chainsword………………………25 • Flak Armour…………………….. 10
• Autopistol…………………………….. 10 • Fighting Knife…………………… 15 • Mesh Armour…………………….15
• Laspistol………………………………. 10 • Power Knife……………………...25
• Plasma Pistol………………………….50 • Power Hammer.…………………45 PERSONAL EQUIPMENT
• Needle Pistol…………………………. 25 • Power Sword.……………………45 • Armoured Undersuit……………. 25
• Hand Flamer…………………………..75 • Servo-Claw..……………………. 35 • Chem-Synth…………………….. 15
• Stub Gun……………………………… 5 • Shock Whip….…………………. 25 • Drop Rig…………………………. 10
-Dum Dum Rounds……………….+5 -Master-Crafted…………….. +10 • Filter Plugs……………………….10
• Stiletto Knife……………………. 20 • Photo Goggles………………….. 35
BASIC WEAPONS • Stiletto Sword…………………… 30 • Respirator……………………….. 15
• Autogun…………………………… 15 -Master-Crafted…………….. +10 • Skinblade…………………… 10
• Boltgun………………………………... 55
• Lasgun………….…………………….. 5 HEAVY WEAPONS WEAPON ACCESSORIES
• Sawn-Off Shotgun…………………… 15 • Heavy Stubber ��……………… 130 • Gunshroud (Pistols &
• Shotgun (Solid & Scatter Ammo)….. 30 • Plasma Cannon ��……………. 130 Basic Weapons only)……… 20
-Acid Ammo………………………..+15 • Hotshot Las Pack (Lasgun
• Throwing Knives…………………….. 15 GRENADES & Laspistol only)…………………20
• Choke Gas Grenades…………..45 • Las-Projector (Pistols, Basic
SPECIAL WEAPONS • Frag Grenades…………………..30 & Special Weapons only)……… 35
• Combi-Weapon • Krak Grenades………………..45 • Suspensor (Heavy
-Bolter / Flamer…………………… 180 • Photon Flash Grenades……….. 15 Weapons only)………………….. 60
-Bolter / Needler………………….. 80 • Scare Gas Grenades...…………40
Bolter / Meltagun………………… 170 • Smoke Grenades………………. 15 EXOTIC BEASTS
-Bolter / Plasma Gun…………….. 115 • Stun Grenades…………………. 25 • 0-2 Phyrr Cat.…………………… 130
• Flamer………………………………….140
• Grenade Launcher (Frag &
Krak Grenades)……………………….55
-Smoke Grenades………………… +15
• Needle Rifle…………………………... 35
• “Nightshade” Chem-Thrower……….. 135
• Meltagun……………………………….135
• Plasma Gun………………………….. 100
159
DEATH-MAIDEN
(CHAMPION) - 115 credits
M WS BS S T W I A Ld Cl WP Int
6” 2+ 3+ 3 4 2 2+ 3 8+ 4+ 7+ 7+
• A Death-Maiden can use any weapon from the Tools of the Trade: This fighter may take multiple
Death-Maiden Equipment List – but can only use equipment sets.
Pistols, Heavy Weapons, and Close Combat
Poison Blood: Toxic weapons are far more potent in the
Weapons from the Trading Post or Black Market.
hands of a Death-Maiden.
160
DEATH-MAIDEN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Laspistol……………………………… 10 • Chainsword………………………25 • Armoured Undersuit……………. 25
• Plasma Pistol…………………………50 • Fighting Knife…………………….15 • Chem-Synth…………………….. 35
• Needle Pistol………………………… 25 • Power Knife………………………25 • Drop Rig…………………………. 10
• Hand Flamer………………………… 75 • Power Sword……………………. 45 • Respirator……………………….. 15
• Shock Whip………………………25 • Skinblade…………………………10
BASIC WEAPONS • Stiletto Knife…………………….. 20
• Throwing Knives…………………….. 15 • Stiletto Sword…………………… 30 EXOTIC BEASTS
• Venom Claw…………………….. 30 • 0-2 Phyrr Cat……………………. 130
GRENADES
• Choke Gas Grenades………………. 45 ARMOUR
• Photon Flash Grenades……………..15 • Flak Armour……………………... 10
• Scare Gas Grenades……………….. 40 • Mesh Armour……………………. 15
• Smoke Grenades…………………….15
161
WYLD RUNNER
(PROSPECT) - 45 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 4+ 2 3 1 3+ 1 9+ 7+ 9+ 9+
162
WYLD RUNNER EQUIPMENT LIST
BASIC WEAPONS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Throwing Knives………………………5 • Chainsword………………………25 • Chem-Synth……………………...15
• Wyld Bow………………………………10 • Fighting Knife…………………….15 • Drop Rig…………………………. 10
-Poison Arrows…………………….+25 • Power Knife………………………25 • Filter Plugs ……………………… 10
-Explosive Arrows……...………….+20 • Stiletto Knife…………………….. 20 • Photo Goggles………………….. 35
-Acid Arrows……...……………….+20 • Whip………………………………15 • Respirator……………………….. 15
• Skinblade…………………………10
PISTOLS GRENADES
• Laspistol………………………………. 10 • Choke Gas Grenades………….. 45 EXOTIC BEASTS
• Stub Gun……………………………… 5 • Frag Grenades…………………..30 • 0-3 Phelynx………………………50
-Dum Dum Rounds……...……….. +5 • Krak Grenades………………….. 45
• Throwing Knives………………………5 • Photon Flash Grenades……….. 15
• Scare Gas Grenades……………40
ARMOUR • Smoke Grenades………………..15
• Flak Armour……………………………10 • Stun Grenades…………………. 25
163
GANG SISTER
(GANGER) - 50 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 3+ 1 7+ 7+ 7+ 7+
164
GANG SISTER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS WEAPON ACCESSORIES
• Autopistol……………………………..10 • Chainsword………………………25 • Gunshroud (Pistols &
• Laspistol………………………………10 • Fighting Knife…………………….15 Basic Weapons only)……… 20
• Hand Flamer………………………… 75 • Shock Whip……………………... 25 • Hotshot Las Pack (Lasgun
• Stub Gun…………………………….. 5 • Stiletto Knife.……………………. 20 & Laspistol only)…………………20
-Dum Dum Rounds……………...+5 • Stiletto Sword…………………… 30 • Las-Projector (Pistols, Basic
Weapons only)………………….. 35
BASIC WEAPONS GRENADES
• Autogun……………………………… 15 • Choke Gas Grenades………….. 45
• Lasgun………….…………………… 5 • Frag Grenades…………………..30
• Shotgun (Solid & Scatter Ammo)…. 30 • Krak Grenades...……………….. 45
- Acid Ammo………………………+15 • Photon Flash Grenades……….. 15
• Throwing Knives………………… 15 • Scare Gas Grenades……………40
• Smoke Grenades………………..15
SPECIAL WEAPONS • Stun Grenades………………….. 25
• Combi-Weapon
-Bolter / Flamer…………………..180 ARMOUR
-Bolter / Needler………………… 80 • Flak Armour…………………….. 10
-Bolter / Meltagun………………. 170 • Mesh Armour……………………. 15
-Bolter / PlasmaGun…………… 115
• Flamer………………………………...140 PERSONAL EQUIPMENT
• Grenade Launcher (Frag & • Armoured Undersuit……………. 25
Krak Grenades)………………………55 • Chem-Synth…………………….. 15
-Smoke Grenades……………….+15 • Drop Rig…………………………. 10
• Needle Rifle…………………………..35 • Filter Plugs……………………….10
• “Nightshade” Chem-Thrower……….135 • Photo Goggles………………….. 35
• Meltagun……………………………...135 • Respirator……………………….. 15
• Plasma Gun………………………….100 • Skinblade…………………… 10
165
LITTLE SISTER
(JUVE) - 35 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 8+
166
ESCHER SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT FINESSE
Gang Queen Primary - Primary Secondary Secondary Primary - - Secondary
ESCHER CHEM-ALCHEMY
House Escher’s chem-alchemy lets your gang create and
customise a range of deadly concoctions and compounds in STIMMS
the form of unique stimms and speciality ammo. Stimms count as equipment. A fighter with a stimm can
start a battle under its effects. Alternatively, they can take
USING CHEM-ALCHEMY the following action during the battle:
• Escher gangs can purchase a Chem-Alchemy Elixir
from their House Equipment List. � ADMINISTER DOSE (Simple): Apply the effect of the
stimm to this fighter, or a friendly fighter in base
1. Choose Category: Either Stimm, Gas Ammo, or
contact.
Toxic Ammo.
2. Choose Effects: Pick up to three from the (1) BAD BLOOD 10 CREDITS
chosen category. Genophaic haem-mimics modify the subject’s haemoglobin,
3. Determine Cost: Combine the cost of each creating highly toxic blood that will kill all but the carrier.
effect to find the chem’s final cost. • Each time the user suffers a Wound or Flesh Wound,
• Each created chem represents a single dose or use, all fighters in base contact must check Initiative.
which (when taken) lasts for the duration of one • If failed, they take a hit from a weapon with the Toxin
battle. trait.
• Don’t forget to give your custom chem a name! � TOXIN: Roll D6, and if the result is higher than the
victim’s Toughness, they must roll for Injury.
167
(4) DREAMLAND 10 CREDITS
Neural blockers interfere with those receptors associated GAS AMMO
with harmful thoughts. A fighter with Gas Ammo can apply it to any weapon they
have with the Gas trait, upgrading its effects.
• The user is immune to the Insanity condition.
Declare you are doing this after choosing crews.
(5) HYPER 20 CREDITS Once applied, Gas Ammo will alter the profile and traits of
Cortical-kinetic impellers energise the motive pathway, the weapon. These effects last for the duration of the battle.
granting thought-quick movements and blinding reflexes.
168
(5) EXPANSIVE 20 CREDITS (8) LIFTIN’ 25 CREDITS
Helio-molecular stimulation modifies toxic gas to disperse The altered composition of these gases decreases density
over an extremely large area. without sacrificing their potency.
• This ammo can only be applied to a weapon that has • This ammo can only be applied to a weapon that has
both the Gas and Blast (X”) traits. both the Gas and Template traits.
• This ammo allows the weapon to place two Blast • When making an attack with this ammo, instead of
markers instead of one – the second must be positioning the template in base contact with the
positioned so it is touching the first. attacker, it can be placed up to 6” away.
HOUSE RULE: If the first marker Scattered because it • The template must be positioned so its narrow end
missed, the second marker is positioned touching the points directly towards the attacker.
first at a spot determined by the Scatter die.
(9) PATHOGENIC 15 CREDITS
(6) HALLUCINOGEN 15 CREDITS Microbic chems induce rapid necrosis in human flesh, killing
Aggressive psychogenic chems attack a target’s neural victims quickly without an immediate counter-agent.
pathways, making them doubt their own senses. • If this ammo successfully hits a target, place a marker
• If a target is hit by this ammo, they resolve the attack next to that fighter, as a reminder.
as normal, then check Willpower – if failed, they • When the target next activates, discard the marker
become subject to the Insane condition. and roll D6 – on 1-2, resolve an attack from a weapon
with the Gas trait.
(7) LEADEN 30 CREDITS
This gaseous substance is incredibly dense, settling upon the (10) PYROPHORIC 20 CREDITS
battlefield and resisting dispersion. These insidious gases cling relentlessly to their victims, and
• Resolve an attack by this ammo as normal. self-fuelling their immolation.
• Then, place the Blast (3”) marker so that its central • This ammo grants its weapon the Blaze trait.
hole is positioned within the area of the attack:
169
(5) EXPLODING 20 CREDITS
TOXIC AMMO Hexaphagic venoms attack their victims at a cellular level,
A fighter with Toxic Ammo can apply it to any weapon they expanding organs until they explode in a shower of gore.
have with the Toxin trait, upgrading its effects.
• If this ammo takes a target Out of Action, before
Declare you are doing this after choosing crews. removing them, centre the Blast (3”) marker over their
base.
Once applied, Toxic Ammo will alter the profile and traits of
the weapon. These effects last for the duration of the battle. • Any fighter touched by the marker suffers a hit from a
weapon with the Gas trait.
(1) BLEEDING 10 CREDITS
Anticoagulant compounds coerce wounds to keep bleeding (6) MADDENING 5 CREDITS
once inflicted. Psycho-conductive chems are not only deadly – they also
• If this ammo inflicts an Injury on a target, but does not drive their victims into a frenzied rage.
take them Out of Action, place a marker beside them. • If this ammo inflicts an Injury on a target, for the
• In each subsequent End Phase, replace one marker remainder of the battle all of their weapons gain the
with a Flesh Wound. Reckless trait.
• The first time this ammo hits a target, add +2 to the • If this ammo takes a target Out of Action, roll twice for
roll when trying to beat their Toughness. Lasting Injury and choose which result to apply.
170
ESCHER EXOTIC BEASTS, BRUTES, & HANGERS-ON
PHYRR CAT
(EXOTIC BEAST) - 120 credits
M WS BS S T W I A Ld Cl WP Int
7” 3+ - 3 3 1 2+ 2 7+ 8+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Talons - E - - S -1 2 - Pulverise, Melee
171
PHELYNX
(EXOTIC BEAST) - 50 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ - 3 3 1 3+ 2 10+ 7+ 9+ 11+
172
KHIMERIX
(BRUTE) - 220 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Talons - E - - S -1 2 - Pulverise, Melee
Razor-Sharp Talons - E - - S+1 -1 3 - Rending, Melee
Chemical Cloud Breath 6” 12” +1 - 3 -1 1 - Blast (3”)
Gaseous Eruption Breath - T - - - - - - Gas, Template
EQUIPMENT SKILLS
• By default, a Khimerix wields Chemical Cloud • A Khimerix comes with the Crushing Blow skill at
Breath and Talons. recruitment:
173
APPRENTICE CLAN CHEMYST
(HANGER-ON – ESCHER ONLY) - 75 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 2 3 1 3+ 1 7+ 8+ 8+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Needle Pistol 4” 9” +2 - 4 -1 - 6” Silent, Toxin, Scarce, Sidearm
• Support Role: Generally, Hangers-On do not Last Rites: If a Gang Queen or Gang Matriarch from the
willingly participate in battles. However, if the Chemyst’s gang dies, roll D6 – if the result is less than
gang has Home Turf Advantage in the scenario the number of Advancements the dead fighter has, they
being played, roll D6 – on 4+, this fighter is unlucky are resurrected as a Death-Maiden.
enough to be hanging around when the fighting
The new Death-Maiden keeps none of their previous
starts and must be included as part of the crew
incarnation’s weapons or gear – they are effectively a
(and counting towards the gang’s fighter limit).
new fighter.
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their
profile – they can never be given any other gear.
174
SHIVVER
(HANGER-ON – ESCHER ONLY) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 2 3 1 4+ 1 8+ 9+ 5+ 6+
175
HOUSE ESCHER ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - +1 - 1 - Disarm, Melee
Chainaxe - E - +1 +1 1 1 - Disarm, Rending, Melee
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Flail - E - - S -1 1 - Entangle, Melee
Maul (Club) - E - - S +1 2 - Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Knife - E - - S+2 -2 1 - Power, Disarm, Melee
Power Sword - E - - S+2 -2 1 - Power, Parry, Melee
Razor-Sharp Talons (Khimerix) - E - - S+1 -2 3 - Rending, Melee
Servo-Claw - E - - +2 - 2 - Melee
Shock Whip E 3” -1 - S+1 - 1 - Shock, Versatile, Melee
⬥ Master-Crafted E 3” -1 - S+1 - 1 - Master-Crafted, Shock, Versatile, Melee
Spud-Jacker - E - - S+1 - 1 - Knockback, Melee
Stiletto Knife - E - - - - - - Toxin, Melee
Stiletto Sword - E - - - -1 - - Toxin, Parry, Melee
⬥ Master-Crafted - E - - - -1 - - Master-Crafted, Toxin, Parry, Melee
Talons (Khimerix & Phyrr Cat) - E - - S -1 2 - Pulverise, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
Venom Claw - E - - - -2 - - Entangle, Toxin, Melee
Whip E 3” -1 - 2 - 1 - Entangle, Versatile, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Choke Gas Grenade - Sx3 - - - - - 5+ Blast (3”), Gas, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Photon Flash Grenade - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
Scare Gas Grenade - Sx3 - - - - - 6+ Blast (3”), Fear, Gas, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
Stun Grenade - Sx3 - - 2 -1 1 4+ Blast (3”), Concussion, Grenade
176
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
Combi-Pistol
⬥ Bolt Pistol (Primary) 6” 12” +1 - 4 -1 2 6+ Combi, Sidearm
⬥ Needle Pistol (Secondary) 4” 9” +2 - - -1 - 6+ Combi, Toxin, Silent, Scarce, Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
Plasma Pistol
⬥ Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
⬥ Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Combat Shotgun
⬥ Salvo Ammo 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Ammo - T - - 2 - 1 4+ Scattershot, Template
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
Sawn-Off Shotgun 4” 8” +2 - 3 - 1 6+ Scattershot, Plentiful
Shotgun
⬥ Acid Ammo 4” 8” +1 - 3 -1 1 5+ Blaze, Scattershot
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Throwing Knives Sx2” Sx4” - -1 S -1 - 5+ Toxin, Silent, Scarce
Wyld Bow 9” 18” - -1 3 - 1 4+ Silent
⬥ Poison Arrows 9” 18” - -1 - - - 6+ Toxin, Silent, Scarce
⬥ Explosive Arrows 9” 18” - -1 2 - 1 6+ Blast (3”), Unstable, Scarce
⬥ Acid Arrows 9” 18” - -1 3 - 1 6+ Blaze, Scarce
177
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Combi-Weapon
⬥ Boltgun (Primary) 12” 12” +1 - 4 -1 2 6+ Rapid Fire (1), Combi
⬥ Flamer (Secondary) T - - 4 -1 1 5+ Blaze, Unstable, Combi, Template
⬥ Meltagun (Secondary) 6” 12” +1 - 8 -4 3 4+ Melta, Combi, Scarce
⬥ Plasma (Secondary)
- Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Combi, Scarce
- Maximal 6” 24” +1 - 7 -2 3 5+ Unstable, Combi, Scarce
⬥ Needler (Secondary) 9” 18” +1 - - -1 - 6+ Combi, Toxin, Silent, Scarce
Chemical Cloud Breath (Khimerix) 6” 12” +1 - 3 -1 1 - Blast (3”)
Flamer - T - - 4 -1 1 5+ Blaze, Template
Gaseous Eruption Breath (Khimerix) - T - - - - - - Gas, Template
Grenade Launcher
⬥ Frag Grenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Smoke Grenades 6” 24” -1 - - - - 4+ Blast (3”), Smoke
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Needle Rifle 9” 18” +2 - - -2 - 6+ Toxin, Silent, Scarce
“Nightshade” Chem-Thrower - T - - - - - 5+ Gas, Silent, Template
Plasma Gun
⬥ Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Storm Welder �� 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Plasma Cannon ��
⬥ Low 18” 36” +1 - 6 -1 2 5+ Rapid Fire (1), Unwieldy, Scarce
⬥ Maximal 18” 36” +1 - 8 -2 3 5+ Blast (3”), Unstable, Unwieldy, Scarce
178
WEAPON ACCESSORIES ARMOUR
Accessories with a [★] cannot be fitted together on the same
ARMOURWEAVE
weapon.
• The wearer gains a 5+ save.
FLAK ARMOUR
HOTSHOT LAS PACK • The wearer gains a 6+ armour save.
• FITTED TO: Lasgun, Laspistol
• Against weapons that use a Blast marker or Flame
• EFFECTS: The weapon’s profile changes to Strength 4,
template, this increases to 5+.
AP -1, Ammo 4+, and it loses the Plentiful trait.
MESH ARMOUR
LAS-PROJECTOR • The wearer gains a 5+ armour save.
• FITTED TO: Pistols, Basic Weapons, Special Weapons
TELESCOPIC SIGHT [★] • If worn alone, the wearer gains a 6+ armour save.
• FITTED TO: Pistols; all Basic & Special Weapons
CHEM-SYNTH
• EFFECTS: If a fighter takes the Aim (Basic) action, this
• At the start of the user’s activation, they can choose to
weapon always uses its modifier for Short range, even
check Intelligence.
if the target is at Long range.
• If passed, any of their weapons with the Gas or Toxin
trait count a target’s Toughness as being -1.
DROP RIG
• If the owner is Active and within 1” of an edge, they
can take the following action::
179
FILTER PLUGS
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
whether they are affected.
MEDICAE KIT
• When the user assists a friendly fighter’s Recovery, roll
an additional Injury die and choose one result to
discard.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
RESPIRATOR
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
whether they are affected.
SKINBLADE
• If the fighter is Captured after a battle, they can
attempt to escape – roll D6.
180
ESCHER TERRAIN
(1) BLADE CAGES
OBTAINING GANG TERRAIN These cruel but effective mantraps are triggered by pressure
• The below terrain can be purchased from the Trading plates or tripwires, causing bladed claws to snap down
Post during the Post-Battle Sequence. around the victim.
• Once purchased, the terrain is added to the gang’s • Place within the gang’s deployment zone, or in no-
Stash, and can be fielded in any battle the gang man’s land.
participates in (unless noted otherwise).
• A Blade Cage is a Hidden Trap. Deploy six markers.
• Once purchased, terrain is retained between battles, Use some means to privately note which marker is the
each time returning to the Stash. real Blade Cage.
• If gang terrain is marked Defensive, it can only be • An enemy within 1” of a Blade Cage that does not have
used if the gang is a defender in a scenario. a fighter within it can take the following action:
• If gang terrain is marked Gang Relic, it can be used as � DISARM (Basic): Check Intelligence – if passed,
such in any scenario utilising that rule. discard the Blade Cage. If failed, the fighter is
trapped!
181
(3) GAS CANISTERS (5) CHEMYST CULT RELIC (DEFENSIVE, GANG RELIC)
Homemade containers for the gang’s toxic compounds and Massive, bladed icons of the House or spiked pillars hung with
airborne chems. trophies of the gang’s kills, altars to the Chemyst Cult always
incorporate chem-stills or toxin filters.
• Place in the gang’s deployment zone, or anywhere in
no-man’s-land. • Friendly fighters within 3” of the Relic count it as a
Chem-Synth:
• Friendly fighters within 3” of a Gas Canister count it as
a Chem-Synth that can only be used with weapons � At the start of the fighter’s activation, check
that have the Gas trait – not the Toxin trait. Intelligence – if passed, any weapons they have
with the Gas or Toxin traits count enemy Toughness
� At the start of the fighter’s activation, check
as -1 until the end of the round.
Intelligence – if passed, any of their weapons with
the Gas trait counts enemy Toughness as -1 until the • Friendly fighters who are within 3” of the Relic and
end of the round. Seriously Injured count as being assisted when
making a Recovery roll.
• Gas Canisters can be targeted in the same way as
fighters, and can be affected by Blast and Template • In each End Phase, any enemy within 3” of the Relic
markers. They are Toughness 3. must check Toughness. They may use any equipment
that protects against the Gas trait. If failed (or on a
• When a Gas Canister is destroyed, centre the Blast (3”)
natural 6), they suffer a Flesh Wound.
marker over its position – any fighters it touches suffer
a hit from a weapon with the Gas trait.
182
PETITIONING THE HOUSE
ESCHER HOUSE FAVOURS
• Any credits not spent immediately are lost.
At the campaign Arbitrator’s discretion, gangs can attempt (9-10) WYLD ONES
to gain a House Favour. Usually, this occurs at the start of a Sometimes members of the Wyld come to the aid of Escher
campaign week, but can be at any point the Arbitrator gangs, though their help can be a mixed blessing.
deems appropriate.
• For the rest of the campaign week, the gang gains D3
Wyld Runners.
In House Escher, favours represent the aid of major factions
within the clan: Chymist Cults or hab-mothers, or if the gang • This group comes with 100 credits worth of weapons
is especially favoured, maybe even the Council of Crones. and equipment, spread between them.
183
ESCHER HOUSE AGENT
(HIRED GUN - HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3+ 2 5+ 6+ 6+ 7+
5” 2+ 4+ 3 3 2 3+ 3 7+ 6+ 8+ 8+
5” 2+ 4+ 3 3 2 2+ 2 6+ 5+ 8+ 8+
184
ESCHER SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
Sub-Plots are side missions a gang can pursue mid-battle –
(ACE) DECAPITATION
kept secret from the opponent until completed and
• Reveal when one of your fighters takes an enemy Out
rewarding extra credits, XP, Reputation, or Gang Tactics
of Action using a weapon with the Melee or Versatile
cards.
trait.
A House’s fortunes are tied invisibly to those of its strongest • The gang gains +D3 Rep.
gangs. Each gang leader is akin to a general in the House’s
• If the enemy Gang Leader was taken Out of Action by
armies – every victory granting the hidden masters more your Gang Leader, this increases to +D6 Rep.
political capital to further their schemes.
As such, sometimes the House’s nobles take a direct hand in (2) MURDER RUN
matters – meddling in the gang’s affairs, and sending them • Reveal if three or more enemies are Seriously Injured
on errands, and pressing them into agendas where they can or taken Out of Action in a single round.
have the most impact. Gang leaders ignore these directives
at their peril. • Gain +2 random Gang Tactics cards.
185
(6) FLAWLESS VICTORY (QUEEN) ATTENTION SEEKER
• Reveal at the end of the battle if you won the scenario, • Reveal after the battle, if one of your fighters defeated
with none of your fighters currently being Seriously three enemies – either leaving them Seriously Injured
Injured or Out of Action. or taking them Out of Action.
• Gain 3D6x10 credits. This increases to 4D6x10, if at • Gain +1 Rep. This increases to +D3 if your fighter
least a third of the enemy gang is Seriously Injured or achieved this using a weapon with the Melee or
Out of Action. Versatile trait.
186
DRAMATIS PERSONAE
NECRANA, THE REVENANT OF CERES
(ESCHER HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 2+ 4+ 3 4 3 4+ 3 8+ 4+ 7+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Venom Claw - E - - - -2 1 - Entangle, Toxin, Melee
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
• Respirator
SPECIAL RULES
Immortal Death-Maiden: Necrana cannot be targeted
DRAMATIS PERSONAE RULES
by the Coup de Grace (Simple) action, and treats Out of
• Personal Style: Dramatis Personae can only use
Action results on the Injury die as Serious Injury,
the weapons and equipment options included on
instead.
their profile – they can never be given other gear.
Necrana does not attempt Recovery in the normal way.
HOUSE AGENT RULES Instead, roll D6 – if the result is equal or less than her
• Recruitment: You may have a maximum of one Toughness, she recovers.
House Agent in your gang at a time.
� If Necrana recovers, she suffers a Flesh Wound as
• Petition: House Agents must be petitioned for aid, usual.
rather than directly hired. Roll D6, add the gang’s
� If this Flesh Wound brings her to zero Toughness,
Reputation, and consult the below table:
she goes Out of Action as normal.
D6+REP OUTCOME
Necrana heeds the gang’s plea for aid. For 100
SKILLS
1-8 • Hit and Run: After Necrana completes a Charge
credits, she can be hired for this battle.
(Double) action and her subsequent close combat
Necrana reluctantly agrees to assist. For 200
9-15 attacks, she may make a free Retreat (Basic) action
credits, she can be hired for this battle.
before the enemy makes Reaction attacks.
Necrana feels the gang can succeed without her
16+
help. She cannot be hired for this battle. Note that even if the Retreat (Basic) action fails,
the enemy can only make Reaction attacks once,
• “You Get What You Pay For”: Once recruited, not twice.
House Agents can always be added to the crew,
• Rain of Blows: Necrana treats the Fight (Basic)
regardless of how many fighters the gang is
action as Fight (Simple).
allowed to bring to a scenario. They do not count
towards the fighter limit.
187
CYNISS, THE MOTHER OF POISONS
(ESCHER HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 3+ 1 6+ 5+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Wrist-Mounted Needler
– Spray Fire 3” 6” +1 - - - - 4+ Scattershot, Toxin, Sidearm
– Burst Fire 6” 12” +1 - - -1 - 4+ Rapid Fire (1), Toxin, Sidearm
• Respirator
SPECIAL RULES
Master Clan Chymist: When Cyniss activates, she may
DRAMATIS PERSONAE RULES
choose one Chem-Alchemy Toxin effect to her weapon.
• Personal Style: Dramatis Personae can only use
The effects last for the duration of the round.
the weapons and equipment options included on
their profile – they can never be given other gear.
SKILLS
• Medicae: When a friendly fighter makes a
HOUSE AGENT RULES
Recovery roll and Cyniss assists them, they can re-
• Recruitment: You may have a maximum of one
roll any Out of Action results (the second outcome
House Agent in your gang at a time.
always stands).
• Petition: House Agents must be petitioned for aid,
rather than directly hired. Roll D6, add the gang’s
Reputation, and consult the below table:
D6+REP OUTCOME
Cyniss heeds the gang’s plea for aid. For 100
1-8
credits, she can be hired for this battle.
Cyniss reluctantly agrees to assist. For 200
9-15
credits, she can be hired for this battle.
Cyniss feels the gang can succeed without her
16+
help. She cannot be hired for this battle.
188
BETTI BANSHEE
(ESCHER BOUNTY HUNTER) – 170 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
7” 3+ 4+ 4 3 2 2+ 3 8+ 7+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Custom Power Blade x2 - E - - S+2 -2 1 - Power, Parry, Melee
189
KRIA KYTORO, THE HUNTRESS
(ESCHER BOUNTY HUNTER) – 240 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 3 3+ 2 6+ 5+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Long Las 18” - +1 - 4 - 1 2+ Plentiful
Autopistol 36”
4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Throwing Knives Sx2 Sx - -1 - -1 - 5+ Toxin, Silent, Scarce
Stiletto Knife - 4
E - - - - - - Toxin, Melee
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang • Precision Shot: If Kria’s ranged attack hits on a
can earn creds off the bodies of their enemies: natural 6, the target loses their armour save.
� Dead, Not Alive: When an opponent’s fighter • Step Aside: If an enemy hits Kria in close combat,
dies, the gang immediately claims half their check Initiative – if passed, one hit is negated. The
value in credits, rounded up to the nearest 5. remainder are resolved as normal.
� Claiming Bounties: Roll D6 when the gang This skill may be used any number of times in a
takes a Captive – on 3+, the gang is cut in on an round, but only once per enemy.
active warrant – gain D6x10 credits reward.
190
CONTENTS HOUSE ORLOCK RULES
1. House Orlock Rules
LEGENDARY NAMES
2. Gang List
The best of the Orlock fighters can gain Legendary Names –
3. Skill Access
a reputation that ensures they are known far and wide,
4. Legendary Names
drawing fear and respect in equal measure.
5. Exotic Pets, Brutes & Hangers-On
6. Armoury Any Orlock fighter can earn a Legendary Name. Fighters
7. Orlock Terrain with the Gang Heirarchy (X) rule can have up to three; any
other fighter can have up to two.
8. Petitioning the House
9. Orlock Sub-Plots Legendary Names can be obtained at recruitment, or later
10. Dramatis Personae as an Advancement.
191
ORLOCK GANG LIST
ROAD CAPTAIN
(GANG LEADER) - 105 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
• During a campaign, the Road Captain may • One Legendary Name can be chosen for free at
purchase additional weapons and equipment from recruitment (that is, in addition to a skill).
this list, the Trading Post, or the Black Market.
• As an Advancement, they can spend -3 XP to gain a
• The Road Captain can use any weapon. random Legendary Name from any category (re-
roll any duplicates).
SKILLS
• As an Advancement, they can spend -6 XP to
• The Road Captain gains one Primary skill at
choose a Legendary Name from any category.
recruitment, which costs no XP and does not
increase their credit value.
SPECIAL RULES
• Primary Skills: Ferocity, Leadership, Savant. Gang Leader: A House Orlock gang must always include
a single fighter with this special rule.
• Secondary Skills: Brawn, Shooting, Bravado.
• During campaign play, this fighter may not retire –
the only way out for a gang leader is death.
192
ROAD CAPTAIN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol…………………………….. 10 • Chainsword……………………… 25 • Flak Armour ……………………. 10
• Bolt Pistol…………………………….. 45 • Fighting Knife…………………… 15 • Light Carapace Armour…………80
-Master-Crafted…………………..+10 -Master-Crafted…………….. +5 • Mesh Armour……………………. 15
• Hand Flamer………………………….75 • Flail.……………………………… 20
• Plasma Pistol…………………………50 • Las-Cutter.………………………. 85 PERSONAL EQUIPMENT
• Stub Gun……………………………...5 • Maul..…………………….………. 10 • Bio-Booster……………………… 35
-Dum Dum Rounds……………...+5 • Power Knife….………………….. 25 • Drop Rig…………………………. 10
• Power Maul….…………………...30 • Filter Plugs………………………. 10
BASIC WEAPONS • Power Pick………………………. 40 • Photo Goggles………………….. 35
• Autogun…………………………….... 15 • Servo-Claw……………………….30 • Respirator……………………….. 15
• Boltgun……………………………….. 55 • Two-Handed Hammer ��…….. 35 • Servo Harness (Partial)…… 130
-Master-Crafted…………………..+15
• Combat Shotgun (Salvo & HEAVY WEAPONS WEAPON ACCESSORIES
Shredder Ammo)…..………………...55 • Harpoon Launcher ��…………..110 • Suspensor (Heavy
• Sawn-Off Shotgun (Scatter Shot)…. 15 • Heavy Bolter ��………………… 160 Weapons only)……… 60
-Solid Shot……………………….. +10 • Heavy Flamer ��………………. 195 • Telescopic Sight (Pistols, Basic
• Shotgun (Solid & Scatter Ammo)…. 30 • Heavy Stubber ��……………… 130 & Special Weapons only)……… 25
-Executioner Ammo……………..+20 • Mining Laser ��………………… 125
-Inferno Ammo…………………... +15 • Seismic Cannon ��……………..140 EXOTIC BEASTS
• 0-2 Cyber-Mastiff……………….. 100
SPECIAL WEAPONS GRENADES
• Combi-Weapon • Blasting Charges………….……..30
-Bolter / Melta…………………… 165 • Demo Charges………….………. 45
-Bolter / GrenadeLauncher • Frag Grenades………….………. 30
(Frag & Krak Grenades)……….80 • Krak Grenades………….………. 45
• Flamer…………………………………140 • Melta Bombs………….………….60
• Grenade Launcher (Frag & • Photon Flash Grenades………...15
Krak Grenades)……………………. 65 • Scare Gas Grenades……………45
• Meltagun………………………………140 • Smoke Grenades……………….. 15
• Plasma Gun…………………………..140
193
ROAD SERGEANT
(CHAMPION) - 80 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
194
ROAD SERGEANT EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol…………………………….. 10 • Chainsword……………………… 25 • Flak Armour ……………………. 10
• Bolt Pistol…………………………….. 45 • Fighting Knife…………………… 15 • Light Carapace Armour…………80
-Master-Crafted…………………..+10 -Master-Crafted…………….. +5 • Mesh Armour……………………. 15
• Hand Flamer………………………….75 • Flail.……………………………… 20
• Plasma Pistol…………………………50 • Las-Cutter.………………………. 85 PERSONAL EQUIPMENT
• Stub Gun……………………………...5 • Maul..…………………….………. 10 • Bio-Booster……………………… 35
-Dum Dum Rounds……………...+5 • Power Maul….…………………...30 • Drop Rig…………………………. 10
• Power Pick………………………. 40 • Filter Plugs………………………. 10
BASIC WEAPONS • Servo-Claw……………………….30 • Photo Goggles………………….. 35
• Autogun…………………………….... 15 • Two-Handed Hammer ��…….. 35 • Respirator……………………….. 15
• Boltgun……………………………….. 55
-Master-Crafted…………………..+15 HEAVY WEAPONS WEAPON ACCESSORIES
• Combat Shotgun (Salvo & • Harpoon Launcher ��…………..110 • Suspensor (Heavy
Shredder Ammo)…..………………...55 • Heavy Bolter ��………………… 160 Weapons only)……… 60
• Sawn-Off Shotgun (Scatter Shot)…. 15 • Heavy Flamer ��………………..195 • Telescopic Sight (Pistols, Basic
-Solid Shot……………………….. +10 • Heavy Stubber ��………………130 & Special Weapons only)……… 25
• Shotgun (Solid & Scatter Ammo)…. 30 • Mining Laser ��………………… 125
-Executioner Ammo……………..+20 • Seismic Cannon ��……………..140 EXOTIC BEASTS
-Inferno Ammo…………………... +15 • 0-2 Cyber-Mastiff……………….. 100
GRENADES
SPECIAL WEAPONS • Blasting Charges………….……..30
• Combi-Weapon • Demo Charges………….………. 45
-Bolter / Melta…………………… 165 • Frag Grenades………….………. 30
-Bolter / GrenadeLauncher • Krak Grenades………….………. 45
(Frag & Krak Grenades)……….80 • Melta Bombs………….………….60
• Flamer…………………………………140 • Photon Flash Grenades………...15
• Grenade Launcher (Frag & • Scare Gas Grenades……………45
Krak Grenades)……………………. 65 • Smoke Grenades……………….. 15
• Meltagun………………………………140
• Plasma Gun…………………………..140
195
ARMS MASTER
(CHAMPION) - 95 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
• During a campaign, an Arms Master may purchase • One Legendary Name can be chosen for free at
additional weapons and equipment from this list, recruitment (that is, in addition to a skill).
the Trading Post, or the Black Market.
• As an Advancement, they can spend -3 XP to gain a
• An Arms Master can use any weapon from the Arms random Legendary Name from any category (re-
Master Equipment list – but can only use Pistols, roll any duplicates).
Basic Weapons, and Close Combat Weapons from
• As an Advancement, they can spend -6 XP to
the Trading Post or Black Market.
choose a Legendary Name from any category.
SKILLS
SPECIAL RULES
• The Arms Master gains one Primary skill at
Gang Hierarchy (Champion): If the gang is Bottling,
recruitment, which costs no XP and does not
and this fighter passes their Cool check, all friendly
increase their credit value.
Orlock fighters within 6” automatically pass theirs.
• Primary Skills: Ferocity, Bravado.
In addition, during a campaign, this fighter can perform
• Secondary Skills: Brawn, Leadership, Savant Post-Battle Actions.
196
ARMS MASTER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Stub Gun…………………………….. 5 • Arc Hammer ��………………… 10 • Armoured Undersuit…….……… 25
-Dum Dum Rounds……...……….. +5 -Master-Crafted…………….. +5 • Bio-Booster…….…….…….…….35
• Fighting Knife…………………… 25 • Drop Rig…………………………. 10
BASIC WEAPONS • Power Knife………………………20 • Filter Plugs…….…….…….……..10
• Combat Shotgun (Salvo & • Two-Handed Hammer ��…….. 30 • Photo-Goggles…….…….……… 35
Shredder Ammo)……………………. 60 -Master-Crafted…………….. +10 • Respirator…….…….…….………15
• Shotgun (Salvo & Shredder Ammo). 25 • Servo Harness (Partial) …….…. 130
-Executioner Ammo…...………….+20 GRENADES • Servo Harness (Full) …….…….. 160
-Inferno Ammo……...…………….. +15 • Blasting Charges…….…….…… 30
• Demo Charges…….…….……… 45 WEAPON ACCESSORIES
ARMOUR • Frag Grenades…….…….……… 30 • Telescopic Sight (Pistols, Basic
• Flak Armour………………………….. 10 • Krak Grenades…….…….……… 45 & Special Weapons only)……….25
• Heavy Carapace Armour…………… 100 • Melta Bombs………………… 60
• Light Carapace Armour…………….. 80 • Photon Flash Grenades………...15 EXOTIC BEASTS
• Mesh Armour………………………… 15 • Scare Gas Grenades…….…….. 45 • 0-2 Cyber-Mastiff……………….. 100
• Smoke Grenades…….…….……15
FIELD ARMOUR
• Conversion Field……………………. 60
197
WRECKER
(PROSPECT) - 55 credits
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 3+ 1 9+ 8+ 8+ 8+
• A Wrecker may purchase any weapons or • As an Advancement, they can spend -3 XP to gain a
equipment from the Wrecker Equipment List. random Legendary Name from any category (re-
roll any duplicates).
• During a campaign, a Wrecker may purchase
additional weapons and equipment from this list, • As an Advancement, they can spend -6 XP to
the Trading Post, or the Black Market. choose a Legendary Name from any category.
• A Wrecker can use any weapon from the Wrecker SPECIAL RULES
Equipment List – but can only use Close Combat
Gang Fighter (Prospect): These fighters form the
Weapons from the Trading Post or Black Market.
gang’s backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
198
WRECKER EQUIPMENT LIST
BASIC WEAPONS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Sawn-Off Shotgun (Scatter Shot)….. 15 • Chainsword……………………… 25 • Drop Rig…………………… 15
-Solid Shot…………………………+10 • Fighting Knife…………………….10 • Filter Plugs ……………………… 10
• Flail………………………………. 20 • Photo-Goggles………………….. 35
PISTOLS • Maul………………………………10 • Respirator………………………...15
• Autopistol………………………………10 • Servo-Claw……………………… 30
• Bolt Pistol………………………………45 • Two-Handed Hammer ��……..35
• Hand Flamer………………………….. 75
• Plasma Pistol………………………… 50 GRENADES
• Stub Gun……………………………… 5 • Demo Charges………………….. 30
-Dum Dum Rounds……...……….. +5 • Frag Grenades………………….. 45
• Krak Grenades………………….. 40
ARMOUR • Melta Bombs……………………..15
• Flak Armour……………………………10
• Hazard Suit…………………………… 10
199
GUNNER
(GANGER) - 45 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
� A Gunner can only use Pistols, Basic Weapons, • As an Advancement, they can spend -6 XP to
and Close Combat Weapons. choose a Legendary Name from any category.
200
GUNNER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol……………………………..10 • Chainsword………………………25 • Flak Armour……………………... 10
• Bolt Pistol……………………………..45 • Fighting Knife…………………… 15 • Hazard Suit……………………... 10
• Hand Flamer………………………… 75 • Flail …………………… 20 • Mesh Armour……………………. 15
• Stub Gun…………………………….. 5 • Maul.…………………………… 10
-Dum Dum Rounds……………...+5 • Power Knife…………………….. 25 WEAPON ACCESSORIES
• Servo-Claw……………………… 30 • Suspensor (Heavy Weapons
BASIC WEAPONS • Two-Handed Hammer ��……..35 only)…………………………….. 60
• Autogun………………………………15 • Telescopic Sight (Pistols, Basic
• Boltgun………….…………………… 55 GRENADES & Special Weapons only)……… 25
• Combat Shotgun (Salvo & • Blasting Charges……………….. 30
Shredder Ammo)…………………… 55 • Demo Charges...……………….. 45 PERSONAL EQUIPMENT
• Sawn-Off Shotgun (Scatter Shot)… 10 • Frag Grenades...……………….. 30 • Bio-Booster……………………… 35
-Solid Ammo……………………..+15 • Krak Grenades………………….. 45 • Drop Rig…………………………. 10
• Shotgun (Solid & Scatter Ammo) 30 • Filter Plugs……………………… 10
HEAVY WEAPONS • Photo-Goggles…………………. 35
SPECIAL WEAPONS • Harpoon Launcher………………110 • Respirator……………………….. 15
• Flamer………………………………...140 • Heavy Bolter…………………….. 160
• Grenade Launcher (Frag & • Heavy Flamer…………………… 195
Krak Grenades)……………………... 55 • Heavy Stubber………………….. 130
• Meltagun……………………………...135
• Plasma Gun………………………….100
201
GREENHORN
(JUVE) - 35 credits
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
• During a campaign, a Greenhorn can only • As an Advancement, they can spend -3 XP to gain a
purchase additional weapons from this list. random Legendary Name from any category (re-
roll any duplicates).
• During a campaign, a Gunner may purchase
additional equipment from this list, the Trading • As an Advancement, they can spend -6 XP to
Post, or the Black Market. choose a Legendary Name from any category.
SPECIAL RULES
Gang Fighter (Juve): These fighters form the gang’s
backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
202
IRON RIDER
(CREW) - 35 credits
BS Ld Cl WP Int
5+ 7+ 8+ 8+ 8+
SKILLS
• Primary Skills: Shooting, Driving
WEAPONS
• Autopistol……………………………………… 10
• Hand Flamer………………………………….. 75
• Laspistol………………………………………. 10
• Stub Gun……… 5
-Dum Dum Rounds………………………+5
PERSONAL EQUIPMENT
• Filter Plugs…………………………………… 10
• Photo-Goggles………………………………. 35
• Respirator………………… 15
203
ORLOCK SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING DRIVING FEROCITY LEADERSHIP SHOOTING SAVANT BRAVADO
Road Captain - Secondary - - - Primary Primary Secondary Primary Secondary
204
(3) BADZONE LEGEND
• Pro: The fighter gains a 3+ save against environmental IMPRESSIVE LEADERSHIP
hazards (that is, any damage incurred that does not It takes a mighty personality to D6 LEGENDARY NAME
originate from another fighter). lead a gang – and an even 1 Big Man
mightier one to be remembered 2 Lucky
• Con: After using this ability, in the fighter’s next
once you’re gone. Such
activation they cannot initiate or take part in Group 3 Impressive Scars
legendary leaders are
Activations. 4 Too Pretty for Primus
intimidating, powerful figures
5 Iron Stare
(4) PROMETHIUM-PROOF KILLER held in awe wherever their
6 Rock Steady
boots tread.
• Pro: The fighter is immune to the Blaze condition.
• Pro: If the fighter is Captured, they can choose to have • Con: If this fighter is in full cover, it counts as partial;
another fighter from the gang Captured in their place. and if they are in partial cover, it counts as open.
• Con: If you fail the Bottle Check, any fighters who pass
their subsequent Cool check must re-roll that result.
205
(5) HEADSHOT
IMPROBABLE BEATDOWNS • Pro: If this fighter takes an enemy Out of Action with
Some fighters are surrounded D6 LEGENDARY NAME their first Shoot (Basic) action of the battle, they gain
by tall tales that seem to grow 1 One Punch +D3 bonus XP.
each time with the telling –
2 Bullet Lord • Con: Every missed ranged attack by this fighter counts
stories of killing a foe with a
3 Two-Guns as a Stray Shot.
single punch, or planting a
bullet right between an enemy’s 4 Chancer
eyes from the other side of the 5 Headshot (6) ONE SHOT
dome! 6 One Shot • Pro: Once per battle, this fighter can choose to
automatically hit with a ranged attack (as long as the
(1) ONE PUNCH weapon does not have the Rapid Fire (X) or Blast trait).
They must still roll the Firepower die.
• Pro: While Engaged, this fighter can choose to
substitute all their attacks for a single unarmed attack • Con: During this fighter’s activation, if they are able to
resolved at Strength 8, Damage 2, with no armour take the Shoot (Basic) action, they must do so.
save allowed (except for Field Armour).
• Con: N/A
(3) TWO-GUNS
• Pro: When this fighter uses the Twin Guns Blazing rule,
after resolving their attack, enemies within 6” of the
targets must check Nerve – if failed, they become
Broken and immediately make a free Running for
Cover (Double) action.
(4) CHANCER
• Pro: If this fighter hits an enemy with an Improbable
Shot, gain +D3 XP.
206
ORLOCK VEHICLES
OUTRIDER QUAD
(VEHICLE) - 80 credits OUTRIDER QUAD EQUIPMENT LIST
M Front Side Rear HP Hnd Sv DRIVE UPGRADES
9” 4 3 3 2 4+ 5+
• All-Wheel Steering……………………….……….. 10
• Redundant Drive System………………………….15
• Tyre Claws………...……………………….……….10
LOCOMOTION: Wheels.
SPECIAL RULES:
• Agile: When taking a Vehicle Move (Simple) action,
the Outrider Quad can make two turns instead of
the usual one.
207
ORLOCK EXOTIC BEASTS, BRUTES, & HANGERS-ON
CYBER-MASTIFF
(EXOTIC BEAST) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Savage Bite - E - - S -2 1 - Disarm, Melee
208
“LUGGER” CARGO SERVITOR
(BRUTE) - 230 credits
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 5 5 3 5+ 2 7+ 5+ 9+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Harpoon Launcher 6” 18” +2 - 5 -3 1 5+ Impale, Drag, Scarce
Heavy Bolter 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2)
Heavy Flamer - T - - 5 -2 1 5+ Blaze, Template
Heavy Stubber 20” 40” - -1 4 -1 1 4+ Rapid Fire (2)
EQUIPMENT SKILLS
• By default, a Lugger wields a Harpoon Launcher • A Lugger has no skills at recruitment.
and is equipped with Light Carapace Armour.
• Primary Skills: Shooting.
ADDITIONAL OPTIONS • Secondary Skills: Brawn, Combat.
• Upgrade the Harpoon Launcher to either a Heavy
Bolter (+50 credits), a Heavy Flamer (+85 credits) or SPECIAL RULES
a Heavy Stubber (+20 credits). Weapons Platform: A cumbersome heavy weapon is far
more manoeuvrable when mounted on a servitor.
• Replace Light Carapace Armour with Heavy
Carapace Armour: +20 credits. Weapons fired by the Lugger lose the Unwieldy trait (the
weapon profiles above have already been adjusted).
• Equip a Mono-Sight: +25 credits.
Ammo Hoppers: When checking Ammo, a Lugger may
BRUTE RULES re-roll a natural 1.
• Rep & Recruitment: The maximum number of
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation:
REP MAX
0-5 1
5-9 2
10-14 3
15-19 4
20-24 5
Each additional +5 +1
209
GREASE MONKEY
(HANGER-ON – ORLOCK ONLY) - 40 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Wrench - E - - S +1 2 - Melee
Blowtorch - T - - 3 - 1 5+ Blaze, Template
• Support Role: Generally, Hangers-On do not An overcharged Brute gains +D3 Movement and Attacks
willingly participate in battles. However, if the when it activates (roll once and apply to both). On a
gang has Home Turf Advantage in the scenario natural 1, the Brute automatically suffers one Wound.
being played, roll D6 – on 4+, this fighter is unlucky
An overcharged jump booster increases its owner’s
enough to be hanging around when the fighting
Movement by an additional +D6”. On a natural 1, instead
starts and must be included as part of the crew
of gaining extra Movement the Wrecker can only take
(and counting towards the gang’s fighter limit).
one action this turn.
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their
profile – they can never be given any other gear.
210
PRIZE FIGHTER
(HANGER-ON – ORLOCK ONLY) - 40 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 4 3 1 4+ 1 8+ 8+ 7+ 8+
211
HOUSE ORLOCK ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Arc Hammer E 1” - - S+3 -1 3 - Pulverise, Versatile, Melee
Axe - E - - +1 - 1 - Disarm, Melee
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
Digi-Laser E 3” - - 1 - 1 - Digi, Versatile, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
⬥ Master-Crafted - E - - S -1 1 - Master-Crafted, Backstab, Melee
Flail - E - - S -1 1 - Entangle, Melee
Las Cutter E 2” +1 - 9 -3 2 6+ Versatile, Scarce, Melee
Maul (Club) - E - - S +1 2 - Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Knife - E - - S+2 -2 1 - Power, Disarm, Melee
Power Maul - E - - S+2 -1 1 - Power, Melee
Power Pick - E - - S+1 -3 1 - Power, Pulverise, Melee
Power Sword - E - - S+2 -2 1 - Power, Parry, Melee
Savage Bite (Cyber-Mastiff) - E - - S -2 1 - Disarm, Melee
Servitor Combat Weapon (Lugger) - E - - S -1 1 - Knockback, Melee
Servo-Claw - E - - +2 - 2 - Melee
Spud-Jacker - E - - S+1 - 1 - Knockback, Melee
Stiletto Sword - E - - - -1 - - Toxin, Parry, Melee
Thunder Hammer �� - E - - S+1 1 3 - Power, Shock, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Demo Charge - Sx2 - - 6 -3 3 - Blast (5”), Single Shot, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Charge - Sx3 - - 3 - 1 5+ Blast (5”), Blaze Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Photon Flash Grenade - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
Scare Gas Grenade - Sx3 - - - - - 6+ Blast (3”), Fear, Gas, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
212
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
⬥ Master-Crafted 6” 12” +1 - 4 -1 2 6+ Master-Crafted, Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
⬥ Master-Crafted 4” 9” +2 - - -1 - 6+ Master-Crafted, Toxin, Silent, Scarce, Sidearm
Plasma Pistol
⬥ Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
⬥ Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
Web Pistol - T - - 4 - - 6+ Web, Silent, Template
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
⬥ Master-Crafted 12” 24” +1 - 4 -1 2 6+ Master-Crafted, Rapid Fire (1)
Combat Shotgun
⬥ Salvo Ammo 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Ammo - T - - 2 - 1 4+ Scattershot, Template
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
Sawn-Off Shotgun
⬥ Scatter Shot 4” 8” +2 - 3 - 1 6+ Scattershot, Plentiful
⬥ Solid Shot 4” 8” - -2 4 - 2 6+ Knockback, Plentiful
Shotgun
⬥ Executioner Ammo 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
⬥ Inferno Ammo 4” 16” +1 - 4 - 2 5+ Blaze, Limited
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Throwing Knives Sx2” Sx4” - -1 S -1 - 5+ Toxin, Silent, Scarce
213
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Combi-Weapon
⬥ Boltgun (Primary) 12” 12” +1 - 4 -1 2 6+ Rapid Fire (1), Combi
⬥ Grenade Launcher (Frag)
(Secondary) 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Meltagun (Secondary) 6” 12” +1 - 8 -4 3 4+ Melta, Combi, Scarce
Flamer - T - - 4 -1 1 5+ Blaze, Template
Grenade Launcher
⬥ Frag Grenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Smoke Grenades 6” 24” -1 - - - - 4+ Blast (3”), Smoke
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback
⬥ Master-Crafted 24” 48” - +1 4 -1 1 4+ Master-Crafted, Knockback
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Needle Rifle 9” 18” +2 - - -2 - 6+ Toxin, Silent, Scarce
Plasma Gun
⬥ Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Storm Welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Harpoon Launcher �� 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Heavy Bolter �� 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
Heavy Flamer �� - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Mining Laser �� 18” 24” - -1 9 -3 3 3+ Unwieldy
Seismic Cannon ��
⬥ Short Wave 12” 24” - -1 6 -1 2 5+ Rapid Fire (1), Knockback, Seismic, Unwieldy
⬥ Long Wave 12” 24” -1 - 3 - 1 5+ Rapid Fire (2), Knockback, Seismic, Unwieldy
214
WEAPON ACCESSORIES ARMOUR
Accessories with a [★] cannot be fitted together on the same
FLAK ARMOUR
weapon.
• The wearer gains a 6+ armour save.
MONO-SIGHT [★]
HEAVY CARAPACE ARMOUR
• FITTED TO: Basic Weapons, Special Weapons, Heavy
• The wearer gains a 4+ armour save, increased to 3+
Weapons
against attacks originating within the fighter’s frontal
• EFFECTS: If the fighter makes an Aim (Basic) action vision arc.
with this weapon, gain a +2 modifier to the hit roll
• The wearer loses -1 Initiative.
instead of the usual +1.
• The wearer loses -1” Movement when making a
MESH ARMOUR
TELESCOPIC SIGHT [★]
• The wearer gains a 5+ armour save.
• FITTED TO: Pistols; all Basic & Special Weapons
215
FIELD ARMOUR EQUIPMENT
CONVERSION FIELD ARMOURED UNDERSUIT
• If the wearer is hit by an attack, roll D6 before the • An armoured undersuit can be worn in conjunction
attacker attempts to wound – on 5+, the hit is with armour, or on its own.
disregarded.
• If worn in conjunction with armour, the wearer
• If this occurs, any fighter (friend or enemy) within 3” of improves their armour save by +1.
the wearer gains the Blind condition.
• If worn alone, the wearer gains a 6+ armour save.
• The wearer is unaffected by the flash and does not
gain the Blind condition. BIO-BOOSTER
• The first time the owner rolls an Injury, roll one less
DISPLACER FIELD die.
• If the wearer is hit by an attack, roll D6 – on 4+, the hit • If only one die would be used, instead roll two and
is disregarded.
choose which result to apply.
• If this occurs, the wearer automatically Scatters a
number of inches equal to the Strength of the attack. CHEM-SYNTH
� If an incoming attack lacks a Strength value, the • At the start of the user’s activation, they can choose to
displacer field cannot work against it.If the attack check Intelligence.
used a template, the hit is still ignored if the wearer • If passed, any of their weapons with the Gas or Toxin
is still touching it after being displaced. trait count a target’s Toughness as being -1.
• The wearer is never displaced inside a terrain feature • The effects last one round.
and must be placed clear of any impassable terrain.
REFRACTOR FIELD • This item is one-use only. After applying the above
• If the wearer is hit by an attack, roll D6 – on 5+ the hit modifier, the filter plugs are removed.
is disregarded.
216
JUMP BOOSTER RESPIRATOR
• Once per activation, when taking the Move (Simple) or • If the owner is hit by a weapon with the Gas trait, their
Charge (Double) action, the user can activate their Toughness counts as +2 when rolling to determine
Jump Booster. whether they are affected.
• If the user successfully completes a Charge (Double) • This item cannot be combined with a Servo Claw or
action using a Jump Booster, they gain +1 Strength any other type of servo harness.
and a +1 modifier to their hit rolls for that turn.
• If the user makes a Move (Simple) action with a Jump SERVO HARNESS (FULL)
Booster, any weapons they carry with the Grenade or • The user gains +2 Strength and +1 Toughness, for as
Template trait also gain the Unstable trait for that long as they wear the Servo Harness.
round.
• The user counts as having Suspensors on any
• When the user moves with a Jump Booster, up to half weapons they carry with the Unwieldy trait.
the distance can be vertical, including between levels • This item cannot be combined with a Servo Claw or
and over impassable terrain.
any other type of servo harness.
• If the user’s movement ends in midair (that is, they
lack sufficient movement to land safely on a level
surface), they fall the remaining distance.
LHO-STICKS
• The user is considered ‘cool’ by the more gullible
members of the gang.
MEDICAE KIT
• When the user assists a friendly fighter’s Recovery, roll
an additional Injury die and choose one result to
discard.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
217
ORLOCK TERRAIN
(1) PROMETHIUM BARRELS
OBTAINING GANG TERRAIN Bullet-riddled barrels of waste promethium are leaked across
• The below terrain can be purchased from the Trading the battlefield to catch enemy fighters in the slick, hindering
Post during the Post-Battle Sequence. their movement and leaving them highly vulnerable to flame.
• Once purchased, the terrain is added to the gang’s • Place in the gang’s deployment zone, or anywhere in
Stash, and can be fielded in any battle the gang no-man’s-land (at least 3” from the enemy
participates in (unless noted otherwise). deployment zone).
• Once purchased, terrain is retained between battles, • Any fighter who activates within 3” of a Promethium
each time returning to the Stash. Barrel treats the Move (Simple) action as Move (Basic).
218
(5) TOOL BOX
(4) SERVITOR SENTRY (DEFENSIVE) Every Orlock fighter carries tools on their belts – these being
House Orlock employs vast numbers of servitors. They make both a mark of clan membership, and the difference between
ideal gang sentries – a disembodied torso driven by mono- life and death out in the wastes.
programming is more than enough to operate an autogun. • Place within the gang’s deployment zone.
• Place within the gang’s deployment zone. • A Tool Box can be moved in the same manner as a loot
• Servitors cannot move themselves, but friendly casket.
fighters can move them in the same way as a loot • A friendly fighter who activates within 1” of a Tool Box
casket. may immediately attempt a free Reload (Simple)
• A Servitor Sentry has the following profile: action.
RNG ACC
HEAVY TURRET S L S L Str AP D Am Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Shotgun
-Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
219
PETITIONING THE HOUSE
(6-8) GUNS AND AMMO
ORLOCK HOUSE FAVOURS There’s always spare hardware lying around the Nexus – the
At the campaign Arbitrator’s discretion, gangs can attempt gang receives a shipment of surplus weapons and ammo.
to gain a House Favour. Usually, this occurs at the start of a
• Immediately gain 2D6x10 credits worth of weapons
campaign week, but can be at any point the Arbitrator
and equipment from the Gunner Equipment List.
deems appropriate.
• Any credits not spent immediately are lost.
In House Orlock, favours represent the interest of the Clan
(9-10) A BAND OF PROSPECTS
Families, powerful gangs helping out up-and-comers, or a
The Road Boss sends some young bloods looking to prove
Road Boss giving their brothers and sisters a helping hand.
themselves.
Be warned! While the gang’s masters may bestow them • For the rest of the campaign week, the gang gains D3
gifts, they might also exact a price for those audacious Wreckers.
enough to call upon them.
• This group comes with 100 credits worth of weapons
and equipment, spread between them.
If a gang has an Alliance, or has petitioned a House Agent
for aid in the upcoming battle, they may not seek a favour. • However, any weapons given to them gain the
Reckless trait.
PETITIONING FOR FAVOUR • If no Wrecker models are available, re-roll this result.
Before the game, after choosing your crew for the scenario,
then roll 2D6 and add +1 for every enemy gang in the
campaign with a higher Gang Rating than you (to a
(11-12) VISIT FROM THE ROAD BOSS
A powerful member of the Clan House has arrived from the
maximum of +3).
wastes to aid the gang.
Determine the final score and immediately apply the result • For the rest of the campaign week, the gang gains a
from the list. free House Agent.
220
ORLOCK HOUSE AGENT
(HIRED GUN - HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 3 4+ 2 5+ 5+ 5+ 7+
4” 2+ 5+ 4 3 2 3+ 2 6+ 6+ 6+ 7+
4” 5+ 2+ 3 4 2 3+ 2 5+ 6+ 6+ 7+
• Agent Limit: You may have a maximum of one � Gain three random skills.
House Agent in your gang at a time.
� Choose one skill, then gain one random skill.
• Recruitment: House Agents are not hired in the
• Skills are drawn from Brawn, Combat, Ferocity,
usual way – instead, a gang must petition them
Leadership, Bravado or Shooting.
before a battle. Roll D6 on the below table:
221
ORLOCK SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
Sub-Plots are side missions a gang can pursue mid-battle –
(ACE) HARD MAN
kept secret from the opponent until completed and
• Reveal when one of your fighters suffers two or more
rewarding extra credits, XP, Reputation, or Gang Tactics
Flesh Wounds as part of a single damaging hit.
cards.
• If the fighter is still on the battlefield after resolving
A House’s fortunes are tied invisibly to those of its strongest the hit, gain +1 Rep.
gangs. Each gang leader is akin to a general in the House’s
• This increases to +D3 Rep if the fighter is still Standing
armies – every victory granting the hidden masters more and Active afterwards.
political capital to further their schemes.
As such, sometimes the House’s nobles take a direct hand in (2) SUMPTOWN SHAKEDOWN
matters – meddling in the gang’s affairs, and sending them • Reveal if a friendly fighter takes the Coup de Grace
on errands, and pressing them into agendas where they can (Simple) action.
have the most impact. Gang leaders ignore these directives
at their peril. • Gain D3x10 credits.
222
(5) CALL THEM OUT (JACK) MANO-A-MANO
• Reveal at the start of the battle, after deployment but • Reveal at the start of any activation if your Gang
before Priority. Leader is currently engaged with the enemy Gang
Leader.
• Choose one of your fighters, and one enemy fighter.
• If your Gang Leader then takes the enemy Gang
• If your fighter takes out the chosen enemy from a
Leader Out of Action via a Fight (Basic) action, gain
distance no greater than 6”, gain +D3 Rep.
D6x10 credits.
223
DRAMATIS PERSONAE
SLATE MERDENA, HARD MAN OF THE ASH ROADS
(ORLOCK BOUNTY HUNTER) – 360 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 3+ 3 4 3 3+ 3 4+ 5+ 4+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Power Hammer - E - - S+1 -1 2 - Power, Melee
Custom Plasma Pistol
-Low 12” 24” +2 - 5 -1 2 5+ Scarce
-Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
224
MACULA
(EXOTIC BEAST) - no hiring fee, always accompanies Slate Merdena
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 3 2 4+ 2 7+ 6+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Savage Bite - E - - S -2 1 - Disarm, Melee
225
MARGO MERDENA, DUSTSEA ROAD BOSS
(ORLOCK HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 2+ 3+ 3 3 3 2+ 3 5+ 6+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Leg Blades - E - - S+1 -1 1 - Disarm, Parry, Power, Melee
Harpoon Fist 3” 9” +2 - 5 -2 - 6+ Drag, Impale, Sidearm
226
VESPA “MINX” MERDENA, ORLOCK WILD CHILD
(ORLOCK VEHICLE / BOUNTY HUNTER) – 245 credits hiring fee
RNG ACC
WEAPON S L S L Str AP D Am Traits
Mischief
-Frag Rockets 24” 48” +1 - 4 -1 1 6+ Arc (Front), Blast (5”), Knockback, Rapid Fire (1), Crew Operated
-Krak Rockets 24” 48” +1 - 6 -2 3 6+ Arc (Front), Rapid Fire (1), Crew Operated
Custom Stub Gun 12” 24” +2 - 3 - 1 4+ Plentiful, Sidearm
227
D060-K13, HARDCASE CYBER-MASTIFF
(ORLOCK HIVE SCUM) – 115 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 4 1 4+ 1 8+ 6+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Bite - E - - S -1 1 - Shock, Rending, Melee
Digi-Autopistol 6” 9” +1 - 2 - 1 4+ Rapid Fire (1), Plentiful
Digi-Hand Flamer - T - - 2 -1 1 6+ Blaze, Scarce, Template
Digi-Frag Grenade - 9” - - 2 - 1 6+ Blast (3”), Knockback, Grenade
228
WILCOX “WILD SNAKE” CINDERJACK
(ORLOCK BOUNTY HUNTER) – 190 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
D6+1” 4+ 4+ 3 3 2 4+ 2 7+ 6+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Mono-Blade - E - - S -2 1 - Melee
Snake-Thrower - T - - - - - 4+ Blaze, Toxin, Template
• “You Get What You Pay For”: Once recruited, a � Intoxicated: The fighter’s Movement changes to
Bounty Hunter does not count towards the gang’s D6”, and they suffer a -1 modifier to their ranged
fighter limit for a scenario . attacks.
229
CONTENTS HOUSE VAN SAAR RULES
1. House Van Saar Rules
CYBERTEKNIKA
2. Gang List
The warriors of Van Saar have access to special bionics
3. Skill Access
known as Cyberteknika – used both to support their ailing
4. Cyberteknika
bodies, and as a mark of power and prestige.
5. Exotic Pets, Brutes & Hangers-On
6. Armoury Every Van Saar fighter has access to Cyberteknika, which
7. Van Saar Terrain grants them potent new abilities and strengths.
8. Petitioning the House Each piece of Cyberteknika has three tiers (basic,
9. Van Saar Sub-Plots intermediate, and advanced), and a fighter can install and
10. Dramatis Personae upgrade these as they meet certain conditions.
230
VAN SAAR GANG LIST
PRIME
(GANG LEADER) - 130 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 2+ 3 3 2 5+ 2 4+ 5+ 5+ 4+
EQUIPMENT CYBERTEKNIKA
• Primes come with an Armoured Bodyglove at This fighter can install Cyberteknika at the following
recruitment. points in their development:
• The Prime may purchase any weapons or • They can take Cyberteknika at recruitment.
equipment from the Prime Equipment List.
• Each time they take an Advancement, the fighter
• During a campaign, the Prime may purchase can also gain Cyberteknika by entering Recovery.
additional weapons and equipment from this list,
• During any Post-Battle Sequence, they can remove
the Trading Post, or the Black Market.
a Lasting Injury by replacing it with an associated
• The Prime can use any weapon. Cyberteknika and entering Recovery.
• Secondary Skills: Agility, Cunning, Tech. • If this fighter dies during a campaign (or is
otherwise permanently lost), another fighter must
be promoted to replace them, gaining the Gang
Leader rule.
231
PRIME EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Combi-Pistol (Las / Melta)…………..130 • “Hystrar” Pattern Energy Shield..50 • Bio-Booster……………………… 35
• Combi-Pistol (Las / Plasma)……….. 95 • Power Knife………………………25 • Drop Rig…………………………. 10
• Hand Flamer………………………….75 • Servo-Claw……………………… 30 • Filter Plugs………………………. 10
• Laspistol……………………………....5 • Shock Baton…………….………. 30 • Grav Chute……………………… 40
-Master-Crafted…………… +5 • Shock Stave…………………….. 25 • Medicae Kit……………………… 30
-Focusing Crystal…………… +20 • Photo-Goggles………………….. 35
• Plasma Pistol…………………………50 HEAVY WEAPONS • Respirator……………………….. 15
• Lascannon ��….……………….. 155 • Servo Harness (Partial)…………130
BASIC WEAPONS • Multi-Melta ��…………………... 180
• Lasgun…………………………… 10 • Plasma Cannon ��……….……. 130 WEAPON ACCESSORIES
-Master-Crafted…………… +5 • Rad Cannon ��………………… 130 • Hotshot Las-Pack (Lasgun
-Focusing Crystal…………… +20 & Laspistol only)…………………20
• Las-Carbine…………………… 20 GRENADES • Infra-Sight (Pistols, Basic,
-Master-Crafted…………… +5 • Frag Grenades………………….. 30 & Special Weapons only)……….25
-Focusing Crystal…………… +20 • Krak Grenades………………….. 45 • Las-Projector (Pistols, Basic,
• Suppression Laser……………40 • Plasma Grenades…….………… 65 & Special Weapons only)……….35
-Master-Crafted…………… +10 • Rad Grenades…………………... 25 • Mono-Sight (Basic, Special
-Focusing Crystal…………… +20 • Smoke Grenades……………….. 15 & Heavy Weapons only)……….. 35
• Suspensor (Heavy
SPECIAL WEAPONS ARMOUR Weapons only)………………….. 60
• Flamer…………………………………140 • Flak Armour………….………….. 10 • Telescopic Sight (Pistols, Basic
• Grav Gun…………………………….. 120 • Light Carapace Armour………... 80 & Special Weapons only)……….25
• Meltagun………………………………135 • Mesh Armour……………………. 15
• Plasma Gun…………………………..100 EXOTIC BEASTS
• Rad Gun………………………………100 FIELD ARMOUR • 0-3 Cyberachnid…………………75
• Conversion Field…….………….. 60
• Displacer Field…….……………..70
• Refractor Field……….…………. 50
232
AUGMEK
(CHAMPION) - 110 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 2+ 3 3 2 4+ 1 5+ 6+ 6+ 5+
EQUIPMENT CYBERTEKNIKA
• An Augmek comes with an Armoured Bodyglove This fighter can install Cyberteknika at the following
at recruitment. points in their development:
• An Augmek may purchase any weapons or • They can take Cyberteknika at recruitment.
equipment from the Augmek Equipment List.
• Each time they take an Advancement, the fighter
• During a campaign, an Augmek may purchase can also gain Cyberteknika by entering Recovery.
additional weapons and equipment from this list,
• During any Post-Battle Sequence, they can remove
the Trading Post, or the Black Market.
a Lasting Injury by replacing it with an associated
• An Augmek can use any weapon. Cyberteknika and entering Recovery.
• Primary Skills: Shooting, Savant. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• Secondary Skills: Combat, Cunning, Leadership,
Tech. Tools of the Trade: This fighter may take multiple
equipment sets.
233
AUGMEK EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Combi-Pistol (Las / Melta)…………..130 • “Hystrar” Pattern Energy Shield..50 • Bio-Booster……………………… 35
• Combi-Pistol (Las / Plasma)……….. 95 • Power Knife………………………25 • Drop Rig…………………………. 10
• Hand Flamer………………………….75 • Servo-Claw……………………… 30 • Filter Plugs………………………. 10
• Laspistol……………………………....5 • Shock Baton…………….………. 30 • Grav Chute……………………… 40
-Master-Crafted…………… +5 • Shock Stave…………………….. 25 • Medicae Kit……………………… 30
-Focusing Crystal…………… +20 • Photo-Goggles………………….. 35
• Plasma Pistol…………………………50 HEAVY WEAPONS • Respirator……………………….. 15
• Lascannon ��….……………….. 155 • Servo Harness (Partial)…………130
BASIC WEAPONS • Multi-Melta ��…………………... 180
• Lasgun…………………………… 10 • Plasma Cannon ��……….……. 130 WEAPON ACCESSORIES
-Master-Crafted…………… +5 • Rad Cannon ��………………… 130 • Hotshot Las-Pack (Lasgun
-Focusing Crystal…………… +20 & Laspistol only)…………………20
• Las-Carbine…………………… 20 GRENADES • Infra-Sight (Pistols, Basic,
-Master-Crafted…………… +5 • Frag Grenades………………….. 30 & Special Weapons only)……….25
-Focusing Crystal…………… +20 • Krak Grenades………………….. 45 • Las-Projector (Pistols, Basic,
• Suppression Laser……………40 • Plasma Grenades…….………… 65 & Special Weapons only)……….35
-Master-Crafted…………… +10 • Rad Grenades…………………... 25 • Mono-Sight (Basic, Special
-Focusing Crystal…………… +20 • Smoke Grenades……………….. 15 & Heavy Weapons only)……….. 35
• Suspensor (Heavy
SPECIAL WEAPONS ARMOUR Weapons only)………………….. 60
• Flamer…………………………………140 • Flak Armour………….………….. 10 • Telescopic Sight (Pistols, Basic
• Grav Gun…………………………….. 120 • Light Carapace Armour………... 80 & Special Weapons only)……….25
• Meltagun………………………………135 • Mesh Armour……………………. 15
• Plasma Gun…………………………..100 EXOTIC BEASTS
• Rad Gun………………………………100 FIELD ARMOUR • 0-2 Cyberachnid…………………75
• Conversion Field…….………….. 60
234
ARCHEOTEK
(CHAMPION) - 125 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 2+ 3 3 2 5+ 2 4+ 6+ 6+ 5+
EQUIPMENT CYBERTEKNIKA
• An Archeotek comes with an Armoured This fighter can install Cyberteknika at the following
Bodyglove at recruitment. points in their development:
• An Archeotek may purchase any weapons or • They can take Cyberteknika at recruitment.
equipment from the Archeotek Equipment List.
• Each time they take an Advancement, the fighter
• During a campaign, an Archeotek may purchase can also gain Cyberteknika by entering Recovery.
additional weapons and equipment from this list,
• During any Post-Battle Sequence, they can remove
the Trading Post, or the Black Market.
a Lasting Injury by replacing it with an associated
• An Archeotek can use any weapon. Cyberteknika and entering Recovery.
• Primary Skills: Savant, Tech. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
• Secondary Skills: Cunning, Shooting
Tools of the Trade: This fighter may take multiple
equipment sets.
235
ARCHEOTEK EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Laspistol……………….…………….. 5 • 0-3 Digi Laser……………………25 • Bio-Booster …….………………. 25
-Master-Crafted…..……...……….. +5 • Power Knife……….…………….. 25 • Drop Rig…….…….…….……….. 35
-Focusing Crystal…..…...……….. +20 • Servo-Claw……….……………... 30 • Filter Plugs…….…….…….……. 35
• Las Sub-Carbine……………………..15 • Spider-Rig ��…………………. 80 • Grav Chute…….…………………25
-Master-Crafted…..……...……….. +5 • Photo-Goggles.…….…….…….. 35
-Focusing Crystal...……...………..+20 GRENADES • Respirator …….…….…….……. 35
• Plasma Pistol……….……………….. 50 • Frag Grenades…………………..30
• Krak Grenades………………….. 45 WEAPON ACCESSORIES
SPECIAL WEAPONS • Photon Flash Grenades………. 15 • Hotshot Las-Pack (Lasgun
• Rad Beamer ��……………………...70 • Plasma Grenades………..…….. 65 & Laspistol only)…………………20
• Rad Grenades…….…….……… 25 • Infra-Sight (Pistols, Basic,
ARMOUR • Smoke Grenades….…….………15 & Special Weapons only)……….25
• Flak Armour…………………………..10 • Stun Grenades…….…….………25 • Las-Projector (Pistols, Basic,
• Light Carapace Armour…………….. 80 & Special Weapons only)……….35
• Mesh Armour…………………………15 EXOTIC BEASTS • Mono-Sight (Basic, Special
• 0-3 Cyberachnid…….…….…… 75 & Heavy Weapons only)……….. 35
FIELD ARMOUR • Telescopic Sight (Pistols, Basic
• Conversion Field….…….………….. 60 & Special Weapons only)……….25
• Displacer Field…….…….………….. 70
• Refractor Field………………………. 50
236
NEOTEK
(PROSPECT) - 70 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 8+ 9+ 7+
EQUIPMENT CYBERTEKNIKA
• A Neotek comes with an Armoured Bodyglove This fighter can install Cyberteknika at the following
and Grav-Cutter at recruitment. points in their development:
• A Neotek may purchase any weapons or • Each time they take an Advancement, the fighter
equipment from the Neotek Equipment List. can also gain Cyberteknika by entering Recovery.
• During a campaign, a Neotek may purchase • During any Post-Battle Sequence, they can remove
additional weapons and equipment from this list, a Lasting Injury by replacing it with an associated
the Trading Post, or the Black Market. Cyberteknika and entering Recovery.
• A Neotek can use any weapon from the Neotek SPECIAL RULES
Equipment List – but can only use Close Combat
Gang Fighter (Prospect): These fighters form the
Weapons from the Trading Post or Black Market.
gang’s backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
237
NEOTEK EQUIPMENT LIST
BASIC WEAPONS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Lasgun…………………………….….. 10 • “Hystrar” Pattern Energy Shield. 50 • Bio-Booster……………… 35
• Power Knife………………………25 • Filter Plugs…..………………….. 10
PISTOLS • Shock Stave……………………..25 • Respirator………………………...15
• Hand Flamer………………………….. 75
• Laspistol………………………………. 5 GRENADES WEAPON ACCESSORIES
-Focusing Crystal..……...………... +20 • Photon Flash Grenades………...15 • Hotshot Las Pack (Lasgun
• Las Sub-Carbine…………………….. 15 • Plasma Grenades………………. 65 & Laspistol only)…………………20
-Focusing Crystal..……...……….. +20 • Rad Grenades…………………...25 • Las-Projector (Pistols, Basic
• Plasma Pistol………………………… 50 ES & Special Weapons only)……….35
ARMOUR
• Flak Armour………………………10
• Mesh Armour...…………………..15
238
TEK
(GANGER) - 65 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 3+ 3 3 1 5+ 1 6+ 7+ 7+ 6+
EQUIPMENT CYBERTEKNIKA
• A Tek comes with an Armoured Bodyglove at This fighter can install Cyberteknika at the following
recruitment. points in their development:
• Teks (and Tek Specialists) may purchase any • Each time they take an Advancement, the fighter
weapons or equipment from the Tek Equipment can also gain Cyberteknika by entering Recovery.
List.
• During any Post-Battle Sequence, they can remove
• During a campaign, a Tek may purchase additional a Lasting Injury by replacing it with an associated
weapons from this list. Cyberteknika and entering Recovery.
239
TEK EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Hand Flamer………………………… 75 • “Hystrar” Pattern Energy Shield. 25 • Flak Armour……………………... 10
• Laspistol………………………………5 • Power Knife………………………15 • Mesh Armour……………………. 15
• Las Sub-Carbine……………………. 15 • Servo Claw…………… 20
• Plasma Pistol………………………... 50 • Shock Baton…………………….. 10 PERSONAL EQUIPMENT
• Shock Stave…………………….. 30 • Bio-Booster……………………… 35
BASIC WEAPONS • Drop Rig…………………………. 10
• Lasgun………………………………. 10 GRENADES • Filter Plugs………………………. 10
• Las-Carbine…….……………………20 • Frag Grenades…………………. 30 • Grav Chute……………………… 40
• Suppression Laser…………………. 40 • Krak Grenades…………………. 45 • Medicae Kit……………………… 30
• Rad Grenades………………….. 25 • Photo-Goggles………………….. 35
SPECIAL WEAPONS • Smoke Grenades..………………15 • Respirator……………………….. 15
• Flamer………………………………...140
• Grav Gun…………………………….. 120 HEAVY WEAPONS WEAPON ACCESSORIES
• Meltagun…………………… 135 • Plasma Cannon ��………… 130 • Hotshot Las Pack (Laspistol
• Plasma Gun……………………… 100 • Multi-Melta ��…………………...180 & Lasgun only)………………….. 20
• Rad Gun….…………………………. 100 • Rad Cannon ��……………… 130 • Infra-Sight (Pistols, Basic
& Special Weapons only)……… 25
• Las-Projector (Pistols, Basic
& Special Weapons only)……… 35
• Suspensor (Heavy
Weapons only)………………….. 60
240
SUBTEK
(JUVE) - 35 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 8+ 9+ 7+
EQUIPMENT CYBERTEKNIKA
• A Subtek comes with an Armoured Bodyglove at This fighter can install Cyberteknika at the following
recruitment. points in their development:
• A Subtek may purchase any weapons or • Each time they take an Advancement, the fighter
equipment from the Subtek Equipment List. can also gain Cyberteknika by entering Recovery.
• During a campaign, a Subtek can only purchase • During any Post-Battle Sequence, they can remove
additional weapons from this list. a Lasting Injury by replacing it with an associated
Cyberteknika and entering Recovery.
• During a campaign, a Subtek may purchase
additional equipment from this list, the Trading SPECIAL RULES
Post, or the Black Market.
Gang Fighter (Juve): These fighters form the gang’s
backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
241
VAN SAAR SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT TECH
Prime Secondary - - Secondary - Primary Primary Primary Secondary
242
CRANIAL CYBERTEKNIKA SINDEXTROUS CYBERTEKNIKA
Cognitive cybernetics or brain implants that repair cortical Leg, back, and foot augmetics enhance the fighter’s speed
damage or enhance mnemonic function. and agility, allowing their limbs to instinctively cope with the
underhive’s difficult terrain in a way fragile human
INSTALLATION appendages cannot.
• Cancels an existing Head Injury or Humiliated
Lasting Injury. INSTALLATION
• Cancels an existing Hobbled Lasting Injury.
• Damaged if either of these Lasting Injuries are rolled.
• Damaged if this Lasting Injury is rolled.
(1) ALPHA 30 credits
• The fighter is immune to the Insane condition. (1) ALPHA 35 credits
• The fighter ignores negative modifiers for moving
(2) GAMMA 40 credits through difficult terrain.
• The fighter is immune to the Insane and Intoxicated
conditions. (2) GAMMA 65 credits
• The fighter ignores negative modifiers for moving
(3) OMEGA 75 credits through difficult terrain.
• The fighter is immune to the Insane and Intoxicated
• When moving vertically (such as up a ladder), the
conditions.
fighter gains +2” bonus Movement.
• The fighter can never become Broken.
(3) OMEGA 100 credits
SINDEXTROUS CYBERTEKNIKA • The fighter ignores negative modifiers for moving
through difficult terrain.
Corded bionics replace hands and arms, making limbs more
responsive and intricate manipulation far easier for the • When moving vertically (such as up a ladder), the
fighter – granting dexterity beyond that of their mortal flesh. fighter gains +2” bonus Movement.
243
(3) OMEGA 150 credits
OCULAR CYBERTEKNIKA • The fighter’s unarmed attack is Damage 3, rather than
Replacing the eyes with bionic enhancements grants multi- the usual Damage 1.
spectrum sight and protects against the effects of blinding.
• When resolving hits with a weapon that has the Melee
INSTALLATION or Versatile trait, the fighter counts as +2 Strength.
• Cancels an existing Eye Injury Lasting Injury. • All of the fighter’s weapons count as having the
Suspensors weapon accessory fitted to them.
• Damaged if this Lasting Injury is rolled.
TORSONIC CYBERTEKNIKA
• The fighter counts as having +1 Toughness when
counting the number of Flesh Wounds they can take
Bone bracing and spinal grips make the fighter far more before going Out of Action.
sturdy, granting not only increased strength, but also the • When checking Toughness, the fighter can re-roll the
ability to wield heavy weapons with ease. result.
244
VAN SAAR EXOTIC BEASTS, BRUTES, & HANGERS-ON
CYBERACHNID
(EXOTIC BEAST) - 75 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 5+ 2 2 1 2+ 1 7+ 8+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Venomous Bite - E - - - - - - Toxin, Melee
Web Projector - T - - 2 - - 6+ Web, Silent, Scarce, Template
245
“ARACHNI-RIG” SERVO-SUIT
(BRUTE) - 240 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 5 4 3 4+ 4 5+ 5+ 8+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Servo-Arm E 3” - +1 S - 1 - Versatile, Melee
Heavy Las Carbine 15” 30” +1 - 4 - 1 4+ Rapid Fire (2), Twin-Linked, Plentiful
Rad Gun - T - - 2 -2 1 4+ Rad-Phage, Template
Plasma Gun -Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
-Maximal +1 - 7 -2 3 5+ Unstable, Scarce
EQUIPMENT SKILLS
• By default, an Arachni-Rig has four servo-arms, • An Arachni-Rig has no skills at recruitment.
wields a Heavy Las Carbine and is equipped with
• Primary Skills: Shooting.
Light Carapace Armour.
• Secondary Skills: Brawn, Ferocity.
ADDITIONAL OPTIONS
• Replace one servo-arm with a Rad Gun (+60 SPECIAL RULES
credits, -1 Attack). Superior Weapons Array: The Arachni-Rig counts the
Shoot (Basic) action as Shoot (Simple).
• Replace one servo-arm with a Plasma Gun (+60
credits, -1 Attack). If it shoots twice, each attack can be made with a
different weapon, and can target a different enemy
• Replace Light Carapace Armour with Heavy
fighter (following all the usual rules for Target Priority).
Carapace Armour: +20 credits.
Protective Gear: The Arachni-Rig is immune to the
BRUTE RULES effects of the Rad-Phage trait – that is, it never suffers an
• Rep & Recruitment: The maximum number of additional Flesh Wound.
combined Brutes and Hangers-On a gang can
recruit is determined by their Reputation:
REP MAX
0-5 1
5-9 2
10-14 3
15-19 4
20-24 5
Each additional +5 +1
246
COGITATOR CORE SERVITOR
(HANGER-ON – VAN SAAR ONLY) - 100 credits
M WS BS S T W I A Ld Cl WP Int
3” 6+ - 3 4 1 6+ 1 12+ 3+ 5+ 3+
247
HOUSE VAN SAAR ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - +1 - 1 - Disarm, Melee
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
Digi-Laser E 3” - - 1 - 1 - Digi, Versatile, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Flail - E - - S -1 1 - Entangle, Melee
“Hystrar” Pattern Energy Shield - E - - S - 1 - Shield, Knockback, Melee
Maul (Club) - E - - S +1 2 - Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Knife - E - - S+2 -2 1 - Power, Disarm, Melee
Power Sword - E - - S+2 -2 1 - Power, Parry, Melee
⬥ Master-Crafted - E - - S+2 -2 1 - Master-Crafted, Power, Parry, Melee
Servo-Arm (Arachni-Rig) E 3” - +1 S - 1 - Versatile, Melee
Servo-Claw - E - - +2 - 2 - Melee
Shock Baton - E - - S - 1 - Shock, Parry, Melee
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Spider-Rig E 3” +1 +1 S+1 -1 1 - Paired, Parry, Shock, Entangle, Versatile, Melee
Spud-Jacker - E - - S+1 - 1 - Knockback, Melee
Stiletto Sword - E - - - -1 - - Toxin, Parry, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
Venomous Bite (Cyberachnid) - E - - - - - - Toxin, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Photon Flash Grenade - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
Plasma Grenade - Sx3 - - 5 -1 2 4+ Blast (3”), Unstable, Grenade
Rad Grenade - Sx3 - - 2 -2 1 4+ Blast (3”), Rad-Phage, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
Stun Grenade - Sx3 - - 2 -1 1 4+ Blast (3”), Concussion, Grenade
248
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Combi-Pistol
⬥ Las (Primary) 8” 12” +1 - 3 - 1 2+ Combi, Plentiful, Sidearm
⬥ Plasma (Secondary) 12” 24” +2 - 5 -1 2 5+ Combi, Rapid Fire (1), Scarce
⬥ Melta (Secondary) 6” 12” +1 - 8 -4 3 4+ Combi, Melta, Scarce
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
⬥ Master-Crafted 8” 12” +1 - 3 - 1 2+ Master-Crafted, Plentiful, Sidearm
Las Sub-Carbine 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Plentiful, Sidearm
⬥ Master-Crafted 4” 12” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1), Plentiful, Sidearm
Plasma Pistol
⬥ Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
⬥ Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
Web Projector (Cyberachnid) - T - - 2 - - 6+ Web, Silent, Scarce, Template
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Combat Shotgun
⬥ Salvo Ammo 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Ammo - T - - 2 - 1 4+ Scattershot, Template
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
⬥ Master-Crafted 18” 24” +1 - 3 - 1 2+ Master-Crafted, Plentiful
Las Carbine 10” 24” +1 - 3 - 1 4+ Rapid Fire (1), Plentiful
⬥ Master-Crafted 10” 24” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1), Plentiful
Sawn-Off Shotgun 4” 8” +2 - 3 - 1 6+ Plentiful, Scattershot
Shotgun
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Suppression Laser
⬥ Broad Burst 4” 8” +2 - 2 - 1 4+ Scattershot, Plentiful
⬥ Short Burst 8” 16” +1 - 4 - 2 4+ Knockback, Plentiful
Throwing Knives Sx2” Sx4” - -1 S -1 - 5+ Toxin, Silent, Scarce
249
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Flamer - T - - 4 -1 1 5+ Blaze, Template
Grav Gun 9” 18” +1 - * -1 2 5+ Blast (3”), Concussion, Graviton Pulse
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback
⬥ Master-Crafted 24” 48” - +1 4 -1 1 4+ Master-Crafted, Knockback
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Plasma Gun
⬥ Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Rad Beamer
⬥ Focused Beam 12” 24” +2 - 3 -2 1 5+ Rad-Phage
⬥ Dispersed Beam 12” 24” - - 2 -2 1 5+ Rapid Fire (1), Rad-Phage
Rad Gun - T - - 2 -2 1 4+ Rad-Phage, Template
Storm Welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Lascannon �� 24” 48” - +1 10 -3 3 4+ Knockback, Unwieldy
Multi-Melta �� 12” 24” +1 - 8 -4 3 4+ Blast (3”), Melta, Unwieldy, Scarce
Plasma Cannon ��
⬥ Low 18” 36” +1 - 6 -1 2 5+ Rapid Fire (1), Unwieldy, Scarce
⬥ Maximal 18” 36” +1 - 8 -2 3 5+ Blast (3”), Unstable, Unwieldy, Scarce
Rad Cannon �� 16” 32” - -1 2 -2 1 4+ Blast (5”), Rad-Phage, Unwieldy
Heavy Las Carbine (Arachni-Rig) 15” 30” +1 - 4 - 1 4+ Rapid Fire (3), Twin-Linked, Plentiful
250
SUSPENSOR
WEAPON ACCESSORIES • FITTED TO: Heavy Weapons
Accessories with a [★] cannot be fitted together on the same
• EFFECTS: Attacking with this heavy weapon becomes
weapon.
a (Basic) action rather than (Double).
FOCUSING CRYSTAL
TELESCOPIC SIGHT [★]
• FITTED TO: Laspistol, Lasgun, Las Carbine, Las Sub-
• FITTED TO: Pistols; all Basic & Special Weapons
Carbine, Suppression Laser
• EFFECTS: If a fighter takes the Aim (Basic) action, this
• EFFECTS: The weapon improves its Armour Piercing
weapon always uses its modifier for Short range, even
value by 2, in exchange for gaining the Unstable trait.
if the target is at Long range.
The weapon ignores the effect of smoke clouds, and if • Cannot be combined with an armoured undersuit.
the Pitch Black rules are in effect, the weapon can
spot targets up to 12” away, instead of 3”.
FLAK ARMOUR
An infra-sight cannot be fitted to a weapon with the • The wearer gains a 6+ armour save.
Rapid Fire (X), Blast (3”) or Blast (5”) traits.
• Against weapons that use a Blast marker or Flame
template, this increases to 5+.
LAS-PROJECTOR
• FITTED TO: Pistols, Basic Weapons, Special Weapons
HEAVY CARAPACE ARMOUR
• EFFECTS: The weapon’s Short range Accuracy bonus • The wearer gains a 4+ armour save, increased to 3+
increases by +1. against attacks originating within the fighter’s frontal
vision arc.
MONO-SIGHT [★] • The wearer loses -1 Initiative.
• FITTED TO: Basic Weapons, Special Weapons, Heavy
Weapons • The wearer loses -1” Movement when making a
Charge (Double) action.
• EFFECTS: If the fighter makes an Aim (Basic) action
with this weapon, gain a +2 modifier to the hit roll
instead of the usual +1. LIGHT CARAPACE ARMOUR
• The wearer gains a 4+ armour save.
MESH ARMOUR
• The wearer gains a 5+ armour save.
251
FIELD ARMOUR EQUIPMENT
CONVERSION FIELD ARMOURED UNDERSUIT
• If the wearer is hit by an attack, roll D6 before the • An armoured undersuit can be worn in conjunction
attacker attempts to wound – on 5+, the hit is with armour, or on its own.
disregarded.
• If worn in conjunction with armour, the wearer
• If this occurs, any fighter (friend or enemy) within 3” of improves their armour save by +1.
the wearer gains the Blind condition.
• If worn alone, the wearer gains a 6+ armour save.
• The wearer is unaffected by the flash and does not
gain the Blind condition. BIO-BOOSTER
• The first time the owner rolls an Injury, roll one less
DISPLACER FIELD die.
• If the wearer is hit by an attack, roll D6 – on 4+, the hit • If only one die would be used, instead roll two and
is disregarded.
choose which result to apply.
• If this occurs, the wearer automatically Scatters a
number of inches equal to the Strength of the attack. DROP RIG
� If an incoming attack lacks a Strength value, the • If the owner is Active and within 1” of an edge, they
displacer field cannot work against it.If the attack can take the following action::
used a template, the hit is still ignored if the wearer � DESCEND (Basic): Move up to 3” horizontally, and
is still touching it after being displaced. up to 12” vertically. The fighter’s vertical movement
• The wearer is never displaced inside a terrain feature must be downwards – i.e. towards the ground.
and must be placed clear of any impassable terrain.
REFRACTOR FIELD
• If the wearer is hit by an attack, roll D6 – on 5+ the hit
is disregarded.
252
GRAV CUTTER RESPIRATOR
• The user gains +2” Movement. • If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
• When moving, the user may ignore all terrain, travel
whether they are affected.
freely between levels, can never fall, and can move
over enemy fighters (that is, they may ignore the 1”
Rule). SERVO HARNESS (PARTIAL)
• The user gains +2 Strength and +1 Toughness, for as
� However, they may not ignore impassable terrain,
long as they wear the Servo Harness.
and cannot end a move overlapping an obstacle, or
within 1” of another fighter. • The user counts as having Suspensors on any
weapons they carry with the Unwieldy trait.
• The user is never Pinned if hit by a ranged attack.
• The user loses -1” Movement and -1 Initiative.
• The user cannot perform the Take Cover (Basic) action,
nor become voluntarily Pinned for any reason. • This item cannot be combined with a Servo Claw or
any other type of servo harness.
• If the user becomes Prone for any reason, they always
treat the Stand Up (Basic) action as Stand Up (Double),
regardless of any other rules, skills, or effects.
MEDICAE KIT
• When the user assists a friendly fighter’s Recovery, roll
an additional Injury die and choose one result to
discard.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
253
VAN SAAR TERRAIN
(1) ARCHAEO-RELIC (GANG RELIC)
OBTAINING GANG TERRAIN These shrines to technology are combinations of advanced
• The below terrain can be purchased from the Trading cogitation devices, weird power sources, and bizarre sensor
Post during the Post-Battle Sequence. arrays – pulsing with disturbing waves of static and white
noise that deeply affect even the most unflappable hivers.
• Once purchased, the terrain is added to the gang’s
Stash, and can be fielded in any battle the gang • Any enemy who ends their activation within 3” of an
participates in (unless noted otherwise). Archaeo-Relic must check Intelligence – if failed, they
become subject to the Insane condition.
• Once purchased, terrain is retained between battles,
each time returning to the Stash.
RNG ACC
HEAVY TURRET S L S L Str AP D Am
Rad Cannon 24” 48” - -1 2 -2 1 3+
Traits: Blast (5”), Rad Phage
254
(4) RAD CASTERS (5) THERMAL MINE
These ghoulish icons are hung from low ceilings or doorways A larger, more powerful version of a melta bomb, when a
and slowly release deadly radiation into the air. thermal mine goes off, the nearby area is rapidly superheated
to a temperature that can melt rock. Its effect on living
• Place within the gang’s deployment zone, or in no-
organisms is… profound.
man’s-land.
• Place within the gang’s deployment zone, or in no-
• In each End Phase, a fighter within 3” of a Rad Caster
man’s land.
must check Toughness, with a +1 modifier for each
piece of equipment they carry that protects against • A Thermal Mine is a Hidden Trap. Deploy six markers.
the Rad-Phage trait. Use some means to privately note which marker is the
real Thermal Mine.
• If failed (or on a natural 6), the fighter suffers a Flesh
Wound. • When an enemy moves within 2” of a Thermal Mine,
they must immediately halt and check Initiative.
• In addition, Rad Casters can be thrown by a friendly
fighter in base contact – this counts as an attack with • If passed, they complete their movement as normal.
a rad grenade. After resolving this, remove the Rad
• If failed, flip the Thermal Mine marker – if the trap is
Caster from play.
false, discard the marker. If the trap is real, it
immediately explodes!
255
PETITIONING THE HOUSE
(6-8) A TRIP TO THE TECH BAZAAR
VAN SAAR HOUSE FAVOURS The most reliable weapons are always in stock.
At the campaign Arbitrator’s discretion, gangs can attempt
• Immediately gain 2D6x10 credits worth of weapons
to gain a House Favour. Usually, this occurs at the start of a
and equipment from the Tek Equipment List.
campaign week, but can be at any point the Arbitrator
deems appropriate. • Any credits not spent immediately are lost.
PETITIONING FOR FAVOUR • If no Neotek models are available, re-roll this result.
Before the game, after choosing your crew for the scenario,
then roll 2D6 and add +1 for every enemy gang in the (11-12) CRANIAL INLOAD
campaign with a higher Gang Rating than you (to a Long ago, House Van Saar engineered a means of inloading
maximum of +3). muscle memory patterns. Now, the great masters have seen
fit to share this technique with the gang.
Determine the final score and immediately apply the result
• Randomly choose one fighter, then choose one of
from the list.
their Primary or Secondary skill sets.
(2) MIND WIPE • The fighter gains a random skill from the chosen set.
The House masters believe the gang has more than enough • If they already possess the generated skill, they may
tools to achieve its goal, and punishes it for not evaluating its instead choose a new one from that set.
resources correctly.
• Choose one fighter to be summoned to the masters (13+) GIFT OF THE ARCHEOTEKS
for involuntary reallocation and/or deletion. Delve deeper into the tech-mysteries of the Van Saar.
• They are permanently removed from the gang, along • Choose one fighter. They may install a new piece of
with all their weapons and equipment. Cyberteknika for free (or gain a free upgrade to an
existing piece).
(3-5) UNWILLING UPGRADE
If the gang would ask the masters’ favour, it must also prove
its willingness to advance the knowledge of the House.
256
VAN SAAR HOUSE AGENT
(HIRED GUN - HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
4” 4+ 2+ 3 3 2 5+ 1 4+ 5+ 6+ 6+
5” 3+ 4+ 3 3 2 4+ 2 5+ 6+ 6+ 5+
5” 4+ 3+ 3 3 2 4+ 1 6+ 5+ 5+ 4+
• Agent Limit: You may have a maximum of one � Gain three random skills.
House Agent in your gang at a time.
� Choose one skill, then gain one random skill.
• Recruitment: House Agents are not hired in the
• Skills are drawn from Brawn, Combat, Ferocity,
usual way – instead, a gang must petition them
Leadership, Tech, or Shooting.
before a battle. Roll D6 on the below table:
• “You Get What You Pay For”: Once recruited, Note that a gang can only make one Group Activation
House Agents can always be added to the crew, per turn.
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count
towards the fighter limit.
EQUIPMENT
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the Van
Saar Prime Equipment List.
257
VAN SAAR SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
Sub-Plots are side missions a gang can pursue mid-battle –
(ACE) RETALIATORY FIRE
kept secret from the opponent until completed and
• Reveal when your Gang Leader or one of your
rewarding extra credits, XP, Reputation, or Gang Tactics
Champions is Seriously Injured or taken Out of Action.
cards.
• If that enemy is Seriously Injured or Out of Action by
A House’s fortunes are tied invisibly to those of its strongest the end of this Action Phase, every fighter in your gang
gangs. Each gang leader is akin to a general in the House’s gains +1 XP.
armies – every victory granting the hidden masters more
political capital to further their schemes.
(2) METHODICAL
As such, sometimes the House’s nobles take a direct hand in • Reveal if a Seriously Injured enemy is taken Out of
matters – meddling in the gang’s affairs, and sending them Action by the Shoot (Basic) action.
on errands, and pressing them into agendas where they can • The responsible fighter gains +1 bonus XP.
have the most impact. Gang leaders ignore these directives
at their peril.
(3) SHOOTING GALLERY
• Players should agree prior to the battle whether to use • Discard this Sub-Plot if one of your fighters becomes
Sub-Plots. If so, a deck of playing cards is required. Engaged with an enemy.
Each player privately draws one card, then consults
• Reveal at the end of the battle if this Sub-Plot has not
their list of House Sub-Plots to see what secret
been discarded – gain +D3 Rep.
assignment their gang has been given.
• Once you complete a Sub-Plot, reveal it to your • If you have not played a Gang Tactics card this round,
opponent, gain the rewards and apply the effects, gain +1 random Gang Tactics card.
then discard the card.
• If your opponent has played two Gang Tactics cards so
far in the battle, and you have played none when this
Sub-Plot is revealed, instead gain +2 random Gang
Tactics cards.
258
(7) SUCKER PUNCH (QUEEN) DEADEYE
• Reveal if your fighter Seriously Injures an enemy or • Reveal if one of your fighters makes an Improbable
takes them Out of Action using a Reaction Attack. Shot and Seriously Injures or takes the target Out of
Action.
• Your fighter gains +D3 bonus XP.
� Improbable Shots: If a shot has no chance of hitting,
roll D6 – on a 6, proceed to check Ballistic Skill while
(8) WELL-PREPARED ignoring all modifiers. If passed, the Improbable
• Discard this Sub-Plot if one of your fighters fails an Shot has landed.
Ammo check.
• The fighter gains +D3 bonus XP, and the gang gains
• Reveal at the end of the battle if this Sub-Plot has not +D3 bonus Rep.
been discarded – gain +D3 Rep.
259
DRAMATIS PERSONAE
THE ARACHNOTEK GOLEM
(VAN SAAR HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 5 5 3 3+ 3 ? ? ? ?
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Claw - E - - S+1 -1 2 - Power, Shock, Melee
“Hystrar” Energy Projector 8” 16” +1 - 5 -1 1 3+ Rapid Fire (3), Shock, Reckless
260
LISBETH THE IRON ANGEL
(VAN SAAR BOUNTY HUNTER) – 315 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 5 4 3 4+ 3 5+ 5+ 7+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Servo-Arm E 3” - +1 S - 1 - Versatile, Melee
Heavy Las Carbine 15” 30” +1 - 4 - 1 4+ Rapid Fire (3), Twin-Linked, Plentiful
Rad Gun - T - - 2 -2 1 4+ Rad-Phage, Template
BOUNTY HUNTER RULES In addition, she may re-roll failed Initiative checks when
seeing whether she will fall – and if she does fall, halves
• “You Get What You Pay For”: Once recruited,
the distance for damage purposes (rounding up).
Bounty Hunters can always be added to the crew,
regardless of how many fighters the gang is
SKILLS
allowed to bring to a scenario. They do not count
• Bull Charge: When Lisbeth makes close combat
towards the fighter limit.
attacks following a successful Charge (Double)
• “We’ll Get Our Bit...”: A Bounty Hunter grants a action, her Melee weapons gain +1 Strength and
gang the ability to earn some creds off the bodies the Knockback trait.
of their enemies:
This only applies to the free Fight (Basic) action
� Dead, Not Alive: When an opponent’s fighter gained from a charge – not to subsequent rounds
dies, the gang immediately claims half their of combat.
value in credits, rounded up to the nearest 5.
• Nerves of Steel: When Lisbeth is hit by a ranged
� Claiming Bounties: If the gang takes a Captive, attack, check Cool – if passed, she may choose to
immediately roll D6 – on 3+, there is an active not be Pinned.
warrant for this fighter, and the Bounty Hunter
cuts the gang in – gain D6x10 credits reward.
261
VON BUREN, THE ROGUE ARCHEOTEK
(VAN SAAR BOUNTY HUNTER) – 285 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 2+ 3 2 3 5+ 2 6+ 5+ 7+ 3+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Rad Blade - E - - S -1 1 - Rad-Phage, Backstab, Melee
Rad Gun - T - - 2 -2 1 4+ Rad-Phage, Plentiful, Template
• “You Get What You Pay For”: Once recruited, Rogue Tinkerer: Von Buren’s Rad Gun gains the
Bounty Hunters can always be added to the crew, Plentiful trait.
regardless of how many fighters the gang is
allowed to bring to a scenario. They do not count SKILLS
towards the fighter limit. • Cold and Calculating: Once per round, Von Burn
can check Intelligence in place of Cool or
• “We’ll Get Our Bit...”: A Bounty Hunter grants a
Willpower.
gang the ability to earn some creds off the bodies
of their enemies: • Fast Shot: Von Buren treats the Shoot (Basic)
action as Shoot (Simple).
� Dead, Not Alive: When an opponent’s fighter
dies, the gang immediately claims half their • Gadgeteer: At the start of the battle, Von Buren
value in credits, rounded up to the nearest 5. can choose to modify his Rad Gun – if so, it loses
its Plentiful trait and gains one of the following
� Claiming Bounties: If the gang takes a Captive,
instead: Knockback, Pulverise, Rending, or Shock.
immediately roll D6 – on 3+, there is an active
warrant for this fighter, and the Bounty Hunter
cuts the gang in – gain D6x10 credits reward.
262
CONTENTS (3) CHANGING ALIGNMENT
1. House Cawdor Rules
ALIGNMENT TESTS
2. Gang List
• After a battle, attrition and new hires may change the
3. Skill Access
balance of a gang’s structure.
4. Articles of Faith
5. Exotic Pets, Brutes & Hangers-On • A Cawdor gang must make an Alignment Test if the
gang’s majority Creed changes:
6. Armoury
7. Cawdor Terrain � The gang previously had more Pious fighters, but
8. Petitioning the House now has more Fanatical fighters.
9. Cawdor Sub-Plots � The gang previously had more Fanatical fighters,
10. Dramatis Personae but now has more Pious fighters.
HOUSE CAWDOR RULES � Apply a +3 modifier if the Gang Leader is Pious and
the gang is currently Law-Abiding.
(1) CAWDOR CREED
� Apply a +3 modifier if the Gang Leader is Fanatical
A Cawdor fighter is either Pious or Fanatical:
and the gang is currently Outlaw.
PIOUS • If the test is failed, the gang switches alignment.
• If this fighter rolls a natural double 1 when attempting
• If a gang switches to become Law-Abiding, any Outlaw
to Rally, they may immediately re-roll.
Hangers-On or Hired Guns immediately leave.
FANATICAL
• If this fighter rolls a natural double 1 when checking
FORCED CHANGE
Nerve, they may immediately re-roll. • If a gang is ever comprised entirely of Pious fighters, it
automatically becomes Law-Abiding.
(2) CAWDOR ALIGNMENT • If a gang is ever comprised entirely of Fanatical
House Cawdor walks a fine line with hive authorities due to fighters, it automatically becomes Outlaw.
their often-extreme interpretation of the Imperial Creed.
(4) ARTICLES OF FAITH
The gang’s alignment is predetermined at its creation,
depending on which Creed has the most followers: • Cawdor gangs must choose a Path of Faith to follow,
representing its personal ideology.
• More Pious fighters: must be Law-Abiding.
• The gang generates Faith Dice during play.
• More Fanatical fighters: must be Outlaw.
• These are used to try and invoke Articles of Faith –
• Equal Pious and Fanatical fighters: The Gang Leader’s miraculous abilities from the God-Emperor.
alignment breaks the tie.
263
CAWDOR GANG LIST
WORD-KEEPER
(GANG LEADER) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+
• Primary Skills: Brawn, Combat, Leadership. • If this fighter dies during a campaign (or is
otherwise permanently lost), another fighter must
• Secondary Skills: Ferocity, Shooting, Piety.
be promoted to replace them, gaining the Gang
Leader rule.
264
WORD-KEEPER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS GRENADES
• Hand Flamer………………………….75 • Axe ………………………………. 10 • Blasting Charges………………...35
• Reclaimed Autopistol…………… 5 • Chain Glaive ��……….……….. 60 • Choke Gas Grenades………….. 50
• Stub Gun…………… ……………. 5 -Master-Crafted…………….. +15 • Frag Grenades………………….. 30
-Dum Dum Rounds……… +5 • Cleaver……………………………20 • Incendiary Charges…………….. 40
• Fighting Knife….…………………15 • Krak Grenades………………….. 45
BASIC WEAPONS -Master-Crafted…………….. +5 • Smoke Grenades………………..15
• Polearm / Autogun ��………… 20 • Flail……….……………………….20
-Master-Crafted…………… +5 • Greatsword ��………………….. 40 PERSONAL EQUIPMENT
• Polearm / Blunderbuss (Grape -Master-Crafted…………….. +10 • Bomb Delivery Rats……………..35
& Purgation Shot) ��……… 40 • Heavy Club……………………… 15 • Cult Icon…………………………. 40
-Master-Crafted…………… +10 • Maul……………………………… 10 • Drop Rig…………………………. 10
-Emperor’s Wrath Rounds +35 • Polearm ��……………………… 30 • Filter Plugs………………………. 10
• Reclaimed Autogun………… 10 • Two-Handed Axe ��…………… 25 • Photo-Goggles………….………. 35
• Sawn-Off Shotgun (Scatter Shot) 15 -Master-Crafted…………….. +5 • Respirator……….……….……….15
-Solid Shot…………… +10 • Two-Handed Hammer ��………35 • Skinblade……….……….………. 10
• Strip Kit……….……….………….15
SPECIAL WEAPONS HEAVY WEAPONS
• Combi-Weapon • Heavy Crossbow (Frag & WEAPON ACCESSORIES
-Autogun / Flamer………… 110 Krak Shells) ��…………………. 125 • Mono-Sight (Basic, Special
• Flamer…………………………………130 • Heavy Flamer ��………………..195 & Heavy Weapons only)……….. 35
• Long Rifle……………………………..30 • Heavy Stubber ��……………… 130
-Master-Crafted…………… +5 EXOTIC BEASTS
ARMOUR • 0-2 Sheen Birds………………….90
• Flak Armour …….………………. 10
• Gutterforged Cloak….…………. 15
• Mesh Armour..……….…………. 15
• Scrap Shield……….……………. 15
265
REDEMPTOR PRIEST
(GANG LEADER) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 2 5+ 6+ 4+ 7+
• During a campaign, the Redemptor Priest may � If this fighter rolls a natural double 1 when checking
purchase additional weapons and equipment from Nerve, they may immediately re-roll.
this list, the Trading Post, or the Black Market.
SPECIAL RULES
• The Redemptor Priest can use any weapon. Gang Leader: A House Cawdor gang must always
include a single fighter with this special rule.
SKILLS
• The Redemptor Priest gains one Primary skill at • During campaign play, this fighter may not retire –
recruitment, which costs no XP and does not the only way out for a gang leader is death.
increase their credit value.
• If this fighter dies during a campaign (or is
• Primary Skills: Combat, Leadership, Piety. otherwise permanently lost), another fighter must
be promoted to replace them, gaining the Gang
• Secondary Skills: Brawn, Ferocity, Shooting.
Leader rule.
266
REDEMPTOR PRIEST EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS HEAVY WEAPONS
• Autopistol…………… …………….10 • Chainaxe………………………… 30 • Heavy Flamer ��………………..195
-Master-Crafted……… +5 -Exterminator………………. +15
• Hand Flamer………………………….75 -Master-Crafted…………….. +5 FIELD ARMOUR
• Stub Gun…………… ……………. 5 • Chainsword……………..………. 25 • Hexagrammatic Fetish…………. 35
-Dum Dum Rounds……… +5 -Master-Crafted…………….. +5 • Refractor Field………………….. 50
• Eviscerator ��………………….. 90
BASIC WEAPONS -Master-Crafted…………….. +20 PERSONAL EQUIPMENT
• Autogun…………......………… 15 • Fighting Knife…………………….15 • Book of the Redemption……….. 50
-Master-Crafted…………… +5 • Cult Icon……………..…………...40
-Exterminator………+15 GRENADES • Drop Rig…………………………. 10
• Shotgun (Solid & Scatter Ammo)…..30 • Blasting Charges……………….. 35 • Filter Plugs……………………….10
-Exterminator…………… +15 • Choke Gas Grenades………….. 50 • Photo-Goggles………………….. 35
-Executioner Ammo +35 • Frag Grenades………………….. 30 • Pyromantic Mantle………………45
-Inferno Ammo +15 • Incendiary Charges…………….. 40 • Respirator.………………………. 15
-Retributor Rounds+20 • Krak Grenades………………….. 45 • Skinblade..………………………. 10
• Smoke Grenades………………..15 • Strip Kit……….……….………….15
SPECIAL WEAPONS
• Fire Pike……………………………… 140 ARMOUR WEAPON ACCESSORIES
• Grenade Launcher (Frag & • Flak Armour………………………10 • Infra-Sight (Any Ranged
Krak Grenades)………………………65 • Incombustible Hauberk………… 20 Weapon)………………………….35
-Photon Flash Grenades… +15 • Light Carapace Armour…………80 • Mono-Sight (Basic, Special
-Smoke Grenades………… +15 • Mesh Armour..……….…………. 15 & Heavy Weapons only)………..35
EXOTIC BEASTS
• 0-3 Cherub-Servitors……………55
SERVO-SKULLS
• Gun Skull…………………………65
• Medi-Skull……………………….. 80
• Sensor Skull…………………….. 60
267
FIREBRAND
(CHAMPION) - 90 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 2 5+ 6+ 7+ 6+
268
FIREBRAND EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS GRENADES
• Hand Flamer………………………….75 • Axe ………………………………. 10 • Blasting Charges………………...35
• Reclaimed Autopistol…………… 5 • Chain Glaive ��……….……….. 60 • Choke Gas Grenades………….. 50
• Stub Gun…………… ……………. 5 • Cleaver……………………………20 • Frag Grenades………………….. 30
-Dum Dum Rounds……… +5 • Fighting Knife….…………………15 • Incendiary Charges…………….. 40
-Master-Crafted…………….. +5 • Krak Grenades………………….. 45
BASIC WEAPONS • Flail……….……………………….20 • Smoke Grenades………………..15
• Polearm / Autogun ��………… 20 • Greatsword ��………………….. 40
-Master-Crafted…………… +5 -Master-Crafted…………….. +10 PERSONAL EQUIPMENT
• Polearm / Blunderbuss (Grape • Heavy Club……………………… 15 • Bomb Delivery Rats……………..35
& Purgation Shot) ��……… 40 • Maul……………………………… 10 • Cult Icon…………………………. 40
-Master-Crafted…………… +10 • Polearm ��……………………… 30 • Drop Rig…………………………. 10
-Emperor’s Wrath Rounds +35 • Two-Handed Axe ��…………… 25 • Filter Plugs………………………. 10
• Reclaimed Autogun………… 10 • Two-Handed Hammer ��………35 • Photo-Goggles………….………. 35
• Sawn-Off Shotgun (Scatter Shot) 15 • Respirator……….……….……….15
-Solid Shot…………… +10 HEAVY WEAPONS • Skinblade……….……….………. 10
• Heavy Crossbow (Frag & • Strip Kit……….……….………….15
SPECIAL WEAPONS Krak Shells) ��…………………. 125
• Combi-Weapon • Heavy Flamer ��………………..195 WEAPON ACCESSORIES
-Autogun / Flamer………… 110 • Heavy Stubber ��……………… 130 • Mono-Sight (Basic, Special
• Flamer…………………………………130 & Heavy Weapons only)……….. 35
• Long Rifle……………………………..30 ARMOUR
• Flak Armour …….………………. 10 EXOTIC BEASTS
• Gutterforged Cloak….…………. 15 • 0-2 Sheen Birds………………….90
• Scrap Shield……….……………. 15
269
DEACON
(CHAMPION) - 90 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 2 6+ 6+ 5+ 7+
270
DEACON EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS HEAVY WEAPONS
• Autopistol…………… …………….10 • Chainaxe………………………… 30 • Heavy Flamer ��………………..195
-Master-Crafted……… +5 -Exterminator………………. +15
• Hand Flamer………………………….75 -Master-Crafted…………….. +5 FIELD ARMOUR
• Stub Gun…………… ……………. 5 • Chainsword……………..………. 25 • Hexagrammatic Fetish…………. 35
-Dum Dum Rounds……… +5 • Eviscerator ��………………….. 90
-Master-Crafted…………….. +20 PERSONAL EQUIPMENT
BASIC WEAPONS • Fighting Knife…………………….15 • Cult Icon……………..…………...40
• Autogun…………......………… 15 • Drop Rig…………………………. 10
-Master-Crafted…………… +5 GRENADES • Filter Plugs……………………….10
-Exterminator………+15 • Blasting Charges……………….. 35 • Photo-Goggles………………….. 35
• Shotgun (Solid & Scatter Ammo)…..30 • Choke Gas Grenades………….. 50 • Pyromantic Mantle………………45
-Exterminator…………… +15 • Frag Grenades………………….. 30 • Respirator.………………………. 15
-Executioner Ammo +35 • Incendiary Charges…………….. 40 • Skinblade..………………………. 10
-Inferno Ammo +15 • Krak Grenades………………….. 45 • Strip Kit……….……….………….15
-Retributor Rounds+20 • Smoke Grenades………………..15
WEAPON ACCESSORIES
SPECIAL WEAPONS ARMOUR • Infra-Sight (Any Ranged
• Fire Pike……………………………… 140 • Flak Armour………………………10 Weapon)………………………….35
• Grenade Launcher (Frag & • Incombustible Hauberk………… 20 • Mono-Sight (Basic, Special
Krak Grenades)………………………65 • Mesh Armour..……….…………. 15 & Heavy Weapons only)………..35
-Photon Flash Grenades………..+15
-Smoke Grenades………………. +15 EXOTIC BEASTS
• 0-3 Cherub-Servitors……………55
SERVO-SKULLS
• Gun Skull…………………………65
271
BRETHREN
(GANGER) - 45 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
• During a campaign, a Brethren may purchase � If this fighter rolls a natural double 1 when
additional weapons from this list. attempting to Rally, they may immediately re-roll.
272
BRETHREN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS GRENADES
• Hand Flamer………………………….75 • Axe ………………………………. 10 • Blasting Charges………………...35
• Reclaimed Autopistol…………… 5 • Cleaver……………………………20 • Frag Grenades………………….. 30
• Stub Gun…………… ……………. 5 • Fighting Knife….…………………15 • Incendiary Charges…………….. 40
-Dum Dum Rounds……… +5 • Flail……….……………………….20 • Krak Grenades………………….. 45
• Greatsword ��………………….. 40
BASIC WEAPONS • Heavy Club……………………… 15 PERSONAL EQUIPMENT
• Polearm / Autogun ��………… 20 • Maul……………………………… 10 • Bomb Delivery Rats……………..30
• Polearm / Blunderbuss (Grape • Two-Handed Axe ��…………… 25 • Drop Rig…………………………. 10
& Purgation Shot) ��……… 40 • Two-Handed Hammer ��………35 • Filter Plugs………………………. 10
-Emperor’s Wrath Rounds +35 • Photo-Goggles………….………. 35
• Reclaimed Autogun………… 10 ARMOUR • Respirator……….……….……….15
• Sawn-Off Shotgun (Scatter Shot).... 15 • Flak Armour …….………………. 10 • Skinblade……….……….………. 10
• Gutterforged Cloak….…………. 15 • Strip Kit……….……….………….15
SPECIAL WEAPONS
• Combi-Weapon WEAPON ACCESSORIES
-Autogun / Flamer………… 110 • Mono-Sight (Basic, Special
• Flamer……………………………….. 130 & Heavy Weapons only)……….. 35
• Long Rifle……………………………..30
273
REDEMPTIONIST
(GANGER) - 50 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 6+ 6+ 9+
• During a campaign, a Redemptionist may � If this fighter rolls a natural double 1 when checking
purchase additional weapons from this list. Nerve, they may immediately re-roll.
274
REDEMPTIONIST EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………… …………….10 • Chainaxe………………………… 30 • Drop Rig…………………………. 10
• Hand Flamer………………………….75 -Exterminator……………….. +15 • Filter Plugs………………………. 10
• Stub Gun…………… ……………. 5 • Eviscerator ��………………….. 90 • Photo-Goggles………………….. 35
-Dum Dum Rounds……… +5 • Fighting Knife…………………….15 • Pyromantic Mantle………………45
• Respirator.………………………. 15
BASIC WEAPONS GRENADES • Skinblade…….……….…………. 10
• Autogun…………......………… 15 • Blasting Charges……………….. 35 • Strip Kit……….……….………….15
-Exterminator………+15 • Frag Grenades………………….. 30
• Shotgun (Solid & Scatter Ammo)…..30 • Incendiary Grenades…………… 40 WEAPON ACCESSORIES
-Exterminator…………… +15 • Krak Grenades………………….. 45 • Mono-Sight (Basic, Special
-Inferno Ammo +15 & Heavy Weapons only)……….. 35
-Retributor Rounds+20 ARMOUR
• Flak Armour………………………10
SPECIAL WEAPONS • Incombustible Hauberk………… 20
• Combi-Weapon
-Autogun / Flamer……………….110 FIELD ARMOUR
• Fire Pike……………………………… 140 • Hexagrammatic Fetish…………. 35
• Grenade Launcher (Frag &
Krak Grenades)………………………65
-Photon Flash Grenades………..+15
-Smoke Grenades………………. +15 EXOTIC BEASTS
275
BONEPICKER
(JUVE) - 20 credits
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 3+ 1 8+ 8+ 8+ 9+
276
ZEALOT
(JUVE) - 40 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 5+ 3 3 1 3+ 1 8+ 7+ 8+ 9+
277
CAWDOR SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT PIETY
Word-Keeper - Primary Primary - Secondary Primary Secondary - Secondary
278
INVOKING ARTICLES OF FAITH
• A Cawdor fighter can use Faith Dice from the pool to
THE PATH OF THE FAITHFUL
try and invoke an Article of Faith. This is the path followed by the great majority of House
Cawdor – that of the Redemption, an extreme interpretation
• This must be declared at the start of their activation. of the Imperial Creed that fills many with dread and fear.
• Announce which Article of Faith will be attempted.
Doing so does not cost an action, but does require at
GANG BENEFITS
least one Faith Dice in the pool. • When generating Faith Dice, each Gang Leader and
Champion may roll an additional D6, as long as they
• The fighter then makes a Threshold test: are not Seriously Injured or Broken.
� Choose how many Faith Dice to commit from the
pool. ARTICLES OF FAITH
� Roll these, and calculate their total score: (1) “CONTEMPT SHALL BE MY ARMOUR!”
• Threshold: 4+
-If the score is equalor higherthan the Articleof
Faith’s Threshold, a miracle has occurred! • Passed: This fighter, and all Cawdor fighters within 6”
Resolve the Article. cannot be targeted by wyrd powers, and are immune
to their effects.
-If the score is lowerthan the Article’sThreshold,
nothing happens – the attempt is wasted. • Failed: The fighter loses -1 Willpower for the rest of
this battle.
• Once the Threshold test is made, no more dice can be
committed to it! (2) “LO, HIS GAZE DID ILLUMINATE THEM!”
• An Article of Faith affects only the invoking fighter and • Threshold: 3+
lasts until the start of their next activation (unless • Passed: The fighter can attack through smoke clouds,
otherwise noted, in either case). ignores the rules for Pitch Black.
• Whether it succeeded or failed, the committed dice In addition, when hit by a weapon with the Flash trait,
are discarded. they gain a +1 modifier when checking Initiative to see
if they gain the Blind condition.
• Failed: No effect.
• Failed: No effect.
279
(5) “THE HEART OF THE HERETIC WAS EASILY
COWED…”
THE PATH OF THE FANATIC
Embodying the frenzy of faith that the Redemption is so well
• Threshold: 8+
known for, this path is famously trod by well-known splinter
• Passed: One enemy within 12” that has line of sight to groups such as the Red Walk, Disciples of the Burning Brand
this fighter must check Intelligence – if failed, they and the Children of the Blessed Day.
lose the Ready condition, if they had it.
GANG BENEFITS
• Failed: The fighter’s activation ends immediately.
• When generating Faith Dice, each fighter who is
(6) “THOSE OF WARPED AND TWISTED LIMB SHALL BE currently Engaged with an enemy may roll an
additional D6.
DESPISED…”
• Threshold: 7+ ARTICLES OF FAITH
• Passed: All Cawdor fighters within 6” who can drawn
(1) “LO, DID I SPREAD MY WINGS AND THE GOD-
line of sight to this fighter (including the fighter
themselves) may re-roll failed hits against Brutes, EMPEROR CARRIED ME ALOFT!”
Chaos Spawn, Exotic Beasts, any pets, monsters, or • Threshold: 5+
critters, and fighters with mutations. • Passed: When leaping a gap, the fighter adds +3D6” to
• Failed: No effect. their movement; or when jumping to a lower level,
they count the distance as D6+2” less. The intended
movement must be declared.
280
(5) “HE STOOD DEFIANT UPON THE MOUNTAIN…”
• Threshold: 5+ PATH OF THE DOOMED
Drawing upon the core beliefs of the Redemption, this path
• Passed: When the fighter is hit by a ranged weapon,
relishes in the death of all things. Bleakly renowned examples
they do not become Pinned – but while this Article is
of its followers include the Forsaken Truth, the Scions of the
in effect, they receive no benefit from partial cover
Void, and the Cult of the True Resurrection.
and cannot make a Take Cover (Basic) action.
• Passed: The fighter interrupts the enemy action, and • Passed: The fighter forfeits both actions this round.
resolves a free Fight (Basic) action against them – this The gang may immediately deploy D3 additional
may prevent the action altogether! fighters to the battlefield edge closest to the fighter,
and at least 9” from any enemies.
• Failed: No effect.
• Failed: Randomly determine a non-participating
fighter. They are immediately taken Captive by the
opposing gang.
• Failed: No effect.
• Failed: No effect.
• Failed: No effect.
281
(5) “AND A RIVER OF BLOOD DID DROWN THEM…”
• Threshold: 11+ PATH OF THE REDEEMER
Some faithful within the Redemption see it as their duty to
• Passed: In the End Phase of this round, count how
purify the souls of the faithless – often with fire. The Red
many fighters from the gang have gone Out of Action.
Redemption, the Followers of Klovis, and the Glorium
The enemy must add this score to the result of their
Excrucium are such sinister examples of this ideology.
own Bottle Test.
• Failed: No effect.
• Failed: No effect.
282
(6) “EVEN DEATH COULD NOT STAY HIS RIGHTEOUS
WRATH!”
• Threshold: 7+
• Failed: No effect.
283
CAWDOR EXOTIC BEASTS, BRUTES, & HANGERS-ON
SHEEN BIRD
(EXOTIC BEAST) - 90 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 6+ 3 2 1 3+ 2 8+ 7+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Beak and Talons - E - - S -1 2 - Rending, Melee
� An Exotic Beast flees towards its owner, rather If passed, the Sheen Bird resolves a free Move (Simple)
than cover. action (or Retreat (Basic) action if Engaged), back
towards its owner.
� An Exotic Beast automatically Rallies if its
activation ends within 3” of its owner (but does If failed, the Sheen Bird remains where it is.
not gain XP).
284
CHERUB-SERVITOR
(EXOTIC BEAST) - 55 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 6+ 2 2 1 3+ 1 7+ 5+ 5+ 9+
EQUIPMENT SKILLS
• A Cherub-Servitor carries no weapons and always • A Cherub-Servitor has no skills at recruitment.
makes unarmed attacks.
• Primary Skills: Cunning.
EXOTIC BEAST RULES • Secondary Skills: Agility.
• Joining a Fight: If its owner participates in a
battle, the Exotic Beast may also be included and SPECIAL RULES
does not count towards the gang’s fighter limit Flight: A Cherub-Servitor ignores all terrain, moves
(and so are not considered in Bottle Tests). If its freely between levels, and can never fall – but cannot
owner is removed for any reason, the Exotic Beast ignore impassable terrain, and cannot end a move with
is also removed. its base overlapping an obstacle or another fighter’s
base.
• Profile Restriction: Exotic Beasts may never be
issued new weapons or equipment – they can only Preternatural Reflexes: A Cherub-Servitor has an
use the ones included in their profile. armour save of 4+, which is never modified by Armour
Piercing.
• Activation: When its owner activates (including as
part of a Group Activation), all of their Exotic Bodyguard: If its owner is targeted by a ranged attack,
Beasts also activate. The activations can be any hits can be transferred to the Cherub-Servitor if it is
resolved in any order. within 2”.
• Behaviour: If an Exotic Beast ends its activation Focus of Faith: When generating Faith Dice, roll an
more than 3” away from their owner, it must make additional D6 for every Cherub-Servitor on the
a Nerve check – if failed, it becomes Broken and battlefield that is not Seriously Injured or Broken.
immediately takes a free Running for Cover
Small Target: Quick and difficult to target, all ranged
(Double) action. attacks against a Cherub-Servitor suffer an additional -1
� An Exotic Beast flees towards its owner, rather modifier to hit.
than cover. Nimble: A Cherub-Servitor is never hit by Stray Shots.
� An Exotic Beast automatically Rallies if its
activation ends within 3” of its owner (but does
not gain XP).
285
STIG-SHAMBLER
(BRUTE) - 280 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 5 4 4 4+ 2 9+ 8+ 9+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Heavy Club - E - - S - 2 - Concussion, Melee
Twinned Heavy Stubber 20” 40” - -1 4 -1 2 4+ Rapid Fire (3), Twin-Linked, Unwieldy
Heavy Flamer - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
EQUIPMENT SKILLS
• By default, a Stig-Shambler wields a Heavy Club • A Stig-Shambler has no skills at recruitment.
and Twinned Heavy Stubber, and is equipped with
• Primary Skills: Brawn, Shooting.
Flak Armour.
• Secondary Skills: Combat, Cunning.
ADDITIONAL OPTIONS
• Replace the Heavy Stubber with a Heavy Flamer SPECIAL RULES
(+70 credits). Intelligent Control: The Stig-Shambler may re-roll
failed Leadership, Cool, Willpower, or Intelligence
BRUTE RULES checks.
• Rep & Recruitment: The maximum number of
Move and Shoot: When attacking, the Stig-Shambler
combined Brutes and Hangers-On a gang can
may choose to treat the usual Shoot (Double) action for
recruit is determined by their Reputation:
Unwieldy weapons as Shoot (Basic). If so, the attack
REP MAX suffers an additional -1 modifier to hit.
0-5 1
5-9 2
10-14 3
15-19 4
20-24 5
Each additional +5 +1
286
HIVE PREACHER
(HANGER-ON – CAWDOR ONLY) - 70 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 6+ 3 3 1 3+ 1 5+ 6+ 5+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Two-Handed Hammer - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
• Support Role: Generally, Hangers-On do not Sermon: After resolving the Pre-Battle Sequence, roll D6
willingly participate in battles. However, if the – add this many Faith Dice to the pool.
gang has Home Turf Advantage in the scenario
Part of the Crew: Unlike other Hangers-On, the Hive
being played, roll D6 – on 4+, this fighter is unlucky Preacher is treated like a regular member of the gang –
enough to be hanging around when the fighting
they can be chosen (or randomly selected) to join the
starts and must be included as part of the crew
starting crew, just like any other Ganger.
(and counting towards the gang’s fighter limit).
However, as a Hanger-On, the Hive Preacher cannot
• Profile Restriction: Hangers-On can only use the gain XP or Advancements – and if they suffer a Lasting
weapons and equipment options included on their
Injury that would amend their fighter card, they are
profile – they can never be given any other gear. removed from the Gang Roster as usual.
• Campaign Play: Hangers-On do not gain XP or Roaring Faith: When generating Faith Dice, roll three
Advancements – and if they suffer a Lasting Injury D6s for the Hive Preacher if they are not Seriously
(roll of 46+), they permanently depart the gang. Injured.
However, they can be taken Captive, and a Rescue
Mission can be mounted for them as normal.
Hangers-On cannot work Territories.
287
FLAGELLATOR
(HANGER-ON – CAWDOR ONLY) - 30 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 6+ 3 3 1 5+ 1 9+ 6+ 7+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Flail - E - +1 S+1 - 1 - Entangle, Melee
• Support Role: Generally, Hangers-On do not Purification Through Pain: Prior to choosing the
willingly participate in battles. However, if the starting crew, the Flagellator can attempt to whip an
gang has Home Turf Advantage in the scenario injured fighter back into shape.
being played, roll D6 – on 4+, this fighter is unlucky
Choose one fighter in Recovery and check Toughness for
enough to be hanging around when the fighting them – if passed, they immediately leave Recovery.
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit). The fighter may be chosen to participate in this battle; if
so however, they begin with a Flesh Wound.
• Profile Restriction: Hangers-On can only use the
weapons and equipment options included on their
profile – they can never be given any other gear.
288
HOUSE CAWDOR ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - +1 - 1 - Disarm, Melee
Beak & Talons (Sheen Bird) - E - - S+1 -1 2 - Rending, Melee
Chainaxe - E - +1 S+1 -1 1 - Rending, Parry, Disarm, Melee
⬥ Master-Crafted - E - +1 S+1 -1 1 - Master-Crafted, Rending, Parry, Disarm, Melee
Chain Glaive �� E 2” -1 - S+2 -2 2 - Unwieldy, Versatile, Melee
⬥ Master-Crafted E 2” -1 - S+2 -2 2 - Master-Crafted, Unwieldy, Versatile, Melee
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
⬥ Master-Crafted - E - +1 S -1 1 - Master-Crafted, Parry, Rending, Melee
⬥ Exterminator - T - - 3 -1 1 * Blaze, Single Shot, Template
Cleaver - E - - S+1 -1 1 - Disarm, Melee
Eviscerator ��
⬥ Melee E 1” - - S+1 -1 1 - Sever, Shred, Unwieldy, Versatile, Melee
⬥ Ranged - T - - 3 -1 1 5+ Blaze, Scarce, Template
⬥ Master-Crafted Add “Master-Crafted” to both of the above
Fighting Knife - E - - S -1 1 - Backstab, Melee
⬥ Master-Crafted - E - - S -1 1 - Master-Crafted, Backstab, Melee
Flail - E - - S -1 1 - Entangle, Melee
Greatsword �� E 1” - +1 S+1 -1 1 - Sever, Unwieldy, Versatile, Melee
⬥ Master-Crafted E 1” - +1 S+1 -1 1 - Master-Crafted, Sever, Unwieldy, Versatile, Melee
Heavy Club - E - - S - 2 - Concussion, Melee
Maul (Club) - E - - S +1 2 - Melee
Polearm �� E 2” -1 - S+1 - 1 - Unwieldy, Versatile, Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Sword - E - - S+2 -2 1 - Power, Parry, Melee
Shock Baton - E - - S - 1 - Shock, Parry, Melee
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Shock Whip E 3” -1 - S+1 - 1 - Shock, Versatile, Melee
Stiletto Knife - E - - - - - - Toxin, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
⬥ Master-Crafted - E - -1 S+2 - 2 - Master-Crafted, Unwieldy, Melee
⬥ Exterminator - T - - 3 -1 1 * Blaze, Single Shot, Template
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
⬥ Exterminator - T - - 3 -1 1 * Blaze, Single Shot, Template
289
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Choke Gas Grenade - Sx3 - - - - - 5+ Blast (3”), Gas, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Charge - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
⬥ Master-Crafted 4” 12” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1), Sidearm
Compact Autopistol (Gun Skull) 4” 12” +1 - 2 - 1 4+ Rapid Fire (1), Scarce
Reclaimed Autopistol 4” 12” +1 - 3 - 1 5+ Rapid Fire (1), Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Combi-Weapon
⬥ Autogun 8” 24” +1 - 3 - 1 4+ Combi ,Rapid Fire (1)
⬥ Flamer - T - - 4 -1 1 5+ Combi, Blaze, Template
Fire Pike - T - - 4 -2 1 5+ Blaze, Rending, Template
Flamer - T - - 4 -1 1 5+ Blaze, Template
Grenade Launcher
⬥ Frag Grenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Photon Flash Grenades 6” 24” - - - - - 5+ Blast (5”), Flash
⬥ Smoke Grenades 6” 24” -1 - - - - 4+ Blast (5”), Smoke
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback
⬥ Master-Crafted 24” 48” - +1 4 -1 1 4+ Master-Crafted, Knockback
290
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
⬥ Master-Crafted 8” 24” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1)
⬥ Exterminator - T - - 3 -1 1 * Blaze, Single Shot, Template
Combat Shotgun
⬥ Salvo Ammo 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Ammo - T - - 2 - 1 4+ Scattershot, Template
Polearm / Autogun ��
⬥ Polearm E 2” -1 - S+1 - 1 - Unwieldy, Versatile, Melee
⬥ Autogun 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
⬥ Master-Crafted Add “Master-Crafted” to both of the above
Polearm / Blunderbuss ��
⬥ Polearm E 2” -1 - S+1 - 1 - Unwieldy, Versatile, Melee
⬥ Blunderbuss
-Grape Shot - T - - 2 - 1 6+ Scattershot, Plentiful
-Purgation Shot - T - - 3 - 1 6+ Blaze, Scarce
-Emperor’s Wrath Rounds 8” 12” - -1 4 -1 2 4+ Knockback, Pulverise
⬥ Master-Crafted Add “Master-Crafted” to all of the above
Reclaimed Autogun 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
Sawn-Off Shotgun
⬥ Scatter Shot 4” 8” +2 - 2 - 1 4+ Scattershot, Plentiful
⬥ Solid Shot 8” 16” +1 - 4 - 2 4+ Knockback, Plenfitul
Shotgun
⬥ Executioner Ammo 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
⬥ Inferno Ammo 4” 16” +1 - 4 - 2 4+ Knockback, Limited
⬥ Retributor Rounds 4” 16” +1 - 4 - 1 5+ Blaze, Scattershot
⬥ Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
⬥ Exterminator - T - - 3 -1 1 * Blaze, Single Shot, Template
291
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Heavy Crossbow ��
⬥ Frag Shell 15” 30” - -1 4 - 1 4+ Blast (5”), Knockback, Unwieldy
⬥ Krak Shell 15” 30” - -1 6 -2 2 6+ Unwieldy
Heavy Flamer �� - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Twinned Heavy Stubber (Stig-
20” 40” - -1 4 -1 2 4+ Rapid Fire (3), Twin-Linked, Unwieldy
Shambler) ��
292
WEAPON ACCESSORIES ARMOUR
Accessories with a [★] cannot be fitted together on the same
FLAK ARMOUR
weapon.
• The wearer gains a 6+ armour save.
MESH ARMOUR
• The wearer gains a 5+ armour save.
SCRAP SHIELD
• Can be combined with other types of armour (except
field armour).
293
FIELD ARMOUR EQUIPMENT
HEXAGRAMMATIC FETISH BOOK OF THE REDEMPTION
• When this item is first purchased, immediately roll D6: • The owner can take the following action:
� 1: The fetish is rubbish… though it can be sold on to � WORDS OF WRATH (Basic): The reads aloud from
the next unsuspecting rube. Discard this item and the Book of the Redemption.
gain 3D6 credits.
Until the next End Phase, every friendly Cawdor
� 2-5: The fetish holds some power. If a psyker targets fighter within 6” at the start of their activation may
the wearer with a Wyrd Power (X) action, they suffer either:
a -1 modifier to their Willpower check.
-Re-roll the D3 when attemptinga Charge
� 6: The fetish has some real juice! It works as for (2-5) (Double) action; or
above, except the psyker suffers a -3 modifier.
-Re-roll a singlenatural1 whenrollingto hit
with an attack.
REFRACTOR FIELD
• If the wearer is hit by an attack, roll D6 – on 5+ the hit
BOMB DELIVERY RATS
is disregarded.
• As long as the owner is equipped with one or more
• If this occurs, roll another D6 – on a 1, the field grenades, they can take the following action:
permanently burns out. Remove the refractor field
� PRIME BOMB RAT (Basic): Choose one of the
from the fighter’s card.
fighter’s available grenades, strap it to a rat, and
deploy it anywhere in base contact.
294
CULT ICON SKINBLADE
• When using the Group Activation (X) rule, the owner • If the owner is Captured after a battle, they can
increases (X) by +1. attempt to escape. Roll D6:
• A gang can only ever purchase one Cult Icon. � 1-2: The escape is unsuccessful.
• A Cult Icon can only be carried by a fighter with both � 3-4: They successfully escape, though not without
the Gang Hierarchy (X) and Group Activation (X) rules. cost – roll for Lasting Injury.
FILTER PLUGS
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
whether they are affected.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
PYROMANTIC MANTLE
• All of the owner’s weapons with the Melee or Versatile
trait also gain the Blaze trait.
RESPIRATOR
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
whether they are affected.
295
CAWDOR TERRAIN
(1) CAGED HERETIC
OBTAINING GANG TERRAIN Transported in swaying Cawdor gangs often hang imprisoned
• The below terrain can be purchased from the Trading heretics, mutants, or other unclean prisoners in swaying
Post during the Post-Battle Sequence. gibbets over the battlefield. Their piteous cries act to remind
the unworthy of the price of opposing the Redemption.
• Once purchased, the terrain is added to the gang’s
Stash, and can be fielded in any battle the gang • Place within the gang’s deployment zone, or in no-
participates in (unless noted otherwise). man’s-land, at least 6” from any enemies.
• Once purchased, terrain is retained between battles, • Any fighter (except for those belonging to House
each time returning to the Stash. Cawdor) ending a move within 6” of a Caged Heretic
must check Nerve – if failed, they become Broken, and
PLACING GANG TERRAIN make a free Running for Cover (Double) action.
• The owner of gang terrain places it on the battlefield • Caged Heretics cannot be targeted by shooting.
before any fighters are deployed but after all other However, if hit by a Blast marker, roll D6 – on 1-2, the
terrain has been set up. Caged Heretic is removed from play.
• Gang terrain may be placed within its gang’s • Enemies in base contact with the Caged Heretic can
deployment area; or if noted, in no-man’s-land – that take the following action:
is, anywhere on the battlefield that is not a gang � FREE PRISONER (Double): Check either Strength or
deployment zone. Intelligence – if passed, the cage is breached and
• If gang terrain is marked Defensive, it can only be the prisoner freed. Remove the Caged Heretic from
used if the gang is a defender in a scenario. play. The fighter responsible gains +D3 XP.
CAWDOR GANG TERRAIN hammered together from scrap, these nevertheless serve to
inspire them. And also, more often than not, they are on fire.
TERRAIN COST AVAILABILITY • Place within the gang’s deployment zone.
1. Caged Heretic 40 Rare (9)
• If the Pitch Black rules are in effect, a fighter gains the
2. Divine Brazier 80 Common
Revealed condition while they are within 3” of the
3. Hive Incense 40 Rare (7) Divine Brazier.
4. Holy Relic 30 Rare (8)
• A fighter within 1” of a Divine Brazier can take the
5. Incendiary Trap 30 Common
following action:
296
(3) HIVE INCENSE (5) INCENDIARY TRAP
Cawdor gangs often burn holy censers or tapers of incense in The gangs of House Cawdor often make crude incendiary
their religious rites, following the example set by the traps that can douse an entire area in flame.
Ministorum. Unlike that august body however, the incense
• Place within the gang’s deployment zone, or in no-
burned by the Redemption is often far from ‘holy’.
man’s land.
• Place within the gang’s deployment zone, or in no-
• An Incendiary Trap is a Hidden Trap. Deploy six
man’s-land, at least 6” from any enemies.
markers. Use some means to privately note which
• Hive Incense exudes a cloying cloud in a 3” radius. marker is the real Incendiary Trap.
Ranged attacks made into, out of, or through this
• When an enemy moves within 2” of an Incendiary
radius suffer an additional -1 modifier to hit.
Trap, they must immediately halt and check Initiative.
• If a fighter begins their activation within 3” of Hive
• If passed, they complete their movement as normal.
Incense, they must check Toughness – if failed, the
direction of their first Move (Simple) action this round • If failed, flip the Incendiary Trap marker – if the trap is
is determined by the Scatter die. false, discard the marker. If the trap is real, it
immediately explodes!
� Fighters can use equipment that protects against
gas (such as filter plugs or a respirator) to modify • Every fighter within 5” suffers a Strength 2, AP -2,
their roll. Damage 1 hit with the Blaze trait.
297
PETITIONING THE HOUSE
(6-8) SCRAP SHIPMENT
CAWDOR HOUSE FAVOURS The gang humbly receives a charitable shipment of cast-off
At the campaign Arbitrator’s discretion, gangs can attempt weapons and wargear.
to gain a House Favour. Usually, this occurs at the start of a
• Immediately gain 2D6x10 credits worth of weapons
campaign week, but can be at any point the Arbitrator
and equipment.
deems appropriate.
• These come from the Brethren Equipment List if the
In House Cawdor, favours represent the fanatical gaze of gang is Law-Abiding or the Redemptionist Equipment
Clan nobles, spiritual guidance by one of the House’s List if they are Outlaw.
favoured orators, or even the interest of the Thane himself.
• Any credits not spent immediately are lost.
298
CAWDOR HOUSE AGENT
(HIRED GUN - HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
• Agent Limit: You may have a maximum of one � Gain three random skills.
House Agent in your gang at a time.
� Choose one skill, then gain one random skill.
• Recruitment: House Agents are not hired in the
• Skills are drawn from Brawn, Combat, Ferocity,
usual way – instead, a gang must petition them
Leadership, Tech, or Shooting.
before a battle. Roll D6 on the below table:
EQUIPMENT
• A House Agent is equipped with 150 credits worth
of weapons and gear, chosen for free from the
Cawdor Word-Keeper Equipment List (if Pious) or
the Redemptor Priest Equipment List (if Outlaw).
299
CAWDOR SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
Sub-Plots are side missions a gang can pursue mid-battle –
(ACE) TEST OF FAITH
kept secret from the opponent until completed and
• Reveal when your Gang Leader or one of your
rewarding extra credits, XP, Reputation, or Gang Tactics
Champions is Seriously Injured or taken Out of Action.
cards.
• If that enemy is Seriously Injured or Out of Action by
A House’s fortunes are tied invisibly to those of its strongest the end of this Action Phase, every fighter in your gang
gangs. Each gang leader is akin to a general in the House’s gains +1 XP.
armies – every victory granting the hidden masters more
political capital to further their schemes.
(2) FIRES OF REDEMPTION
As such, sometimes the House’s nobles take a direct hand in • Reveal if three or more enemies are simultaneously
matters – meddling in the gang’s affairs, and sending them subject to the Blaze condition.
on errands, and pressing them into agendas where they can • Gain +1 random Gang Tactics card.
have the most impact. Gang leaders ignore these directives
at their peril.
(3) FOLLY OF THE FAITHLESS
• Players should agree prior to the battle whether to use • Reveal a the start of the battle if the enemy gang
Sub-Plots. If so, a deck of playing cards is required. includes any Psykers.
Each player privately draws one card, then consults
• For the duration of the battle, all Psykers suffer a -1
their list of House Sub-Plots to see what secret
modifier to Willpower checks.
assignment their gang has been given.
• For every Psyker the gang takes Out of Action, gain
• Every Joker drawn must be shown to your opponent,
+D3 Rep.
then discarded. You must then privately draw two
cards. If one of these is a Joker, do the same again.
• Once you complete a Sub-Plot, reveal it to your (4) PURGE THEM ALL
opponent, gain the rewards and apply the effects, • Reveal if three or more enemies are Seriously Injured
then discard the card. or taken Out of Action by the gang in a single round.
300
(6) MARTYRDOM (QUEEN) REIGN OF MADNESS
• Reveal during the Choose Crews step of the Pre-Battle • Reveal when an enemy fails a Nerve test.
Sequence.
• For the remainder of the battle, any enemy that fails a
• Choose a fighter in the starting crew. They count as Nerve test does not become Broken – instead, they
having no weapons, armour, or equipment in this gain the Insanity condition.
battle.
• Reveal if you win the battle with three or fewer • For the remainder of the battle, the fighter improves
fighters Standing and Active. Weapon Skill and Strength by +2 (to a maximum of 2+
and 6).
• Gain +D3 Rep. This increases to +2D3 if you won with
only a single fighter Standing and Active. • If the fighter is taken Out of Action again, roll twice for
Lasting Injury and apply the worse result.
301
DRAMATIS PERSONAE
KLOVIS THE REDEEMER
(CAWDOR HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 3+ 6+ 3 3 3 3+ 3 7+ 5+ 6+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Master-Crafted Eviscerator
-Melee E 1” - - S+1 -1 1 - Master-Crafted, Sever, Shred, Unwieldy, Versatile, Melee
-Ranged - T - - 3 -1 1 5+ Blaze, Scarce, Template
• Recruitment: You may have a maximum of one Fearsome Reputation: If an enemy wishes to make a
House Agent in your gang at a time. Fight (Basic) or Shoot (Basic) action against the
Redeemer, they must first check Willpower – if failed,
• Petition: House Agents must be petitioned for aid,
they cannot proceed and their action is wasted.
rather than directly hired. Roll D6, add the gang’s
Reputation, and consult the below table: Articles of Faith: When generating Faith Dice, roll three
D6s for Klovis, instead of one. He follows the Path of the
D6+REP OUTCOME
Redeemer.
The Redeemer hears the gang’s cry for aid. For
1-8
100 credits, the gang hire him for this battle. SKILLS
The Redeemer reluctantly agrees to aid. For 200 • Devotional Frenzy: Declare this skill at the start of
9-15
credits, the gang can hire him for this battle. the Redeemer’s activation, prior to any actions.
The Redeemer dismisses the gang’s feeble Klovis gains +D3 Weapon Skill, Cool, Leadership,
16+
request for aid. He cannot be hired for this battle. and Willpower (all rolled separately). At the end of
his activation, he automatically loses 1 Wound.
• “You Get What You Pay For”: Once recruited,
• Fearsome: If the Redeemer is targeted with a
House Agents can always be added to the crew,
Charge (Double) action, the enemy must check
regardless of how many fighters the gang is
Willpower after declaring it – if failed, they cannot
allowed to bring to a scenario. They do not count
move and their activation ends immediately.
towards the fighter limit.
• Restless Faith: The Redeemer can come out of
• Gang Rating: House Agents increase the Gang
Recovery to participate in a battle. If so, he begins
Rating in the same way as any other fighter.
with one Flesh Wound.
302
DEACON MALAKEV
(CAWDOR UNIQUE) – automatically accompanies Klovis the Redeemer
M WS BS S T W I A Ld Cl WP Int
4” 5+ 6+ 2 4 2 5+ 1 7+ 6+ 7+ 8+
SKILLS
• Evade: Ranged attacks against Malakev suffer an
additional -1 modifier to hit at Short range, or -2 at
Long range (disregard this if Malakev is Engaged,
Seriously Injured, or in cover).
303
THE HEADSMAN, HOUSE CAWDOR EXECUTIONER
(CAWDOR BOUNTY HUNTER) – 210 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 6+ 4 3 3 3+ 3 7+ 7+ 6+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
304
RATTUS TATTERSKIN
(CAWDOR HIVE SCUM) – 90 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 5+ 6+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Heavy Stubber 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
HIVE SCUM RULES Articles of Faith: Rattus can generate Faith Dice as
normal, and may perform Articles of Faith. He follows
• Recruitment: Gangs may recruit up to five Hive
the Path of the Doomed.
Scum prior to a battle. Hive Scum are retained for
a single battle – they depart afterwards, unless re- My Little Friends: Rattus is infested with rats that nip at
hired. his enemies… and whisper the will of the Rat-Emperor
into his ears.
• “You Get What You Pay For”: Once recruited,
Hive Scum can always be added to the crew, Enemies who end their activation in base contact with
regardless of how many fighters the gang is Rattus automatically suffer D6 Strength 1, AP 0, Damage
allowed to bring to a scenario. They do not count 1 hits.
towards the fighter limit.
Each time Rattus activates, check Willpower – if failed,
• Gang Rating: Hive Scum increase the Gang Rating he gains the Insane condition until his next activation.
in the same way as any other fighter.
SKILLS
• Campaign Play: Hive Scum do not gain XP or
• Fearsome: If Rattus is targeted with a Charge
Advancements, never gain Lasting Injuries, and
(Double) action, the enemy must check Willpower
cannot work Territories.
after declaring it – if failed, they cannot move and
their activation ends immediately.
305
CONTENTS HOUSE DELAQUE RULES
1. House Delaque Rules
PSYCHOTERIC WHISPERS
2. Gang List
Delaque have a unique set of short-ranged wyrd powers
3. Skill Access
called Psychoteric Whispers, drawn from the categories of
4. Psychoteric Whispers
Madness, Delusion, and Darkness.
5. Exotic Pets, Brutes & Hangers-On
6. Armoury PSYCHOTERIC CHOIR
7. Delaque Terrain Psychoteric Choir: When a Delaque fighter uses a
8. Petitioning the House Psychoteric Whisper wyrd power, every gang member who
9. Delaque Sub-Plots is Standing and Active within 3”:
10. Dramatis Personae
� Increases that power’s range by +1”.
306
DELAQUE GANG LIST
MASTER OF SHADOW
(GANG LEADER) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3+ 2 6+ 6+ 5+ 6+
307
MASTER OF SHADOW EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 5 • Digi Laser……………………….. 25 • Armoured Undersuit……………. 25
-Master-Crafted…………………..+5 • Shock Stave……………………...25 • Bio-Scanner………..…………….30
• Flechette Pistol (Solid & Fleshbane -Master-Crafted……………...+5 • Cameleoline Cloak………………35
Ammo)………………………………...30 • Stiletto Knife……………………...20 • Filter Plugs……………………… 10
-Master-Crafted…………………..+10 -Master-Crafted…………….. +5 • Grapnel Launcher………………. 25
• Grav Pistol…………………………… 90 • Web Gauntlet…………………… 35 • Photo-Goggles………..………… 20
-Master-Crafted…………………..+20 • Respirator…………….…………. 15
• Hand Flamer………………………….75 HEAVY WEAPONS • Skinblade…………………………10
• Laspistol……………………………… 10 • Heavy Flamer ��………………..195 • Web Solvent…………………….. 20
-Master-Crafted…………………..+5
• Plasma Pistol…………………………50 GRENADES WEAPON ACCESSORIES
• Stub Gun……………………………...5 • Choke Gas Grenades….………. 50 • Gunshroud (Basic Weapons)…..10
-Dum Dum Rounds……………...+5 • Photon Flash Grenades………...15 • Infra-Sight (Pistols, Basic,
• Web Pistol…………………………….80 • Scare Gas Grenades……………40 Special & Heavy Weapons)…….35
• Smoke Grenades…………… 15 • Mono-Sight (Basic, Special
BASIC WEAPONS • Stun Grenades………………….. 10 & Heavy Weapons)…………….. 35
• Autogun…………………………….... 15 • Suspensor (Heavy Weapons)….60
-Master-Crafted…………………..+5 ARMOUR
• Lasgun……………………………….. 15 • Flak Armour………………………10 EXOTIC BEASTS
-Master-Crafted…………………..+5 • Light Carapace Armour…………80 • 0-3 Cephalopod Spektor………..100
• Shotgun (Solid & Scatter Ammo)…. 30 • Mesh Armour……………………. 15
-Executioner Ammo……………..+20
• Throwing Knives…………………….. 10
SPECIAL WEAPONS
• Flamer…………………………………140
• Grav Gun…………………………….. 120
-Master-Crafted…………………..+25
• Long Rifle……………………………. 30
-Master-Crafted…………………..+5
• Meltagun………………………………135
• Plasma Gun…………………………..100
• Web Gun…………………………….. 115
308
PHANTOM
(CHAMPION) - 85 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 4+ 2 7+ 6+ 6+ 6+
• A Phantom can use any weapon. Tools of the Trade: This fighter may take multiple
equipment sets.
SKILLS
Group Activation (1): When this fighter activates, they
• A Phantom gains one Primary skill at recruitment,
may also activate one Ready fighter within 3” of their
which costs no XP and does not increase their
position, in addition to themselves.
credit value.
This must be announced at the start of the activation,
• Primary Skills: Cunning, Savant, Obfuscation.
with the other chosen fighter clearly identified.
• Secondary Skills: Agility, Leadership, Shooting.
Activate the two fighters in any order, fully resolving
PSYCHOTERIC WHISPERS each activation before proceeding to the next.
A Phantom can be upgraded with the following rules at Note that a gang can only make one Group Activation
recruitment (+30 credits) – or through an Advance (-7 per turn.
XP):
Psychoteric Choir: When a Delaque fighter uses a
• Psychoteric Mastery: The fighter is a Psyker – Psychoteric Whisper wyrd power, every gang member
choose a Psychoteric Whispers discipline who is Standing and Active within 3”:
(Madness, Delusion, or Darkness) and gain one
� Increases that power’s range by +1”.
wyrd power from that list.
� Applies a cumulative -1 modifier to the target’s
During campaign play, this fighter can pay -6 XP to
Intelligence check.
gain a random wyrd power from their discipline, or
-9 XP to choose one. In both cases, this modifier is to a maximum of 3.
309
PHANTOM EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 5 • Digi Laser……………………….. 25 • Armoured Undersuit……………. 25
• Flechette Pistol (Solid & Fleshbane • Shock Stave……………………...25 • Bio-Scanner………..…………….30
Ammo)………………………………...30 • Stiletto Knife……………………...20 • Cameleoline Cloak………………35
-Master-Crafted…………………..+10 -Master-Crafted…………….. +5 • Filter Plugs……………………… 10
• Grav Pistol…………………………… 90 • Web Gauntlet…………………… 35 • Grapnel Launcher………………. 25
• Hand Flamer………………………….75 • Photo-Goggles………..………… 20
• Laspistol……………………………… 10 HEAVY WEAPONS • Respirator…………….…………. 15
-Master-Crafted…………………..+5 • Heavy Flamer ��……………….. 195 • Skinblade…………………………10
• Plasma Pistol…………………………50 • Web Solvent…………………….. 20
• Stub Gun……………………………...5 GRENADES
-Dum Dum Rounds……………... +5 • Choke Gas Grenades….………. 50 WEAPON ACCESSORIES
• Web Pistol…………………………….80 • Photon Flash Grenades………... 15 • Gunshroud (Basic Weapons)…..10
• Scare Gas Grenades…………… 40 • Infra-Sight (Pistols, Basic,
BASIC WEAPONS • Smoke Grenades…………… 15 Special & Heavy Weapons)…….35
• Autogun……………………………....15 • Stun Grenades………………….. 10 • Mono-Sight (Basic, Special
• Lasgun……………………………….. 15 & Heavy Weapons)…………….. 35
-Master-Crafted…………………..+5 ARMOUR • Suspensor (Heavy Weapons)….60
• Shotgun (Solid & Scatter Ammo)…. 30 • Flak Armour………………………10
-Executioner Ammo……………..+20 • Mesh Armour……………………. 15 EXOTIC BEASTS
• Throwing Knives……………………..10 • 0-3 Cephalopod Spektor………..100
SPECIAL WEAPONS
• Flamer…………………………………140
• Grav Gun…………………………….. 120
• Long Rifle……………………………. 30
-Master-Crafted…………………..+5
• Meltagun………………………………135
• Plasma Gun…………………………..100
• Web Gun…………………………….. 115
310
NACHT-GHUL
(CHAMPION) - 110 credits
M WS BS S T W I A Ld Cl WP Int
6” 2+ 3+ 4 3 2 2+ 2 7+ 6+ 6+ 7+
• A Nacht-Ghul can use any weapon from the Nacht- Tools of the Trade: This fighter may take multiple
Ghul Equipment List – but can only use Pistols, equipment sets.
Basic Weapons, and Close Combat Weapons from
Psychoteric Choir: When a Delaque fighter uses a
the Trading Post or Black Market.
Psychoteric Whisper wyrd power, every gang member
• A Nacht-Ghul gains one Primary skill at � Increases that power’s range by +1”.
recruitment, which costs no XP and does not
� Applies a cumulative -1 modifier to the target’s
increase their credit value.
Intelligence check.
• Primary Skills: Agility, Cunning.
In both cases, this modifier is to a maximum of 3.
• Secondary Skills: Leadership, Shooting,
From the Shadows: During deployment, set a Nacht-
Obfuscation
Ghul aside instead of placing them.
PSYCHOTERIC WHISPERS Immediately before the start of the first round, deploy
A Nacht-Ghul can be upgraded with the following rules them anywhere on the battlefield that is not visible to or
at recruitment (+30 credits) – or through an Advance (-7 within 6” of any enemies.
XP):
If multiple players have fighters with this ability, take
• Psychoteric Mastery: The fighter is a Psyker – turns deploying them (roll off to see who goes first).
choose a Psychoteric Whispers discipline
(Madness, Delusion, or Darkness) and gain one
wyrd power from that list.
311
NACHT-GHUL EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 5 • Digi Laser……………………….. 25 • Armoured Undersuit……………. 25
• Flechette Pistol (Solid & Fleshbane • Serpent’s Fangs ��………….... 90 • Bio-Scanner………..…………….30
Ammo)………………………………...30 • Shivver Sword…………………... 70 • Cameleoline Cloak………………35
-Master-Crafted…………………..+10 • Stiletto Knife……….……………..20 • Filter Plugs……………………….10
• Laspistol……………………………… 10 -Master-Crafted……………...+5 • Grapnel Launcher….……………25
-Master-Crafted…………………..+5 • Photo-Goggles………………….. 20
GRENADES • Respirator……………………….. 15
BASIC WEAPONS • Choke Gas Grenades……… 50 • Skinblade…….…….…….……… 10
• Throwing Knives……………………..10 • Photon Flash Grenades…… 15 • Web Solvent…….……..……….. 20
• Scare Gas Grenades………...... 40
ARMOUR • Smoke Grenades…………… 15 WEAPON ACCESSORIES
• Flak Armour………………………….. 10 • Stun Grenades……………… 10 • Gunshroud (Pistols &
• Mesh Armour….…………………….. 15 Basic Weapons)…………………10
EXOTIC BEASTS • Infra-Sight (Pistols, Basic
• 0-3 Cephalopod Spektor… 100 & Special Weapons)…………….35
312
PSY-GHEIST
(PROSPECT) - 60 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 8+
313
PSY-GHEIST EQUIPMENT LIST
BASIC WEAPONS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Throwing Knives………………….….. 10 • Digi-Laser………………………...25 • Filter Plugs……………… 15
• Stiletto Knife…………………….. 20 • Photo-Goggles………………….. 35
PISTOLS • Psychomancer’s Harness……....15
• Autopistol………………………………5 GRENADES • Respirator………………………...15
• Laspistol………………………………. 10 • Scare Gas Grenades……………40 • Skinblade…………………………10
• Stub Gun……………………………… 5 • Smoke Grenades………………..15
-Dum Dum Rounds……...……….. +5 • Stun Grenades………………….. 10 WEAPON ACCESSORIES
• Gunshroud (Pistols
ARMOUR EXOTIC BEASTS & Basic Weapons)……………….10
• Flak Armour……………………………10 • 0-3 Cephalopod Spektor………..100 • Infra-Sight (Pistols, Basic
• Hazard Suit…………………………… 10 • 0-2 Psychoteric Wyrm…………..70 & Special Weapons)……………. 35
314
GHOST
(GANGER) - 40 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
315
GHOST EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 5 • Shock Stave……………………...25 • Bio-Scanner………..…………….30
• Flechette Pistol (Solid & Fleshbane • Stiletto Knife……………………...20 • Filter Plugs………………………. 10
Ammo)………………………………...30 • Web Gauntlet…………………… 35 • Grapnel Launcher.………………25
• Grav Pistol…………………………… 90 • Photo-Goggles….………………. 20
• Hand Flamer………………………….75 GRENADES • Respirator…………….…………. 15
• Laspistol……………………………… 10 • Choke Gas Grenades….………. 50 • Skinblade…………………………10
• Plasma Pistol…………………………50 • Photon Flash Grenades………... 15 • Web Solvent…………………….. 20
• Stub Gun……………………………...5 • Scare Gas Grenades……………40
-Dum Dum Rounds……………... +5 • Smoke Grenades…………… 15 WEAPON ACCESSORIES
• Web Pistol…………………………….80 • Stun Grenades………………….. 10 • Gunshroud (Pistols
& Basic Weapons)……………… 10
BASIC WEAPONS SPECIAL WEAPONS • Infra-Sight (Pistols, Basic,
• Autogun……………………………....15 • Flamer……………………………. 140 Special & Heavy Weapons)…… 35
• Lasgun……………………………….. 15 • Grav Gun………………………… 120 • Mono-Sight (Basic, Special
• Shotgun (Solid & Scatter Ammo)…. 30 • Long Rifle…………………………30 & Heavy Weapons)…………….. 35
• Throwing Knives……………………..10 • Meltagun………………………… 135
• Plasma Gun…………………….. 100 ARMOUR
• Web Gun………………………… 115 • Flak Armour……………………...10
• Mesh Armour………………….... 15
316
SHADOW
(JUVE) - 25 credits
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 8+
317
DELAQUE SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT OBFUSCATION
Master of Shadow Primary - - Primary - Primary Secondary Secondary Secondary
318
DELAQUE PSYCHOTERIC WHISPERS
Psychoteric Whispers are unique, short-ranged psychic
abilities possessed by certain members of House Delaque. MADNESS
Those skilled in the psychic mastery of fear and insanity can
USING PSYCHOTERIC WHISPERS make victims of their whispers lose all rational thought. At its
• Psychoteric Whispers are wyrd powers and follow
most simple, it instils panic and indecisiveness – but a skilled
those rules.
user can make victims feel like the world is breaking down
• A Master of Shadow or Phantom can be upgraded to around them until only a realm of darkness and terror
use Psychoteric Whispers – either at recruitment, or remains… one from which there is no escape.
through a later Advancement.
• A Psy-Gheist automatically comes with the ability to (1) EXISTENTIAL BARRAGE (Simple)
use Psychoteric Whispers, and can purchase • Target an enemy within 1”. They must check
additional powers at recruitment. Intelligence – if failed, they become Broken.
• Once a fighter gains the ability to use Psychoteric • They immediately make a free Running for Cover
Whispers, they must select one of the three disciplines (Double) action. Afterwards, any other enemies within
and choose a wyrd power from that list. 5” of the target’s position must check Nerve – if failed,
they become Broken.
319
DELUSION DARKNESS
Reality is a mutable substance – eyes and ears can betray The dark is a powerful ally for those who know how to shape
their owners, once-trusted allies seem like enemies, and even it. Shadows are plentiful in the underhive, and those with the
a victim’s own flesh can be turned against them, their minds power to do so can wrap themselves in darkness, using it to
transforming phantasmal horrors into terrible reality. conceal themselves in the open or bring down a blinding void
upon their enemies.
(1) SPATIAL PSYCHOSIS (Simple)
• Target a Standing and Active enemy within 12”. They (1) CACOPHONY OF SILENCE (Double, Continuous
immediately become Pinned.
Effect)
� If they are within 0.5” of an edge, this can cause • While this power is maintained, every enemy within 5”
them to fall. must re-roll successful rolls to hit when attacking with
a ranged weapon.
(2) SEEN UNSEEN (Basic, Continuous Effect)
• Target an enemy within 3”. While this power is (2) PENUMBRAL MIRROR (Basic)
maintained, the target treats every fighter on the • Target an enemy and a friendly fighter, both within 5”
battlefield as an enemy, including their own allies. of the psyker.
• Therefore, any rules or abilities (special, unique, or • Move the friendly target to any point within 5” of the
otherwise) that affect friendly fighters do not apply to enemy target (including making them Engaged, if
the target – they have no friendly fighters. desired).
(3) GHOST AND SHADOW (Basic) (3) A PERFECT VOID (Basic, Continuous Effect)
• Target an enemy within 10”. Turn them to face any • While this power is maintained, the psyker counts as
direction. being in full cover to any enemy within 10”.
320
DELAQUE EXOTIC BEASTS, BRUTES, & HANGERS-ON
CEPHALOPOD SPEKTOR
(EXOTIC BEAST) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 1 3+ 1 7+ 5+ 6+ 4+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Tendrils E 2” - - S+1 - 1 - Shock, Versatile, Melee
321
PSYCHOTERIC WYRM
(EXOTIC BEAST) - 70 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 6+ 3 3 1 4+ 1 8+ 5+ 6+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws E 2” - - S+1 - 1 - Shock, Versatile, Melee
322
PISCEAN SPEKTOR
(BRUTE) - 205 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 4 4 3 3+ 4 7+ 6+ 6+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Paired Psychomantic Claws E 3” - - S+1 * 1 - Paired, Phase, Shock, Melee
EQUIPMENT SKILLS
• A Piscean Spektor wields Paired Psychomantic • A Piscean Spektor comes with the Fearsome skill
Claws. at recruitment:
• The Piscean Spektor is a Psyker – choose a � FEARSOME: If the Piscean is targeted with a
Psychoteric Whispers discipline at recruitment Charge (Double) action, the enemy must check
(Madness, Delusion, or Darkness) and gain one Willpower after declaring it – if failed, they
wyrd power from that list. cannot move and their activation ends
immediately.
• Equipped with Light Carapace Armour.
• Primary Skills: Ferocity.
ADDITIONAL OPTIONS
• Secondary Skills: Brawn, Combat.
• Purchase additional wyrd powers from the chosen
Psychoteric Whispers discipline: +30 credits each.
SPECIAL RULES
� This option is only available at recruitment – Flight: A Piscean Spektor ignores all terrain, may move
afterwards, the Piscean can only gain new wyrd freely between levels, and can never fall – however, it
powers by spending XP. may not ignore impassable terrain, nor end a move
overlapping an obstacle or another fighter.
BRUTE RULES
Psychoteric Mastery: During campaign play, the
• Rep & Recruitment: The maximum number of
Piscean can pay -6 XP to gain a random wyrd power
combined Brutes and Hangers-On a gang can
from their discipline, or -9 XP to choose one.
recruit is determined by their Reputation:
Unsanctioned Psyker: If this fighter is taken Out of
REP MAX
0-5 1 Action, the enemy gang receives a bounty of D3x10
5-9 2 credits. If Captured and sold to the Guilders, they are
10-14 3 worth their full value.
15-19 4
20-24 5
Each additional +5 +1
323
PSYCHOTERIC THRALL
(HANGER-ON – DELAQUE ONLY) - 90 credits
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 4+ 1 9+ 8+ 7+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Lasgun 18” 24 +1 - 3 - 1 2+ Plentiful
Shotgun
-Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
-Solid Rounds 8” 16” +1 - 4 - 2 4+ Knockback
Fighting Knife - E - - S -1 1 - Backstab, Melee
324
SPYKER
(HANGER-ON – DELAQUE ONLY) - 90 credits
M WS BS S T W I A Ld Cl WP Int
6” 6+ 6+ 3 3 2 3+ 1 5+ 5+ 4+ 6+
325
HOUSE DELAQUE ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Digi-Laser E 3” - - 1 - 1 - Digi, Versatile, Melee
Ferocious Jaws (Psychoteric Wyrm) - E - - S -1 1 - Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Paired Psychomantic Claws E 3” - - S+1 * 1 - Paired, Phase, Shock, Melee
Serpent’s Fangs �� - E - - S+2 * 1 - Paired, Phase, Rending, Melee
Shivver Sword - E - +1 S+1 -1 1 - Sever, Power, Parry, Melee
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
⬥ Master-Crafted E 2” - - S+1 - 1 - Master-Crafted, Shock, Versatile, Melee
Shock Tendrils (Cephalopod Spektor) E 2” - - S+1 - 1 - Shock, Versatile, Melee
Stiletto Knife - E - - - - - - Toxin, Melee
⬥ Master-Crafted - E - - - - - - Master-Crafted, Toxin, Melee
Web Gauntlet - E - +1 3 - - - Web, Backstab, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Choke Gas Grenades - Sx3 - - - - - 5+ Blast (3”), Gas, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Photon Flash Grenade - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
Scare Gas Grenade - Sx3 - - - - - 6+ Blast (3”), Fear, Gas, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
Stun Grenade - Sx3 - - 2 -1 1 4+ Blast (3”), Concussion, Grenade
326
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
⬥ Master-Crafted 4” 12” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1), Sidearm
Flechette Pistol
⬥ Fleshbane Ammo 4” 12” - - - - - 6+ Rapid Fire (1), Silent, Toxin, Scarce, Sidearm
⬥ Solid Ammo 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Silent, Sidearm
⬥ Master-Crafted Add “Master-Crafted” to both the above
Grav Pistol 6” 12” +1 - * -1 2 5+ Blast (3”), Concussion, Graviton Pulse
Master-Crafted, Blast (3”), Concussion,
⬥ Master-Crafted 6” 12” +1 - * -1 2 5+
Graviton Pulse
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
⬥ Master-Crafted 8” 12” +1 - 3 - 1 2+ Master-Crafted, Plentiful, Sidearm
Plasma Pistol
⬥ Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
⬥ Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
Web Pistol - T - - 4 - - 6+ Web, Silent, Template
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
⬥ Master-Crafted 8” 24” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1)
Shotgun
⬥ Executioner Ammo 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
⬥ Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
⬥ Master-Crafted 18” 24” +1 - 3 - 1 2+ Master-Crafted, Plentiful
Throwing Knives Sx2” Sx4” - -1 S -1 - 5+ Toxin, Silent, Scarce
327
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Flamer - T - - 4 -1 1 5+ Blaze, Template
Grav Gun 9” 18” +1 - * -1 2 5+ Blast (3”), Concussion, Graviton Pulse
Master-Crafted, Blast (3”), Concussion,
⬥ Master-Crafted 9” 18” +1 - * -1 2 5+
Graviton Pulse
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback
⬥ Master-Crafted 24” 48” - +1 4 -1 1 4+ Master-Crafted, Knockback
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Plasma Gun
⬥ Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Web Gun - T - - 5 - - 5+ Web, Silent, Template
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Heavy Flamer �� - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
328
WEAPON ACCESSORIES ARMOUR
Accessories with a [★] cannot be fitted together on the same
FLAK ARMOUR
weapon.
• The wearer gains a 6+ armour save.
MESH ARMOUR
INFRA-SIGHT [★] • The wearer gains a 5+ armour save.
• FITTED TO: Pistols, Basic Weapons, Special Weapons,
Heavy Weapons
BIO-SCANNER
MONO-SIGHT [★]
• If the Sneak Attack rules are in effect and the owner is
• FITTED TO: Basic Weapons, Special Weapons, Heavy
acting as a Sentry, they gain a +1 modifier when rolling
Weapons
to spot an attacker.
• EFFECTS: If the fighter makes an Aim (Basic) action
• The owner can attempt to spot an attacker who is not
with this weapon, gain a +2 modifier to the hit roll
within their vision arc.
instead of the usual +1.
CAMELEOLINE CLOAK
SUSPENSOR
• If the user did not move during their activation, any
• FITTED TO: Heavy Weapons
ranged attacks targeting them suffer a -2 modifier to
• EFFECTS: Attacking with this heavy weapon becomes hit until the user’s next activation.
a (Basic) action rather than (Double).
FILTER PLUGS
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
whether they are affected.
329
GRAPNEL LAUNCHER RESPIRATOR
• The user can take the following action: • If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
� GRAPNEL (Double): Move up to 12” in a straight
whether they are affected.
line, in any direction, including vertically. This may
not be through any terrain.
SKINBLADE
PHOTO GOGGLES • If the fighter is Captured after a battle, they can
attempt to escape – roll D6.
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”. � On 1-2, they are unsuccessful and become a
Captive.
• The owner can see through smoke clouds.
� On 3-4, they escape but must roll for Lasting Injury.
• If the owner is hit by a Flash weapon, they count suffer
a -1 modifier to Initiative when rolling to determine � On 5-6, they escape effortlessly.
whether they become subject to the Blind condition.
• If a fighter escapes, their skinblade is removed.
• This does count against the user’s weapon limit, so • This ability also applies if the user is assisting a
this means they can carry another two weapons. friendly fighter with the Webbed condition who is
attempting Recovery.
• Neither of these weapons can have the Unwieldy trait
or require two hands to wield (as shown by the ��
symbol).
330
DELAQUE TERRAIN
(1) EUCLIDIAN ARTEFACT (GANG RELIC, DEFENSIVE)
OBTAINING GANG TERRAIN This strange sculpture has particular significance to the
• The below terrain can be purchased from the Trading House – some believe there are secrets hidden within its
Post during the Post-Battle Sequence. abstract angles and impossible shapes; others, that it
represent the strange alien gods the Delaque worship.
• Once purchased, the terrain is added to the gang’s
Stash, and can be fielded in any battle the gang • Place in the gang’s deployment zone.
participates in (unless noted otherwise).
• Friendly Delaque fighters within 6” of the Euclidean
• Once purchased, terrain is retained between battles, Artefact count as being in full cover.
each time returning to the Stash.
DELAQUE GANG TERRAIN � If destroyed, the Shadow Veil is not removed from
the Gang Roster and can be reused.
TERRAIN COST AVAILABILITY
1. Euclidian Artefact 90 Rare (9)
2. Shadow Veil 50 Rare (9) (3) SIGHTBLIND TRAP
3. Sightblind Trap 40 Rare (11) These disguised devices emit intensive bursts of light and
sound to confuse and disorientate the enemy.
4. Web Trap 80 Rare (11)
5. Whisperbox 60 Rare (10) • Place within the gang’s deployment zone, or in no-
man’s land.
331
(4) WEB TRAP (5) WHISPERBOX
These useful traps unleash a shower of binding webs – perfect Delaque gangs are often accompanied into battle by faint
for capturing prey wandering into Delaque territory. whispers and barely-heard, unnerving curses. This is not
supernatural, but the result of hidden infiltrators installing
• Place within the gang’s deployment zone, or in no-
small vox-casters known as whisperboxes.
man’s land.
• Place within the gang’s deployment zone, or in no-
• A Web Trap is a Hidden Trap. Deploy six markers. Use
man’s land.
some means to privately note which marker is the real
Web Trap. • Enemies within 8” of a Whisperbox suffer a -1 modifier
to Cool checks.
• When an enemy moves within 2” of a Web Trap
marker, they must immediately halt and check • An enemy in base contact with a Whisperbox can take
Initiative – if failed, the marker is flipped. the following action:
• If the trap is false, discard it. If the trap is real, it � SMASH THE BOX (Basic): Check Intelligence with a
immediately triggers! Every fighter within 5” suffers an -3 modifier – if passed, the Whisperbox is found and
automatic Strength 5, AP -2 hit with the Web trait. destroyed.
332
PETITIONING THE HOUSE
(6-8) TOOLS OF SUBTERFUGE
DELAQUE HOUSE FAVOURS Suddenly, an unmarked shipment of House weapons and
At the campaign Arbitrator’s discretion, gangs can attempt wargear is there.
to gain a House Favour. Usually, this occurs at the start of a
• Immediately gain 2D6x10 credits worth of weapons
campaign week, but can be at any point the Arbitrator
and equipment from the Ghost Equipment List.
deems appropriate.
• Any credits not spent immediately are lost.
In House Delaque, favours represent the impenetrable
interests of shadowy Clan nobles, unlooked-for help from
(9-10) A NEW BONDING
above, or even the Star Chamber itself offering some
Unlooked-for, a new recruit materialises on the gang’s
mysterious and sinister form of assistance to a gang.
doorstep.
Be warned! While the gang’s masters may bestow them • The gang gains a free Ghost, who comes with up to 60
gifts, they might also exact a price for those audacious credits of weapons and gear for free.
enough to call upon them.
If a gang has an Alliance, or has petitioned a House Agent (11-12) ANCIENT MEMORIES
for aid in the upcoming battle, they may not seek a favour. A psychoteric memory stone is gifted to the gang, and any
member may tap into its stored wisdom.
PETITIONING FOR FAVOUR • Any number of fighters in the gang may use the stone.
Before the game, after choosing your crew for the scenario, • Roll D6 for each – on 2-5, they gain +1 XP. On 6, they
then roll 2D6 and add +1 for every enemy gang in the gain +D6 XP.
campaign with a higher Gang Rating than you (to a
• However, on a 1, they go into Recovery as the ancient
maximum of +3).
memories overwhelm them.
(2) DISAPPEARED • For the rest of the campaign week, the gang gains a
The temperature drops. The dim lights flicker. The Star free House Agent.
Chamber’s wrath is felt.
333
DELAQUE HOUSE AGENT
(HIRED GUN - HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 1 4+ 6+ 5+ 6+
5” 3+ 5+ 3 3 2 3+ 2 5+ 6+ 4+ 7+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
• Agent Limit: You may have a maximum of one � Gain three random skills.
House Agent in your gang at a time.
� Choose one skill, then gain one random skill.
• Recruitment: House Agents are not hired in the
• Skills are drawn from Brawn, Combat, Ferocity,
usual way – instead, a gang must petition them
Leadership, Obfuscation or Shooting.
before a battle. Roll D6 on the below table:
334
DELAQUE SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
Sub-Plots are side missions a gang can pursue mid-battle –
(ACE) HOST OF SHADOWS
kept secret from the opponent until completed and
• Reveal at the beginning of a round where you have
rewarding extra credits, XP, Reputation, or Gang Tactics
one or more fighters within 6” of each battlefield
cards.
corner and not within any enemies’ line of sight.
A House’s fortunes are tied invisibly to those of its strongest • At the end of the round, if these fighters are still in
gangs. Each gang leader is akin to a general in the House’s place and not Seriously Injured, gain D6x10 credits.
armies – every victory granting the hidden masters more
political capital to further their schemes.
(2) AN UNKIND WORD
As such, sometimes the House’s nobles take a direct hand in • Reveal when a Gang Leader or Champion who is
matters – meddling in the gang’s affairs, and sending them within 1” of an enemy Gang Leader or Champion takes
on errands, and pressing them into agendas where they can the following action:
have the most impact. Gang leaders ignore these directives � CLEVER INSULT (Basic): The target must check
at their peril. Intelligence – if passed, your fighter gains +D3 XP. If
failed, your fighter gains +1 XP.
• Players should agree prior to the battle whether to use
Sub-Plots. If so, a deck of playing cards is required.
Each player privately draws one card, then consults (3) FIVE SMALL SECRETS
their list of House Sub-Plots to see what secret • Reveal when you activate a fighter. They may
assignment their gang has been given. immediately take the following action:
• Every Joker drawn must be shown to your opponent, � HIDE RECORDING DEVICE (Basic): Place a marker
then discarded. You must then privately draw two beside the fighter’s base.
cards. If one of these is a Joker, do the same again.
• Once a fighter takes this action, no other fighters can
• Once you complete a Sub-Plot, reveal it to your take it.
opponent, gain the rewards and apply the effects,
• At the end of the battle, if this fighter placed five
then discard the card.
devices (at least 6” apart) and did not go Out of Action,
gain 2D6x10 credits.
335
(6) WHISPERS AND LIES (JACK) NO WITNESSES
• Reveal when a fighter within 1” of a Seriously Injured • Reveal if your fighter takes an enemy Out of Action
enemy takes the following action: when neither are within line of sight of any other
fighters.
� PLANT LIE (Basic): Place a marker beside the
target, representing a whispered mistruth. • Place a marker in the targeted enemy’s final location,
representing their prone body. Fighters can move this
• At the end of any round, if there are three enemies
marker in the same way as a loot casket.
with a marker, freely choose +1 Gang Tactics card.
• At the end of the game, if there are no enemies within
1” of the marker, gain D6x10 credits.
(7) CRAVEN IS THE COWARD
• Reveal if three or more enemies are currently Broken,
and there are no enemies within 6” of your fighters. (QUEEN) HIVE GHOSTS
• Reveal when one of your fighters who previously
• Gain D6x10 credits. This increases to 3D6x10 credits if
recovered from being Seriously Injured takes an
every enemy is currently Broken.
enemy Out of Action.
336
DRAMATIS PERSONAE
SERVANT OF THE SILENT ONES
(DELAQUE HOUSE AGENT) – petition to hire
M WS BS S T W I A Ld Cl WP Int
8” 4+ 4+ 4 5 3 4+ 5 7+ 4+ 5+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Electro-Tendril E 4” - - S+1 - 1 - Shock, Parry, Versatile, Melee
Subsonic Wail - T - - 2 -3 1 - Seismic, Template
• Gang Rating: House Agents increase the Gang • Clamber: When the Servant climbs, it does not
Rating in the same way as any other fighter. cost extra movement. It treats every vertical
surface as a ladder.
337
CALTHYXIS, THE GHOST OF PRIMUS
(DELAQUE BOUNTY HUNTER) – 195 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
6” 2+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Whisperblade - E - +1 - -1 - - Toxin, Melee
Auto-Needler 6” 12” +2 - - -1 - 4+ Rapid Fire (2), Toxin
338
YAGELOTH, THE MASTER OF WHISPERS
(DELAQUE BOUNTY HUNTER) – 120 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 2 7+ 4+ 4+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Psychoteric Blade - E - +1 - -2 - - Phase, Parry, Toxin, Melee
SKILLS
• Infiltrate: During deployment, set Yageloth aside
instead of placing him.
339
CONTENTS PALANITE ENFORCERS RULES
1. Palanite Enforcers Rules
GANG COMPOSITION
2. Gang List
The Palanite Enforcers maintain a militaristic structure very
3. Skill Access
different to the average gang rabble that infests the
4. Armoury
Underhive.
5. Petitioning Command
6. Palanite Enforcers Sub-Plots As such, at gang creation:
ENFORCER ARMOURY
A Palanite Enforcer gang has a unique structure for its
equipment lists.
(Note that the gang can still purchase and equip weapons
and equipment from the Trading Post and Black Market.)
340
ENFORCERS IN THE DOMINION CAMPAIGN (3) THE TAKEOVER PHASE
Palanite Enforcer gangs can join a Dominion Campaign, but • If a Palanite Enforcers gang challenges a gang for
there are a few key differences in the way they work control of a Territory and wins the ensuing battle,
compared to other gangs. they must choose to Police or Grant that
Territory, as above.
(1) UNIQUE TERRITORY
• If a Palanite Enforcers gang is challenged, the
• Enforcers do not occupy and control Territories
enemy gang is assumed to be launching a bold
like other gangs.
assault against the Palanite Precinct Territory:
• Instead, they begin a campaign in control of a
� The battle takes place inside the precinct, and
single territory: the Palanite Precinct.
automatically uses Zone Mortalis terrain.
• If an enemy gang assaults the Palanite • The Palanite Enforcers automatically gain the
Precinct and wins the battle, they gain +5 “Home Turf Advantage” rule:
Rep.
� HOME TURF ADVANTAGE: The Enforcers take
Bottle Tests on 2D6, discarding the highest
score, and gain a +1 modifier when attempting
(2) THE OCCUPATION PHASE to Rally.
If a Palanite Enforcers gang wins a battle with a When choosing crews, the defender must roll D6
nominated, unoccupied Territory as the stake, instead for every Hanger-On they have – on 4+, that
of taking control of it, they choose one of the following: Hanger-On must be included in the crew (an
exception to the usual Random Selection rules).
• Police Territory: In a series of shock assaults and
raids, the Enforcers shut down criminal
(4) UNIQUE TRIUMPH
enterprises and flush out troublemakers
Palanite Enforcer gangs cannot gain the Dominator
throughout the Territory:
Triumph; instead, they can reach for the following
� Gain D3+1 Reputation. unique Triumph:
� The gang counts as having control of the • PEACEMAKER: Awarded if no other gang can be
Territory – but can never use its Boons. awarded the Dominator Triumph (that is, because
multiple gangs are tied on Territories).
• Grant Territory: Choose another gang
participating in the campaign – they gain control
of the Territory.
341
PALANITE ENFORCERS GANG LIST
PALANITE CAPTAIN
(GANG LEADER) - 140 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+
342
SUBJUGATOR CAPTAIN
(GANG LEADER) - 150 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+
343
BADZONE CAPTAIN
(GANG LEADER) - 125 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 2 4+ 6+ 5+ 6+
• The Badzone Captain may additionally purchase • During campaign play, this fighter may not retire –
any weapons or equipment from the Badzone the only way out for a gang leader is death.
Captain Equipment List.
• If this fighter dies during a campaign (or is
• During a campaign, the Badzone Captain may be otherwise permanently lost), another fighter must
given additional weapons and equipment be promoted to replace them, gaining the Gang
purchased from this list; the Trading Post; or the Leader rule.
Black Market.
� The new leader always becomes a Badzone
• The Badzone Captain has no weapon restrictions – Captain (as opposed to any other Captain
all types are available. option).
344
BADZONE CAPTAIN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Power Knife.………..…………… 25 • Bio-Booster…………………………35
• Plasma Pistol…………………………50 • Power Maul……………………… 30 • Bio-Scanner…………………….......20
• Stub Gun ……………………………..5 • Shock Baton…………………….. 30 • Photo-Goggles…………………….. 35
-Dum Dum Rounds…………….. +5 • Shock Stave………….…………. 25 • Photo-Lumens……………………...15
• Vigilance-Pattern Assault Shield 40 • Respirator………………………….. 15
BASIC WEAPONS • Stimm-Slug Stash………………….30
• Autogun……………………………… 15 HEAVY WEAPONS
• Enforcer Boltgun…………………….. 50 • Heavy Concussion Ram ��…… 70 WEAPON ACCESSORIES
• Subjugation Grenade Launcher • Heavy Stubber ��……………… 130 • Infra-Sight (Any ranged weapon)...40
(Frag & Stun Grenades)……………. 50 • SLHG-Pattern Assault Ram ��..90 • Telescopic Sight (Pistols, Basic,
• Enforcer Shotgun (Salvo & & Special Weapons)……………… 25
Shredder Rounds)…………………...60 ARMOUR
• Flak Armour……………………... 10 EXOTIC BEASTS
SPECIAL WEAPONS • Hardened Flak Armour………… 30 • 0-1 Hacked Cyber-Mastiff………... 100
• Concussion Carbine…………………30 • Layered Flak Armour……………20
• Sniper Rifle…………………………... 35 • Hardened Layered Flak Armour. 50
• Web Gun……………………………...125 • Mesh Armour……………………. 15
345
PALANITE SERGEANT
(CHAMPION) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 4+ 1 5+ 6+ 6+ 7+
• The Palanite Sergeant may additionally purchase In addition, during a campaign, this fighter can perform
any weapons or equipment from the Enforcer Post-Battle Actions.
Equipment List (find this at the end of the Gang
Tools of the Trade: This fighter may take multiple
List).
equipment sets.
• During a campaign, the Palanite Sergeant may be
Group Activation (1): When this fighter activates, they
given additional weapons and equipment
may also activate one Ready fighter within 3” of their
purchased from this list; the Trading Post; or the
position, in addition to themselves.
Black Market.
This must be announced at the start of the activation,
• The Palanite Sergeant has no weapon restrictions
with the other chosen fighter clearly identified.
– all types are available.
Activate the two fighters in any order, fully resolving
SKILLS each activation before proceeding to the next.
• The Palanite Sergeant gains one Primary skill at
Note that a gang can only make one Group Activation
recruitment, which costs no XP and does not
per turn.
increase their credit value.
346
SUBJUGATOR SERGEANT
(CHAMPION) - 110 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 4+ 1 5+ 6+ 6+ 7+
• The Subjugator Sergeant may additionally In addition, during a campaign, this fighter can perform
purchase any weapons or equipment from the Post-Battle Actions.
Subjugator Equipment List (find this at the end of
Tools of the Trade: This fighter may take multiple
the Gang List).
equipment sets.
• During a campaign, the Subjugator Sergeant may
Group Activation (1): When this fighter activates, they
be given additional weapons and equipment
may also activate one Ready fighter within 3” of their
purchased from this list; the Trading Post; or the
position, in addition to themselves.
Black Market.
This must be announced at the start of the activation,
• The Subjugator Sergeant has no weapon
with the other chosen fighter clearly identified.
restrictions – all types are available.
Activate the two fighters in any order, fully resolving
SKILLS each activation before proceeding to the next.
• The Subjugator Sergeant gains one Primary skill at
Note that a gang can only make one Group Activation
recruitment, which costs no XP and does not
per turn.
increase their credit value.
347
BADZONE SERGEANT
(CHAMPION) - 85 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 4+ 1 5+ 6+ 6+ 7+
• During a campaign, the Badzone Sergeant may be Tools of the Trade: This fighter may take multiple
given additional weapons and equipment equipment sets.
purchased from this list; the Trading Post; or the
Group Activation (1): When this fighter activates, they
Black Market.
may also activate one Ready fighter within 3” of their
• The Badzone Sergeant has no weapon restrictions position, in addition to themselves.
– all types are available.
This must be announced at the start of the activation,
• The Badzone Sergeant gains one Primary skill at Activate the two fighters in any order, fully resolving
recruitment, which costs no XP and does not each activation before proceeding to the next.
increase their credit value.
Note that a gang can only make one Group Activation
• Primary Skills: Cunning, Shooting, Palanite Drill. per turn.
• Secondary Skills: Brawn, Ferocity, Leadership. Badzone Fighter: This fighter can only be recruited if
the Gang Leader is a Badzone Captain.
348
BADZONE SERGEANT EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Power Knife.………..…………… 25 • Bio-Booster…………………………35
• Plasma Pistol…………………………50 • Power Maul……………………… 30 • Bio-Scanner…………………….......20
• Stub Gun ……………………………..5 • Shock Baton…………………….. 30 • Photo-Goggles…………………….. 35
-Dum Dum Rounds…………….. +5 • Shock Stave………….…………. 25 • Photo-Lumens……………………...15
• Vigilance-Pattern Assault Shield 40 • Respirator………………………….. 15
BASIC WEAPONS • Stimm-Slug Stash………………….30
• Autogun……………………………… 15 HEAVY WEAPONS
• Enforcer Boltgun…………………….. 50 • Heavy Concussion Ram ��…… 70 WEAPON ACCESSORIES
• Subjugation Grenade Launcher • Heavy Stubber ��……………… 130 • Infra-Sight (Any ranged weapon)...40
(Frag & Stun Grenades)……………. 50 • SLHG-Pattern Assault Ram ��..90 • Telescopic Sight (Pistols, Basic,
• Enforcer Shotgun (Salvo & & Special Weapons)……………… 25
Shredder Rounds)…………………...60 ARMOUR
• Flak Armour……………………... 10 EXOTIC BEASTS
SPECIAL WEAPONS • Hardened Flak Armour………… 30 • 0-1 Hacked Cyber-Mastiff………... 100
• Concussion Carbine…………………30 • Layered Flak Armour……………20
• Sniper Rifle…………………………... 35 • Hardened Layered Flak Armour. 50
• Web Gun……………………………...125 • Mesh Armour……………………. 15
349
PATROLMAN
(GANGER) - 70 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
350
SUBJUGATOR
(GANGER) - 80 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
351
BADZONE LAWMAN
(GANGER) - 55 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
• A Badzone Lawman can only use Pistols, Basic A Badzone Specialist gains the following additional
Weapons, and Close Combat Weapons. rules:
• A Badzone Specialist can use any weapon. • Tools of the Trade: This fighter may take multiple
equipment sets.
• Enforcer Boltgun
• Enforcer Shotgun
• Concussion Carbine
352
BADZONE LAWMAN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Shock Baton…………………….. 30 • Bio-Booster…………………………35
• Stub Gun ……………………………..5 • Shock Stave………….…………. 25 • Bio-Scanner……………………….. 20
-Dum Dum Rounds……………..+5 • Photo-Goggles…………………......35
HEAVY WEAPONS • Photo Lumens…………………….. 15
BASIC WEAPONS • Heavy Stubber ��……………… 130 • Respirator………………………….. 15
• Autogun……………………………… 15 • Stimm-Slug Stash………………….30
• Enforcer Boltgun……………………..50 ARMOUR
• Enforcer Shotgun (Salvo & • Flak Armour…………………….. 10 WEAPON ACCESSORIES
Shredder Rounds)…………………...60 • Mesh Armour……………………. 15 • Infra-Sight (Any ranged weapon)...40
• Telescopic Sight (Pistols, Basic
SPECIAL WEAPONS GRENADES & Special Weapons) ………...........25
• Concussion Carbine…………………30 • Frag Grenades………………… 30
• Flamer………………………………... 140 • Photon Flash Grenades………...15
• Sniper Rifle…………………………...35 • Smoke Grenades………………. 15
• Stun Grenades………………… 15
353
ROOKIE
(JUVE) - no credits to recruit – special circumstances apply
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
EQUIPMENT RECRUITMENT
• A Rookie comes equipped with a Stub Gun, • Rookies cannot be recruited into the gang through
Magnacles, Flak Armour, and an Armoured normal means.
Undersuit at recruitment.
• Instead, after a battle where the gang deleted any
• A Rookie may additionally purchase any Pistols, dead or retiring fighters from the Gang Roster, it
Basic Weapons, Close Combat Weapons, or may immediately recruit one free Rookie.
equipment from the Enforcer Equipment List (find
• The gang may only recruit one free Rookie after
this at the end of the Gang List).
each battle, regardless of how many fighters they
• During a campaign, the Rookie may be given lost from it.
additional equipment (but not weapons)
HOUSE RULE: A Rookie increases the Gang Rating
purchased from the Trading Post or Black Market.
by +50.
SPECIAL RULES
Gang Fighter (Juve): These fighters form the gang’s
backbone. The total number of Gang Leaders and
Champions may never exceed the number of fighters
with the Gang Fighter (X) rule.
354
ENLISTED SCUM
(SPECIAL) - 35 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
355
ENLISTED SCUM EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Axe.………..…………………….. 10 • Armoured Undersuit……………… 25
• Reclaimed Autopistol……………….. 5 • Chainsword……………………… 25 • Drop Rig……………………............10
• Laspistol……………………………… 10 • Fighting Knife…………………… 10 • Filter Plugs………………………….10
• Stub Gun ……………………………..5 • Flail………………………………. 20
-Dum Dum Rounds…………….. +5 • Maul………….………………….. 10 ARMOUR
• Two-Handed Axe ��…………… 25 • Flak Armour………………………...10
BASIC WEAPONS • Two-Handed Hammer ��………35 • Hazard Suit…………………………10
• Autogun………………………………. 15 • Mesh Armour……………………….15
• Lasgun………………………………...15 GRENADES
• Sawn-Off Shotgun…………………... 15 • Blasting Charges……………….. 35 WEAPON ACCESSORIES
• Shotgun (Solid & Scatter Ammo)…..30 • Frag Grenades………... 30 • Telescopic Sight (Pistols, Basic,
• Throwing Knives…………………….. 10 • Krak Grenades………………….. 45 & Special Weapons)……………….25
• Smoke Grenades………………. 15
356
PALANITE ENFORCER SKILL ACCESS
PALANITE
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
DRILL
Palanite Captain - Primary - - Secondary Secondary Primary - Primary
357
ENFORCER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Shock Stave………..…………… 25 • Bio-Booster……………………… 35
-Fragmentation Rounds…………+10 • Shock Baton…………………….. 30 • Bio-Scanner…………………….. 20
-Manstopper Rounds……………+10 • Drop Rig…………………………. 10
• Stub Gun ……………………………..5 GRENADES • Lock Punch……………………… 10
-Dum Dum Rounds…………….. +5 • Choke Gas Grenades………….. 50 • Photo-Lumens…………………. 15
• Frag Grenades…………… 30 • Respirator……………………….. 15
BASIC WEAPONS • Photon Flash Grenades……….. 15 • Stimm-Slug Stash………………. 30
• Enforcer Boltgun…………………….. 50 • Smoke Grenades………………. 30
-Penetrator Rounds……………..+20 • Choke Gas Grenades………….. 50 WEAPON ACCESSORIES
• Enforcer Shotgun (Salvo & • Infra-Sight (Pistols, Basic,
Shredder Rounds)…………………... 60 ARMOUR & Special Weapons)……………. 40
• Hardened Flak………….………..20
SPECIAL WEAPONS EXOTIC BEASTS
• Concussion Carbine………………… 30 • 0-2 Hardcase Cyber-Mastiff…… 70
• Sniper Rifle…………………………... 35
EXOTIC BEASTS
• 0-2 Hardcase Cyber-Mastiff…… 70
358
PALANITE ENFORCERS EXOTIC BEASTS
HARDCASE CYBER-MASTIFF
(EXOTIC BEAST) - 70 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Bite - E - - S -1 1 - Shock, Rending, Melee
EQUIPMENT SKILLS
Hardcase hide (counts as Light Carapace Armour and • A Hardcase Cyber-Mastiff comes with the Threat
Respirator). Response skill:
EXOTIC BEAST RULES � Threat Response: To use this skill, the Cyber-
Mastiff must be Standing and Active and have
• Joining a Fight: If its owner participates in a
the Ready condition.
battle, the Exotic Beast may also be included and
does not count towards the gang’s fighter limit When an enemy completes a Charge (Double)
(and so are not considered in Bottle Tests). If its action within 6” of them, the cyber-mastiff may
owner is removed for any reason, the Exotic Beast discard their Ready condition to target that
is also removed. enemy with a Charge (Double) action of their
own.
• Profile Restriction: Exotic Beasts may never be
issued new weapons or equipment – they can only The cyber-mastiff’s action is fully resolved first.
use the ones included in their profile. If the enemy survives, they may then resolve
their own.
• Activation: When its owner activates (including as
part of a Group Activation), all of their Exotic • Primary Skills: Brawn.
Beasts also activate. The activations can be
• Secondary Skills: Ferocity.
resolved in any order.
� An Exotic Beast flees towards its owner, rather Once the Cyber-Mastiff completes its activation this
than cover. round, remove it from play.
� An Exotic Beast automatically Rallies if its Faithful Protector: The Cyber-Mastiff’s owner is
activation ends within 3” of its owner (but does immune to the Coup de Grace (Simple) action if it is
not gain XP). Active or Engaged within 3”.
• Campaign Play: Exotic Beasts gain XP and Lasting Takedown: If the Cyber-Mastiff’s owner is Engaged, and
Injuries as normal, and roll Advancements on the it is activated within 6” of them, the Cyber-Mastiff may
Ganger Advancement Table (they can be promoted immediately be moved into base contact with any
to Specialist). They can be taken Captive, and a enemy they are currently Engaged with. This is a free
Rescue Mission can be mounted for them as action.
normal. Exotic Beasts cannot work Territories.
359
HACKED CYBER-MASTIFF
(EXOTIC BEAST) – 100 credits to recruit
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 3 1 4+ 1 8+ 6+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Savage Jaws - E - - S -1 1 - Rending, Melee
360
PALANITE ENFORCERS ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - S+1 - 1 - Disarm, Melee
Chainsword - E - +1 S+1 -1 1 - Disarm, Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Flail - E - +1 S+1 - 1 - Entangle Melee
Maul - E - - S +1 2 - Melee
Power Knife - E - - S+1 -2 1 - Power, Backstab, Melee
Power Maul - E - - S+2 -1 1 - Power, Melee
Shock Baton - E - - S - 1 - Shock, Parry, Melee
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 - 2 - Knockback, Unwieldy, Melee
Vigilance-Pattern Assault Shield - E - - S - 1 - Shield, Knockback, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Choke Gas Grenade - Sx3 - - - - - 5+ Blast (3”), Gas, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Photon Flash Grenade - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
Scare Gas Grenade - Sx3 - - - - - 6+ Blast (3”), Fear, Gas, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
⬥ Fragmentation Rounds 4” 12” +1 - 3 -1 1 4+ Rapid Fire (1), Limited, Sidearm
⬥ Manstopper Rounds 4” 12” +1 - 4 - 1 4+ Rapid Fire (1), Limited Sidearm
Plasma Pistol
⬥ Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
⬥ Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
361
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Enforcer Boltgun 12” 24” +1 - 4 -1 2 4+ Rapid Fire (1)
⬥ Penetrator Rounds 12” 24” +1 - 4 -2 2 4+ Rapid Fire (1), Rending, Unstable
Enforcer Shotgun
⬥ Salvo Rounds 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Rounds - T - - 2 - 1 4+ Scattershot, Template
Subjugation Grenade Launcher
⬥ Choke Gas Grenades 6” 24” -1 - - - - 5+ Blast (3”), Gas, Limited
⬥ Frag Grenades 6” 24” -1 - 3 - 1 4+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Photon Flash Grenades 6” 24” - - - - - 5+ Blast (5”), Flash
⬥ Scare Gas Grenades 6” 24” -1 - - - - 6+ Blast (3”), Fear, Gas, Limited
⬥ Smoke Grenades 6” 24” -1 - - - - 4+ Blast (5”), Smoke
⬥ Stun Grenades 6” 24” - - 3 - 1 4+ Concussion
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Concussion Carbine 9” 18” +1 - 3 -1 1 4+ Blast (3”), Concussion, Knockback, Seismic
Flamer - T - - 4 -1 1 5+ Blaze, Template
Sniper Rifle 24” 48” - +1 4 -1 1 4+ Knockback, Rending
Web Gun - T - - 5 - - 5+ Web, Silent, Template
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Heavy Concussion Ram �� 15” 30” +1 - 4 -1 1 4+ Blast (3”), Concussion, Knockback, Seismic
Heavy Stubber 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
SLHG-Pattern “Sledgehammer" ��
⬥ Assault Ram E 2” - - S+2 -1 2 - Knockback, Pulverise, Versatile, Melee
⬥ Auxiliary Grenade Launcher
-Choke GasGrenades 6” 24” -1 - - - - 5+ Blast (3”), Gas, Limited
-FragGrenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
362
WEAPON ACCESSORIES ARMOUR
Accessories with a [★] cannot be fitted together on the same
FLAK ARMOUR
weapon.
• The wearer gains a 6+ armour save.
MESH ARMOUR
• The wearer gains a 5+ armour save.
363
PHOTO-LUMENS
EQUIPMENT • If the Pitch Black rules are in effect, the owner can
ARMOURED UNDERSUIT make ranged attacks against targets within 12”,
• An armoured undersuit can be worn in conjunction instead of the usual 3”.
with armour, or on its own. • The owner can never gain the Hidden condition, and
• If worn in conjunction with armour, the wearer always counts as having the Revealed condition.
improves their armour save by +1.
DROP RIG
• If the owner is Active and within 1” of an edge, they
can take the following action:
LOCK PUNCH
• When the owner takes the Force Door (Basic) action,
they count as +4 Strength.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
364
PETITIONING COMMAND
(6-8) RESUPPLY
ENFORCER FAVOURS Praising Helmawr’s benevolence, Palanite command releases
At the campaign Arbitrator’s discretion, gangs can attempt a shipment of fresh-forged arms.
to gain a House Favour. Usually, this occurs at the start of a
• Gain 2D6x10 credits, which must immediately be
campaign week, but can be at any point the Arbitrator
spent on weapons and equipment from any one of the
deems appropriate.
gang’s equipment lists.
In a Palanite Enforcers gang, favours represent special • Any unspent credits are lost.
requests and requisitions from further up the chain of
command.
(9-10) NEW BLOOD
Fresh from the academy!
Be warned! While the gang’s masters may bestow them
gifts, they might also exact a price for those audacious • The gang may recruit one Rookie for free, who does
enough to call upon them. not come with any weapons or equipment.
If a gang has an Alliance, they may not seek a favour. (11-12) DRILL ABBOTT’S INSPECTION
Command deploys a hardened trainer to show the precinct a
PETITIONING FOR FAVOUR thing or two about fighting on Necromunda’s mean streets.
Before the game, after choosing your crew for the scenario, • Roll D3+1 and choose that many fighters in the gang.
then roll 2D6 and add +1 for every enemy gang in the
• Each one gains +D6 bonus XP, rolled individually.
campaign with a higher Gang Rating than you (to a
maximum of +3).
(13+) OLD PRO
Determine the final score and immediately apply the result A grizzled veteran patrolman sent down-hive to help the
from the list. precinct enact Helmawr’s will.
• No immediate effect.
365
PALANITE ENFORCER SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: SUPPRESSION OPS
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) ORDER RESTORED
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
As such, sometimes the House’s nobles take a direct hand in � INSTALL VID-THIEF (Double): Affix the recording
matters – meddling in the gang’s affairs, and sending them device to nearby wall, ready to transmit back to the
on errands, and pressing them into agendas where they can precinct.
have the most impact. Gang leaders ignore these directives • Reveal the first time you take this action. If the gang
at their peril. completes three Install Vid-Thief (Double) actions, gain
D3+1 Rep.
• Players should agree prior to the battle whether to use
Sub-Plots. If so, a deck of playing cards is required.
Each player privately draws one card, then consults (3) PERFECTLY MAINTAINED
their list of House Sub-Plots to see what secret • Reveal when the battle begins.
assignment their gang has been given. • Randomly select one fighter – then choose weapon
• Every Joker drawn must be shown to your opponent, they are wielding. It gains +1 Strength and Damage for
then discarded. You must then privately draw two the remainder of the battle.
cards. If one of these is a Joker, do the same again. • If you win the battle, gain +D3 Rep.
• Once you complete a Sub-Plot, reveal it to your
opponent, gain the rewards and apply the effects, (4) URBAN PACIFICATION
then discard the card. • Reveal when the battle begins.
366
(5) MERCILESS JUSTICE (QUEEN) SCARED STRAIGHT
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
367
(4) FINAL WARNING (10) NO WITNESSES
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
368
CLUBS: MEAN STREETS
(6) WORD ON THE STREET
(ACE) VOX DOWN • Reveal prior to deployment. Your gang must set up
• Reveal at the beginning of the first round. before any other opponent, regardless of the any
normal rules.
• Your Gang Leader’s “Leading by Example” range is
reduced to 6”. • Your opponent automatically takes Priority in the first
round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly
each round.
fighter suffers a -1 modifier to Leadership and Cool
checks. • At the end of the battle, any fighter who did not go Out
of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP.
(7) IMPERSONATOR!
(2) FAILED HIT • Reveal the first time one of your fighters with the Gang
• Reveal at the start of the game. Randomly select a Fighter (Ganger) rules goes Out of Action.
fighter. They lose -1 Movement, Weapon Skill, Ballistic
• Do not remove them from play. Instead, they are
Skill, and Strength for the duration of the battle.
returned to full Wounds and any negative conditions
• If this fighter ends the battle without being Seriously that were affecting them are cancelled.
Injured or taken Out of Action, they gain +D6 bonus
• The impersonator is now part of the enemy gang.
XP.
• If a fighter takes the impersonator Out of Action
• Reveal before rolling Priority in the first round. • If this happens, the impersonator does not roll for
Lasting Injury, as the “true” fighter never actually
• Randomly select D3 of your fighters who are not
participated in this battle.
participating in this battle.
HOUSE RULE: Your fighters still gain XP for taking • For the remainder of the battle, any fighter from the
enemies Out of Action. gang who takes the Coup de Grace (Simple) action
gains +1 bonus XP (each fighter only gains this reward
once, however).
(4) LOADED WITH AMMO
• Reveal at the start of the battle. Your fighters may re-
roll failed Ammo checks. (9) UNCLEAR ORDERS
• Reveal the first time that you activate a Gang Leader
• Ranged attacks against your fighters all gain a +1 or Champion. For the rest of the battle, this fighter
modifier to Damage. cannot make Group Activations.
• At the end of the battle, every fighter in the gang who • At the end of the battle, if this fighter was not taken
did not go Out of Action gains +D3 bonus XP. Out of Action, they gain +D3 bonus XP if they are a
Champion, or +D6 bonus XP if they are a Gang Leader.
(5) WORKING TRIPLE SHIFTS
• Reveal at the start of the battle. Every fighter in the
gang must reduce their Cool by 2 for the duration of
the battle.
369
(10) THE THIN RED LINE DIAMONDS: RULE OF LAW
• Reveal when a fighter enters base contact with two or
more enemies. (ACE) PROFESSIONAL RESPONSE
• Reveal at the end of any round where three or more
• At the end of their activation, they gain +D3 bonus XP.
enemy fighters are Seriously Injured or taken Out of
This increases to +D6, if they have successfully taken
Action.
all these enemies Out of Action by the end of their
activation. • Gain +1 random Gang Tactics card.
� Your fighter successfully leaps a gap wider than (4) HARD BOILED
their base • Reveal when an enemy fails a Willpower check by
rolling 10+.
� Your fighter survives damage from a fall or
environmental hazard • Gain +1 random Gang Tactics card.
• At the end of the battle, every fighter who is not (6) MISSING EVIDENCE
Seriously Injured or Out of Action gains +D3 bonus XP. • Reveal the first time that the gang takes an enemy Out
of Action using a weapon with the Melee trait, or the
Coup de Grace (Simple) action.
370
(7) ON THE GROUND, NOW! (JACK) CRITICAL DELIVERY
• Reveal at the end of any round if three or more • Reveal at the start of the battle. Randomly select one
enemies are Prone. fighter to be the courier.
• Gain +1 random Gang Tactics card. • At the end of any round, if the courier is inside the
enemy’s deployment zone, remove them from play
(8) CRIMINAL DATABASE and gain +2 Gang Tactics cards of your choice.
• Reveal when a fighter within 6” of the enemy Gang • The courier does not count as being Out of Action for
Leader takes the following action: the purposes of Bottle Tests.
� PICT-CAPTURE (Double): Identity confirmed. The
fighter gains the Carrying Crucial Data condition.
(QUEEN) AN EXAMPLE IN BRUTALITY
-CARRYING CRUCIALDATA:If this fighter • Reveal at the start of the battle. Choose a point on the
returns to the gang’s deployment zone, battlefield at least 12” from your deployment zone.
remove them from play.
• As soon as there are two or more Seriously Injured
Gain +3 Gang Tactics cards of your choice. fighters within 6” of this point, gain +1 Gang Tactics
card of your choice.
The fighter does not count as being Out of
Action or Seriously Injured for the purposes of
Bottle tests (KING) THE BAD SHAKES
• Reveal at the start of the battle. Randomly select one
• Reveal at the start of the battle. Randomly select one • If the enemy gang takes this fighter Out of Action using
fighter to be the bomb carrier. a weapon with the Melee trait, gain +1 random Gang
Tactics card.
• The bomb carrier can take the following action if they
are within 6” of the battlefield’s centre: • If the infected fighter is a Gang Leader or Champion,
you may choose the card, instead.
� PLANT BOMB (Simple): By Helmawr’s will, bring it
all down.
371
•
372
SLAVE OGRYN GANG LIST
OVERBOSS
(GANG LEADER) - 145 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 5 5 3 3+ 3 8+ 5+ 9+ 8+
• At recruitment, the Overboss may purchase • During campaign play, this fighter may not retire –
Augmetic weapons. They cannot take Augmetic the only way out for a gang leader is death.
weapons at any point afterwards.
• If this fighter dies during a campaign (or is
• During a campaign, the Overboss may be given otherwise permanently lost), another fighter must
additional weapons from the Close Combat be promoted to replace them, gaining the Gang
Weapons section of this list. Leader rule.
• During a campaign, the Overboss may be given Gang Hierarchy (Leader): If the gang is Bottling, and
equipment purchased from this list; the Trading this fighter passes their Cool check, all friendly Slave
Post; or the Black Market. Ogryn fighters within 12” automatically pass theirs.
373
OVERBOSS EQUIPMENT LIST
AUGMETIC WEAPONS CLOSE COMBAT WEAPONS GRENADES
• Augmetic Fist………………….…….. 40 • Axe……………………………….. 10 • Blasting Charges……………….. 35
-Paired Augmetic Fists ��…….. 70 • Brute Cleaver…………………….20 • Demo Charge…...……………….50
• Arc Welder…………………………… 50 • Maul.………………………………10 • Frag Grenades…………………..30
• Heavy Rock Cutter ��……………… 120 • Spud-Jacker……………………. 15 • Incendiary Grenades……………40
• Heavy Rock Saw ��………………... 135 • Two-Handed Axe ��…………… 25 • Krak Grenades………………….. 45
• Las Cutter……………………………. 60 • Two-Handed Hammer ��………35
• Storm Welder………………………... 75 PERSONAL EQUIPMENT
ARMOUR • Armoured Undersuit……………. 25
WEAPON ACCESSORIES • Furnace Plates………………….. 5 • Bio-Booster……………………… 35
• Suspensor (Heavy Weapons only)... 60 • Light Carapace Armour…………80 • Drop Rig…………………………. 10
• Servo-Harness (Partial) ………..100
• Stimm-Slug Stash………………. 25
374
UNDERBOSS
(CHAMPION) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 5 5 3 4+ 2 8+ 7+ 9+ 9+
• During a campaign, the Underboss may be given Runaway: If this fighter is taken Captive and Sold to the
additional weapons from the Close Combat Guilders, they are worth an additional D6x10 credits.
Weapons section of this list.
SKILLS
• The Underboss gains one Primary skill at
recruitment, which costs no XP and does not
increase their credit value.
375
OGRYN
(GANGER) - 90 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 5 5 2 4+ 2 8+ 7+ 9+ 9+
376
LOBO
(GANGER) - 70 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 6+ 5 5 2 5+ 2 5+ 5+ 10+ 10+
377
SLAVE OGRYN SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT MUSCLE
Overboss - Primary Secondary - Secondary Primary - - Primary
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Demo Charge - Sx2 - - 6 -3 3 - Blast (5”), Single Shot, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Charge - Sx3 - - 3 - 1 5+ Blast (5”), Blaze Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
378
WEAPON ACCESSORIES EQUIPMENT
SUSPENSOR ARMOURED UNDERSUIT
• FITTED TO: Heavy Weapons • An armoured undersuit can be worn in conjunction
with armour, or on its own.
• EFFECTS: Attacking with this heavy weapon becomes
a (Basic) action rather than (Double). • If worn in conjunction with armour, the wearer
improves their armour save by +1.
DROP RIG
HAZARD SUIT • If the owner is Active and within 1” of an edge, they
• The wearer gains a 6+ armour save. can take the following action::
• If the wearer also has a Respirator, when resolving a � DESCEND (Basic): Move up to 3” horizontally, and
Gas attack, they count as +3 Toughness instead of +2. up to 12” vertically. The fighter’s vertical movement
must be downwards – i.e. towards the ground.
• The wearer is never affected by the Blaze condition or
the Rad-Phage weapon trait.
SERVO HARNESS (PARTIAL)
LIGHT CARAPACE ARMOUR • The user gains +2 Strength and +1 Toughness, for as
long as they wear the Servo Harness.
• The wearer gains a 4+ armour save.
• The user counts as having Suspensors on any
weapons they carry with the Unwieldy trait.
STIMM-SLUG STASH
• Once per game, the user can choose to take a Stimm-
Slug at the start of their activation.
379
PETITIONING FOR STUFF
(3-5) NEW FRIENDS
SLAVE OGRYN FAVOURS They SWEAR they’re in it for the long haul.
At the campaign Arbitrator’s discretion, gangs can attempt
• The gang may recruit a free Hive Scum for their next
to gain a House Favour. Usually, this occurs at the start of a
battle.
campaign week, but can be at any point the Arbitrator
deems appropriate. • This unsavoury character is far from trustworthy. In
each End Phase, they must check Leadership – if
In a Slave Ogryn gang, favours represent a mutual failed, they are immediately removed from play.
scratching of backs – strength in exchange for smarts, as it
HOUSE RULE: A Hive Scum comes with 25 credits’
were.
worth of weapons and equipment.
380
SLAVE OGRYN SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: WRECKING STUFF
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) BREAK SOMETHING BIG
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
As such, sometimes the House’s nobles take a direct hand in � GRAFFITI (Double): Tag the walls with poorly-
matters – meddling in the gang’s affairs, and sending them spelled slogans of freedom and liberty.
on errands, and pressing them into agendas where they can • Reveal the first time you take this action. If the gang
have the most impact. Gang leaders ignore these directives completes three Graffiti (Double) actions, gain D3+1
at their peril. Rep.
381
(KING) ROAD TO LIBERTY
(6) BIGGEST BULLY • Reveal at the end of the battle, if you won the scenario
• Reveal at the start of the battle. Randomly choose one within ten rounds.
enemy. A fighter in base contact with this enemy can
• Gain +D6 Rep. This increases to +2D6, if you won the
take the following action:
scenario within five rounds.
� SHOVE AND INTIMIDATE (Basic): Gain +D3 Rep. At
the end of the battle, if this enemy is not Seriously
Injured or Out of Action, gain an additional +D3 Rep.
HEARTS: COMPLICATED STUFF
(ACE) CURB STOMP
(7) KEEP OFF! • Reveal at the start of the battle, after selecting crews
• Reveal at the start of the battle. Choose a terrain piece but before deployment.
at least 12” from your deployment zone. • Randomly select one enemy. At the end of the game, if
• At the end of the game, if there are no enemies within this fighter is Out of Action, gain D6x10 credits.
6” of this objective, gain +D3 Rep. • This increases to 2D6x10 credits if the target was taken
Out of Action by a Coup de Grace (Simple) actions, or a
(8) BULLDOZER ADVANCE weapon with the Melee trait.
• Reveal at the end of the game. If you have four or
more fighters in the enemy deployment zone, gain (2) BRAGGING RIGHTS
+D6 Rep.
• Reveal at the start of the battle. Randomly select one
of your participating Ogryns or Lobos.
(9) FOR FREEDOM!
• At the end of the battle, if this fighter has not lost any
• Reveal when you take an enemy Gang Leader or
Wounds, gain 10 credits.
Champion Out of Action.
• This increases to D6x10 if this fighter did not lose any
• At the end of the game, if the enemy has no Gang
Wounds, but inflicted at least one Wound on an
Leader or Champions in play, gain +D6 Rep.
enemy.
382
(5) TINY PEOPLE RUNNING (JACK) GOIN’ IN LOUD!
• Reveal once two enemy fighters have become Broken • Reveal at the end of any round where the gang has
during the game. made five or more attacks with weapons that have the
Blast, Rapid Fire (X), or Blaze trait without causing any
• Gain D3x10 credits. This increases to D6x10 if three or
Wounds
more enemies became Broken.
• Gain 2D6x10 credits.
(6) GOIN’ INCOGNITO
• Reveal at the start of the battle. The gang is wearing (QUEEN) HULKING PURSUIT
“disguises” comprised of ridiculously garish bright • Reveal at the start of the game. Choose a random
coats, huge floppy hats, or similar. enemy. Any fighter within 12” of this enemy can take
the following action:
• Your fighters reduce the benefits of cover by -1.
� SHADOW (Double): The fighter takes no other
• If you win the battle, gain 2D6x10 credits. This
action this turn and gains the Shadowing condition.
increases to 3D6x10 credits, if you won with none of
your fighters Out of Action. -SHADOWING: When the fighter’stargetnext
moves, the fighter automatically moves after
them (they are stopped by impassable terrain or
(7) LUNCH MONEY
another fighter).
• A fighter in base contact with an enemy can take the
following action: If the fighter ends this move more than 12” from
the target, they lose the Shadowing condition.
� SHAKEDOWN (Basic): Gain D3x10 credits. This
increases to D6x10 credits if the target is a Gang • At the end of the game, if you have a fighter with the
Leader or Champion. Shadowing condition, gain +D6 Rep.
• Gain D6x10 credits. • Anyone who cannot trace line of sight to a friendly
fighter suffers a -1 modifier to Leadership and Cool
checks.
(10) THUMP ‘EM QUIET
• Reveal if your fighter takes an enemy Out of Action, • If you win the battle, every participating fighter gains
and no enemies have line of sight to either the fighter +D3 bonus XP.
or the victim.
383
(2) IT TAKES MORE THAN THAT! (7) ESCAPED FLESHWARPER
• Reveal at the start of the game. Randomly select a • Reveal the first time one of your fighters with the Gang
fighter. They lose -1 Movement, Weapon Skill, Ballistic Fighter (Ganger) rules goes Out of Action.
Skill, and Strength for the duration of the battle.
• Do not remove them from play. Instead, they are
• If this fighter ends the battle without being Seriously returned to full Wounds and any negative conditions
Injured or taken Out of Action, they gain +D6 bonus that were affecting them are cancelled.
XP.
• The fleshwarper immediately joins the enemy gang.
384
(QUEEN) BONEHEADED TENACITY
• Reveal the first time that one of the following occurs: (5) ACT OF SABOTAGE
• Reveal at the start of the battle. Choose three door
� Your fighter successfully leaps a Pitfall
consoles (Zone Mortalis) or terrain pieces (Sector
� Your fighter successfully leaps a gap wider than Mechanicus) at least 6” from your deployment zone,
their base and 8” from each other.
� Your fighter survives damage from a fall or • A fighter within 1” of one of these objectives can take
environmental hazard the following action:
• They gain +1 bonus XP. � PULL OUT A BUNCH OF WIRES (Double): Check
Intelligence – if passed, gain +1 Gang Tactics card of
• For the remainder of the battle, any fighter who does
your choice. This action can only be taken once per
the same gains +1 bonus XP (each fighter only gains
game.
this reward once, however).
385
(9) TOP SECRET GIANT BOMB (KING) CAUGHT A BUG
• Reveal at the start of the battle. Randomly select one • Reveal at the start of the battle. Randomly select one
fighter to be the bomb carrier. fighters to be carrying a virulent infection.
• The bomb carrier can take the following action if they • If the enemy gang takes this fighter Out of Action using
are within 6” of the battlefield’s centre: a weapon with the Melee trait, gain +1 random Gang
Tactics card.
� PLANT BOMB (Simple): Something to remember us
by. • If the infected fighter is a Gang Leader or Champion,
you may choose the card, instead.
• If the gang completes three Plant Bomb (Simple)
actions, gain +1 Gang Tactics card of your choice.
386
DRAMATIS PERSONAE
T.H.R.U.G-12 “SPARKY”, FREED SLAVE
(SLAVE OGRYN BOUNTY HUNTER) – 320 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 5+ 5 5 3 3+ 3 7+ 5+ 7+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Las-Cutter E 2” +1 - 9 -3 2 6+ Versatile, Scarce, Melee
Augmetic Fist - E - - S+1 -1 2 - Knockback, Melee
Maul - E - - S +1 2 - Melee
387
CONTENTS VENATORS RULES
1. Venators Rules
ALL-COMERS
2. Gang List
Venators are tight-knit bands of bounty hunters thrown
3. Skill Access
together by chance or design from wildly diverse
4. Petitioning for Support
backgrounds across the Imperium, and include former gang
5. Venators Sub-Plots
members, Militarum deserters, abhumans – even aliens.
PROFESSIONAL MANHUNTERS
Venator gangs earn creds for hauling in enemies, dead or
alive.
LAW-ABIDING ALIGNMENT
A Venators gang is always Law-Abiding – it can never
change its alignment (at least, not without the Arbitrator’s
permission).
388
HOUSE LEGACY HIRED GUNS
Any Venator fighter can take a House Legacy for 30 credits, • The only Hired Guns a Venator gang can recruit are
choosing either Goliath, Escher, Orlock, Van Saar, Cawdor, Hive Scum – they may not hire Bounty Hunters.
or Delaque.
• This is because as a tight-knit crew, they would never
A fighter with a House Legacy can access the following wish to split profits with an outsider.
Equipment Lists (including Status Items and Exotic Beasts):
• An exception to this is Dramatis Personae. Venator
• Hunt Leader: Goliath Forge Tyrant, Escher Gang gangs can hire any Dramatis Personae, including
Queen, Orlock Road Captain, Van Saar Prime, Cawdor Bounty Hunters.
Word-Keeper, or Delaque Master of Shadows.
• Hunt Champion: Goliath Forge Boss, Escher Gang RECRUITING BRUTES & HANGERS-ON
Matriarch, Orlock Road Sergeant, Van Saar Augmek, Venators do not maintain the same kind of sprawling
Cawdor Firebrand, or Delaque Phantom. network as many gangs – they prefer a sleeker, more precise
operation.
• Hunter: Goliath Bruiser, Escher Gang Sister, Orlock
Gunner, Van Saar Tek, Cawdor Brethren, or Delaque
To represent this, Venator gangs use a modified table to
Ghost.
determine how many combined Brutes and Hangers-On
HOUSE RULE: Options for Houses’ second Champions are they can recruit:
not included – the Arbitrator may choose to authorise
REP MAX
access to those equipment lists as well.
0-9 1
Cawdor’s Redemptionist options are not included as these 10-14 2
are locked to the Outlaw alignment. 15-19 3
20-24 4
SKILL CHOICE Each additional +5 +1
389
VENATORS GANG LIST
HUNT LEADER
(GANG LEADER) - 110 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3+ 2 7+ 6+ 6+ 6+
3” 3+ 4+ 3 4 2 5+ 2 6+ 6+ 5+ 5+
4” 3+ 5+ 4 4 2 4+ 2 7+ 5+ 8+ 9+
4” 4+ 2+ 3 3 2 3+ 1 5+ 5+ 6+ 5+
390
HUNT CHAMPION
(CHAMPION) - 85 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 4+ 2 7+ 6+ 7+ 7+
3” 4+ 4+ 3 4 2 5+ 2 6+ 6+ 6+ 5+
4” 3+ 5+ 4 4 2 5+ 2 7+ 5+ 8+ 8+
4” 5+ 2+ 3 3 2 4+ 1 6+ 6+ 6+ 6+
391
HUNTER
(GANGER) - 50 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 7+
3” 4+ 4+ 3 4 1 5+ 1 6+ 6+ 7+ 6+
4” 3+ 4+ 3 4 1 5+ 1 7+ 6+ 8+ 9+
4” 5+ 3+ 3 3 1 4+ 1 6+ 6+ 6+ 7+
392
PETITIONING FOR SUPPORT
(6-8) MARKER CALLED IN
VENATOR FAVOURS An old debt is repaid with a diverted shipment of weapons
At the campaign Arbitrator’s discretion, gangs can attempt and gear.
to gain a House Favour. Usually, this occurs at the start of a
• Gain 2D6x10 credits, which must immediately be
campaign week, but can be at any point the Arbitrator
spent on weapons and equipment with a Common
deems appropriate.
rating from the Trading Post.
If a gang has an Alliance, they may not seek a favour. • This fighter comes with up to 60 credits’ worth of
weapons and gear from the gang’s relevant
equipment list.
PETITIONING FOR FAVOUR
Before the game, after choosing your crew for the scenario,
then roll 2D6 and add +1 for every enemy gang in the
(11-12) WISDOM IN A BOTTLE
Swapping stories in a Venator bar, you can learn a lot about
campaign with a higher Gang Rating than you (to a
the hunt and how to stay alive long enough to win it.
maximum of +3).
• Roll D3+1 and choose that many fighters in the gang.
Determine the final score and immediately apply the result
• Each one gains +D6 bonus XP, rolled individually.
from the list.
• The gang may recruit a free Hive Scum for their next
battle.
393
VENATORS SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
SPADES: INDUSTRIAL SABOTAGE
Sub-Plots are side missions a gang can pursue mid-battle –
kept secret from the opponent until completed and
rewarding extra credits, XP, Reputation, or Gang Tactics (ACE) SPUDWRENCHING
cards. • A fighter in the enemy deployment zone can take the
following action:
A House’s fortunes are tied invisibly to those of its strongest
gangs. Each gang leader is akin to a general in the House’s � SPUDWRENCH (Double): Try a little “percussive
armies – every victory granting the hidden masters more maintenance” on a nearby piece of valuable-
political capital to further their schemes. looking machinery.
• Reveal the first time you take this action. If the gang
As such, sometimes the House’s nobles take a direct hand in completes three Spudwrenching (Double) actions, gain
matters – meddling in the gang’s affairs, and sending them D3+1 Rep.
on errands, and pressing them into agendas where they can
have the most impact. Gang leaders ignore these directives
at their peril.
(2) SPREADING UNREST
• A fighter in the enemy deployment zone can take the
following action:
• Players should agree prior to the battle whether to use
Sub-Plots. If so, a deck of playing cards is required. � GRAFFITI (Double): Tag the walls with seditious
Each player privately draws one card, then consults propaganda.
their list of House Sub-Plots to see what secret
• Reveal the first time you take this action. If the gang
assignment their gang has been given.
completes three Graffiti (Double) actions, gain D3+1
• Every Joker drawn must be shown to your opponent, Rep.
then discarded. You must then privately draw two
cards. If one of these is a Joker, do the same again.
(3) SUPERIOR TOOLS
• Once you complete a Sub-Plot, reveal it to your • Reveal when the battle begins.
opponent, gain the rewards and apply the effects,
• Randomly select one fighter – then choose weapon
then discard the card.
they are wielding. It gains +1 Strength and Damage for
the remainder of the battle.
394
(5) SHOW OF FORCE (QUEEN) JUVE CULL
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
395
(4) A WARNING (10) NO WITNESSES
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
(QUEEN) SHADOWING
(6) SPYRER STYLE • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The gang has been
enemy. Any fighter within 12” of this enemy can take
forced to wear ridiculously garish bright coats, huge
the following action:
floppy hats, or similar.
� SHADOW (Double): The fighter takes no other
• Your fighters reduce the benefits of cover by -1.
action this turn and gains the Shadowing condition.
• If you win the battle, gain 2D6x10 credits. This -SHADOWING: When the fighter’stargetnext
increases to 3D6x10 credits, if you won with none of moves, the fighter automatically moves after
your fighters Out of Action. them (they are stopped by impassable terrain or
another fighter).
(7) RECOVERY JOB If the fighter ends this move more than 12” from
• A fighter in base contact with an enemy can take the the target, they lose the Shadowing condition.
following action:
• At the end of the game, if you have a fighter with the
� SHAKEDOWN (Basic): Gain D3x10 credits. This Shadowing condition, gain +D6 Rep.
increases to D6x10 credits if the target is a Gang
Leader or Champion.
(KING) WORK FOR THE DOCS
• Reveal the first time this action is taken. • Reveal at the end of the battle. For every fighter
(friend or enemy) who went Out of Action but did not
(8) DEATH FROM ABOVE suffer a Memorable Death (66), gain D3x10 credits.
• Reveal if the gang takes an enemy Out of Action by • This increases to D6x10 credits if the fighter suffered a
causing another fighter (friendly or enemy) to fall on Critical Injury (61-65).
them.
396
CLUBS: UNFORGIVING UNDERHIVE (6) HOUSE SPIES
• Reveal prior to deployment. Your gang must set up
(ACE) VOX FAILURE before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP. (7) DOPPELGANGER
• Reveal the first time one of your fighters with the Gang
(2) FAILED ASSASSINATION Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The doppelganger is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the doppelganger Out of Action
XP.
(again), they gain +D6 bonus XP.
(3) WANDERING WATCHMEN • If this happens, the doppelganger does not roll for
Lasting Injury, as the “true” fighter never actually
• Reveal before rolling Priority in the first round.
participated in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) A BIT OF PAYBACK
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
397
(JACK) GRIM RESOLVE (3) DEATHLY SILENCE
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) MIND SLAVERS
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
398
(8) OFFICIAL SECRETS (JACK) GUILDER PACKET
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the courier.
� PICT-CAPTURE (Double): Smile! The fighter gains • At the end of any round, if the courier is inside the
the Carrying Evidence condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING EVIDENCE:If this fighterreturnsto
the gang’s deployment zone, remove them • The courier does not count as being Out of Action for
from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) DARK OFFERING
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) BAD BLOOD
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.
� PLANT BOMB (Simple): Something to remember us
by. • If the enemy gang takes this fighter Out of Action using
a weapon with the Melee trait, gain +1 random Gang
• If the gang completes three Plant Bomb (Simple)
Tactics card.
actions, gain +1 Gang Tactics card of your choice.
• If the infected fighter is a Gang Leader or Champion,
• If the bomb carrier goes Out of Action before they
you may choose the card, instead.
have taken three Plant Bomb (Simple) actions, centre
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
399
(2) PREPARATION
CONTENTS • You may randomly select one gang member (not the
1. Chaos Helots Rules Gang Leader) as the ritual’s focus and vessel of power.
2. Gang List
• You may choose to sacrifice a Captive to fuel the ritual
3. Skill Access
(as long as their gang has had a chance at rescue).
4. Chaos Cult Wyrd Powers
5. Exotic Beasts & Brutes (3) ENACT THE RITUAL
6. Armoury • Roll 2D6 and apply the following modifiers:
7. Petitioning the Gods
� +1 if the gang won the battle.
8. Chaos Helots Sub-Plots
9. Dramatis Personae � +1 if the gang gained Rep after the battle.
400
(5) FAVOUR BESTOWED On 6+, replace the effects of the Lasting Injury with its
counterpart mutation from the below table.
• THE LORD OF SKIN AND SINEW: Also known as the
Blood God, the Scratcher, and the Red One The same mutation cannot be gained more than once. If this
occurs, the fighter may instead freely choose a different
The gang gains the following favours:
mutation to gain.
� Once per round, the gang can re-roll one failed
If a fighter gains mutations equal to their Toughness, they
Wound.
transform into a Chaos Spawn!
� The Gang Leader gains +1 Attack.
� The fighter is effectively dead – remove them from
� Chaos Spawn gain +1 Strength. the Gang Roster.
• THE PLAGUE LORD: Also known as the Rotfather, the � The gang can choose to retain the Chaos Spawn – if
Fly Lord, the King in Rags and Tatters, and Old Festus so, add it to the Gang Roster (it has no credit cost to
The gang gains the following favours: recruit).
� Once per round, the gang can re-roll one failed � Otherwise, the Chaos Spawn escapes or is
Recovery attempt. immediately killed.
� Chaos Spawn gain an armour save of 4+. (54) WARPED LIMBS: The fighter loses -1” Movement – but when
taking the Charge (Double) action, roll three D3s and count the
MUTATIONS highest.
When a Chaos Helot fighter suffers a Lasting Injury result
of 45-56, roll D6 to determine whether it develops into a (55) CROOKED BODY: Ranged attacks targeting this fighter receive
an additional -1 modifier to hit at Long range, but the fighter can no
mutation, applying the following modifiers:
longer wear armour (transfer any they had into the Stash).
• + 1 if the Lasting Injury was inflicted by an enemy from
a Chaos Helot, Corpse Grinder Cult, or Chaos- (56) TWISTED FLESH: When the fighter activates, they discard -1
Corrupted gang. Flesh Wound – but can never benefit from Bio-Boosters, Medicae
Kits, and can never receive assistance when attempting Recovery.
• +1 if the Lasting Injury was inflicted by a daemon, or a
daemonically-possessed enemy.
401
CHAOS HELOTS GANG LIST
DEMAGOGUE
(GANG LEADER) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3+ 2 6+ 5+ 6+ 7+
• During a campaign, the Demagogue may be given • During campaign play, this fighter may not retire –
additional weapons and equipment purchased the only way out for a gang leader is death.
from this list; the Trading Post; or the Black
• If this fighter dies during a campaign (or is
Market.
otherwise permanently lost), another fighter must
• The Demagogue cannot be given Heavy weapons be promoted to replace them, gaining the Gang
but otherwise has no weapon restrictions. Leader rule.
402
WITCH
(CHAMPION) - 70 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 2 4+ 1 8+ 7+ 6+ 6+
WYRD POWERS
The Witch has access to six Chaos Cult Wyrd Powers:
Scouring, Levitation, Warp Strength, Dark Shield,
Maddening Visions, and Assail.
403
DISCIPLE
(CHAMPION) - 60 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 1 7+ 6+ 8+ 8+
• Primary Skills: Cunning, Ferocity. Activate the two fighters in any order, fully resolving
each activation before proceeding to the next.
• Secondary Skills: Combat, Leadership, Savant.
Note that a gang can only make one Group Activation
per turn.
404
CULTIST
(GANGER) - 35 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 3+ 1 9+ 7+ 7+ 8+
405
CHAOS SPAWN
(UNIQUE) – cannot recruit directly – special conditions apply
M WS BS S T W I A Ld Cl WP Int
D6” X - X X X X X - - - -
406
CHAOS HELOT SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
Demagogue - - Secondary Primary Primary Primary - Secondary
They also become immune to falling and being Pinned. 5. DARK SHIELD (Simple)
Until the End Phase of the current round, the Witch and any
Note that this ability does not change any rules for line of friendly fighters within 6” gain a +1 modifier to their armour
sight or cover. save rolls.
3. WARP STRENGTH (Simple, Continuous Effect) 6. MADDENING VISIONS (Basic, Continuous Effect)
While this power is maintained, the Witch gains +2 Strength Until the End Phase of the current round, any enemy who
and +1 Damage to their close combat attacks. ends their activation within 3” of the Witch must check
Willpower – if failed, they gain the Insane condition.
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CHAOS HELOT EXOTIC BEASTS & BRUTES
PSYCHIC FAMILIAR
(EXOTIC BEAST) - 25 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
408
WARP HORROR
(BRUTE) - 210 credits
M WS BS S T W I A Ld Cl WP Int
6” 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Horrific Appendages - E - - S -1 2 - Pulverise, Rending, Melee
Massive Tentacles E 4” - - S+1 - 1 - Drag, Entangle, Versatile, Melee
Warpfire Breath - T - - 3 -1 - 4+ Blaze, Template
EQUIPMENT SKILLS
• By default, a Warp Horror dual-wields two Horrific • A Warp Horror comes with the Nerves of Steel skill
Appendages. at recruitment:
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CHAOS HELOT EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol…………………………….. 10 • Axe………………………………. 10 • Flak Armour ……………………. 10
• Laspistol……………………………… 10 • Chain Glaive ��………..………. 60 • Hazard Suit……………………… 10
• Hand Flamer………………………….75 • Chainsword……………………… 25 • Mesh Armour…………………… 15
• Reclaimed Autopistol……………….. 5 • Fighting Knife…………………… 15
• Stub Gun……………………………...5 • Flail.……………………….………20 PERSONAL EQUIPMENT
-Dum Dum Rounds……………...+5 • Maul..…………………….………. 10 • Cult Icon (Max one per gang)…. 40
• Sword….………………………… 20 • Filter Plugs……………………….10
BASIC WEAPONS • Two-Handed Axe ��…………… 25 • Photo Goggles………………….. 35
• Autogun…………………………….... 15 • Two-Handed Hammer ��………35 • Respirator……………………….. 15
• Lasgun……………………………….. 15
• Shotgun (Solid & Scatter Ammo)…. 30 HEAVY WEAPONS WEAPON ACCESSORIES
• Reclaimed Autogun..………………...10 • Heavy Stubber ��……………… 130 • Infra-Sight (Pistols, Basic &
• Heavy Flamer ��………………..195 Special Weapons only)………… 40
SPECIAL WEAPONS • Mono-Sight (Pistols, Basic &)
• Flamer…………………………………130 Special Weapons only)………… 35
• Grenade Launcher (Frag &
Krak Grenades)……………………. 65 GRENADES
• Long Rifle……………………………..30 • Blasting Charges……………….. 35
• Demolition Charges……………..65
• Frag Grenades…………………..30
• Incendiary Grenades……………40
• Krak Grenades………………….. 45
410
CHAOS HELOTS ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - S+1 - 1 - Disarm, Melee
Chain Glaive �� E 2” -1 - S+2 -2 2 - Unwieldy, Versatile, Melee
Chainsword - E - +1 S+1 -1 1 - Rending, Disarm, Melee
Fighting Knife - E - - S+1 -1 1 - Backstab, Melee
Flail - E - +1 +1 - 1 - Entangle, Melee
Maul - E - - S +1 2 - Melee
Sword - E - +1 S -1 1 - Parry, Melee
Two-Handed Axe �� - E - -1 S+2 2 - - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 3 - - Knockback, Unwieldy, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Demolition Charge - Sx2 - - 6 -3 3 * Blast (5”), Single Shot, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Grenade - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Laspistol 8” 12’ +1 - 3 - 1 2+ Plentiful, Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Reclaimed Autopistol 4” 12” +1 - 3 - 1 5+ Rapid Fire (1), Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
411
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
Shotgun
⬥ Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Reclaimed Autogun 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Grenade Launcher
⬥ Frag Grenade 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenade 6” 24” -1 - 6 -2 2 6+
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback, Rending
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Heavy Flamer �� - T - - 5 -2 1 5+ Blaze, Template
Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
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WEAPON ACCESSORIES EQUIPMENT
Accessories with a [★] cannot be fitted together on the same
CULT ICON
weapon.
• This symbol of devotion to the Dark Gods serves to
inspire followers to greater acts in battle.
INFRA-SIGHT [★]
• The owner increases the number of fighters they can
• FITTED TO: Pistols, Basic Weapons, Special Weapons,
include in a Group Activation by +1.
Heavy Weapons
• A gang can possess a maximum of one Cult Icon.
• EFFECTS: The weapon disregards the -1 modifier for
partial cover, and treats full cover as partial. This
ability does not stack with the Trick Shot skill. FILTER PLUGS
The weapon ignores the effect of smoke clouds. • If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
If the Pitch Black rules are in effect, the weapon can
whether they are affected.
spot targets up to 12” away, instead of 3”.
• This item is one-use only. After applying the above
An infra-sight cannot be fitted to a weapon with the
modifier, the filter plugs are removed.
Rapid Fire (X), Blast (3”) or Blast (5”) traits.
PHOTO GOGGLES
MONO-SIGHT [★] • If the Pitch Black rules are in effect, the owner can
• FITTED TO: Basic Weapons, Special Weapons, Heavy
spot enemies up to 12” away, rather than 3”.
Weapons
• The owner can see through smoke clouds.
• EFFECTS: If the fighter makes an Aim (Basic) action
with this weapon, gain a +2 modifier to the hit roll • If the owner is hit by a Flash weapon, they count suffer
instead of the usual +1. a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.
ARMOUR RESPIRATOR
FLAK ARMOUR • If the owner is hit by a weapon with the Gas trait, their
• The wearer gains a 6+ armour save. Toughness counts as +2 when rolling to determine
whether they are affected.
• Against weapons that use a Blast marker or Flame
template, this increases to 5+.
HAZARD SUIT
• The wearer gains a 6+ armour save.
MESH ARMOUR
• The wearer gains a 5+ armour save.
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PETITIONING THE GODS
(6-8) STOLEN WEAPONRY
CHAOS FAVOURS A Guilder weapons shipment has fallen into the cult’s hands,
At the campaign Arbitrator’s discretion, gangs can attempt the guns soon to be turned upon their creators.
to gain a House Favour. Usually, this occurs at the start of a
• Gain 2D6x10 credits, which must immediately be
campaign week, but can be at any point the Arbitrator
spent on weapons and equipment from any one of the
deems appropriate.
gang’s equipment lists.
In any Chaos cult, favours represent the fickle “miracles” of • Any unspent credits are lost.
the Dark Gods and the opportunism of their followers.
PETITIONING FOR FAVOUR • If you choose to recruit one fighter, there is no further
Before the game, after choosing your crew for the scenario, effect.
then roll 2D6 and add +1 for every enemy gang in the • If you recruit two fighters, each rolls for Lasting Injury.
campaign with a higher Gang Rating than you (to a
maximum of +3). • If you recruit three, each rolls twice for Lasting Injury.
414
(13+) EYE OF THE GODS
The Dark Gods’ gaze falls upon the gang, and they must now
prove themselves worthy of their master’s attentions!
D6 Result
UNIMPRESSED: The strike was unworthy! The gods
1 punish the fighter by breaking their memory. The
fighter gains no XP for taking the enemy Out of Action.
415
CHAOS HELOT SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: BLOOD
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) DOWN WITH THE IMPERIUM!
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
416
(5) BLOOD AND SKULLS (QUEEN) PURGE THE WEAK
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
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(4) TOY WITH THEM (10) BACK-ALLEY MURDER
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
418
CLUBS: ROT (6) FOES CLOSE IN
• Reveal prior to deployment. Your gang must set up
(ACE) A TOUCH OF MADNESS before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP.
(7) THE LIAR’S SKIN
• Reveal the first time one of your fighters with the Gang
(2) HURT AND ANGRY Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The infiltrator is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the infiltrator Out of Action (again),
XP.
they gain +D6 bonus XP.
(3) UNDYING LEGIONS OF CHAOS • If this happens, the infiltrator does not roll for Lasting
Injury, as the “true” fighter never actually participated
• Reveal before rolling Priority in the first round.
in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) STAIN THE GROUND RED
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
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(JACK) FEAR OF CONSEQUENCE DIAMONDS: PERVERSION
• Reveal when one of your fighters successfully Rallies.
They gain +2 XP for doing so, rather than the usual +1 (ACE) KILL! MAIM! BURN!
XP. • Reveal at the end of any round where three or more
enemy fighters are Seriously Injured or taken Out of
• For the remainder of the battle, any fighter from the
Action.
gang who successfully Rallies gains +2 XP, instead of
the usual +1 XP (each fighter only gains this reward • Gain +1 random Gang Tactics card.
once, however).
(2) RANDOM VIOLENCE
(QUEEN) FEARLESS IN THE FACE • Reveal when the gang takes an enemy Out of Action
• Reveal the first time that one of the following occurs: using a weapon with the Melee trait, in a location that
is out of line of sight and more than 12" from other
� Your fighter successfully leaps a Pitfall
enemies.
� Your fighter successfully leaps a gap wider than
• Gain +1 random Gang Tactics card.
their base
• For the remainder of the battle, any fighter who does • Gain +1 random Gang Tactics card.
the same gains +1 bonus XP (each fighter only gains
this reward once, however). (4) WEAKLING MINDS
• Reveal when an enemy fails a Willpower check by
(KING) TEMPORARILY INURED rolling 10+.
• Reveal when the gang suffers its first Flesh Wound.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, when the gang rolls a
Flesh Wound result on the Injury die, they treat it as (5) HERETEKAL WORKS
“No Effect.” • Reveal at the start of the battle. Choose three door
• However, any fighter who rolls for Lasting Injury must consoles (Zone Mortalis) or terrain pieces (Sector
roll twice and take the worse result. Mechanicus) at least 6” from your deployment zone,
and 8” from each other.
• At the end of the battle, every fighter who is not
Seriously Injured or Out of Action gains +D3 bonus XP. • A fighter within 1” of one of these objectives can take
the following action:
(6) COVER UP
• Reveal the first time that the gang takes an enemy Out
of Action using a weapon with the Melee trait, or the
Coup de Grace (Simple) action.
420
(7) BOW BEFORE CHAOS (JACK) INCRIMINATING PACKET
• Reveal at the end of any round if three or more • Reveal at the start of the battle. Randomly select one
enemies are Prone. fighter to be the courier.
• Gain +1 random Gang Tactics card. • At the end of any round, if the courier is inside the
enemy’s deployment zone, remove them from play
(8) FOR UNKNOWN PURPOSES and gain +2 Gang Tactics cards of your choice.
• Reveal when a fighter within 6” of the enemy Gang • The courier does not count as being Out of Action for
Leader takes the following action: the purposes of Bottle Tests.
� PICT-CAPTURE (Double): Smile! The fighter gains
the Carrying Evidence condition.
(QUEEN) UNDERHIVE ALTAR
-CARRYING EVIDENCE:If this fighterreturnsto • Reveal at the start of the battle. Choose a point on the
the gang’s deployment zone, remove them battlefield at least 12” from your deployment zone.
from play.
• As soon as there are two or more Seriously Injured
Gain +3 Gang Tactics cards of your choice. fighters within 6” of this point, gain +1 Gang Tactics
card of your choice.
The fighter does not count as being Out of
Action or Seriously Injured for the purposes of
Bottle tests. (KING) THE ROT WITHIN
• Reveal at the start of the battle. Randomly select one
• Reveal at the start of the battle. Randomly select one • If the enemy gang takes this fighter Out of Action using
fighter to be the bomb carrier. a weapon with the Melee trait, gain +1 random Gang
Tactics card.
• The bomb carrier can take the following action if they
are within 6” of the battlefield’s centre: • If the infected fighter is a Gang Leader or Champion,
you may choose the card, instead.
� PLANT BOMB (Simple): Something to remember us
by.
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DRAMATIS PERSONAE
THE ABOMINATION OF BADZONE 12
(CHAOS HIVE SCUM) – 280 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ - 5 5 4 5+ 4 - - - -
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Rending, Melee
Swarming Tentacles E 2” - - S+1 -2 2 - Pulverise, Knockback, Versatile, Melee
422
THE EIGHTFOLD HARVEST LORD
(CHAOS BOUNTY HUNTER) – 205 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Paired Heavy Chain Cleavers - E - +1 S+2 -2 2 - Paired, Sever, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
423
CONTENTS CORPSE GRINDER CULT RULES
1. Corpse Grinder Cult Rules
OUTLAW ALIGNMENT
2. Gang List
A Corpse Grinder Cult gang is automatically Outlaw and
3. Skill Access
cannot change its Alignment (at least, not without the
4. Brutes
Arbitrator’s permission).
5. Armoury
6. Petitioning the Gods CULT MASKS
7. Corpse Grinder Cult Sub-Plots Each fighter in a Corpse Grinder Cult gang comes with a
8. Dramatis Personae unique mask at recruitment that signifies their rank in the
cult and provides powerful bonuses.
MUTATIONS
When a Chaos Helot fighter suffers a Lasting Injury result
of 45-56, roll D6 to determine whether it develops into a
mutation, applying the following modifiers:
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If a fighter gains mutations equal to their Toughness, they MUTATIONS FROM LASTING INJURY
transform into a Chaos Spawn!
(46) HUNGERING PRIDE: The fighter must always be the first in the
� The fighter is effectively dead – remove them from gang to activate each round (you may choose how to break ties). The
the Gang Roster. fighter gains +1 bonus XP for taking a Gang Leader or Champion Out
of Action.
� The gang can choose to retain the Chaos Spawn – if
so, add it to the Gang Roster (it has no credit cost to
recruit). (51) DARK MADNESS: When the fighter activates, check Intelligence
– if failed, roll D6 to determinate their first action:
� Otherwise, the Chaos Spawn escapes or is
• 1-2: Move (Simple)
immediately killed.
• 3-4: Shoot (Basic) or Fight (Basic)
(54) WARPED LIMBS: The fighter loses -1” Movement – but when
taking the Charge (Double) action, roll three D3s and count the
highest.
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CORPSE GRINDER CULT GANG LIST
BUTCHER
(GANG LEADER) - 140 credits
M WS BS S T W I A Ld Cl WP Int
5” 2+ 4+ 4 4 2 4+ 2 5+ 5+ 5+ 7+
• The Butcher may purchase Close Combat • During campaign play, this fighter may not retire –
Weapons or equipment from the Corpse Grinder the only way out for a gang leader is death.
Equipment List.
• If this fighter dies during a campaign (or is
• During a campaign, the Butcher may be given otherwise permanently lost), another fighter must
additional weapons and equipment purchased be promoted to replace them, gaining the Gang
from this list; the Trading Post; or the Black Leader rule.
Market.
Gang Hierarchy (Leader): If the gang is Bottling, and
• The Butcher can only use Close Combat Weapons. this fighter passes their Cool check, all friendly Enforcer
fighters within 12” automatically pass theirs.
BUTCHER’S MASK
In addition, during a campaign, this fighter can perform
Bonus Armour Save: Provides an armour save of 6+.
Post-Battle Actions.
This cannot be combined with other armour – but also
cannot be modified by a weapon’s Armour Piercing. Tools of the Trade: This fighter may take multiple
equipment sets.
Head Protection: If the wearer suffers a Lasting Injury
result of Head Injury or Eye Injury, roll D6 – on 6, they Group Activation (2): When this fighter activates, they
ignore the result and instead go into Recovery. may also activate two Ready fighters within 3” of their
position, in addition to themselves. This must be
Terrifying: An enemy attempting a Fight or Shoot action
announced at the start of the activation, with chosen
against the Butcher must first check Willpower – if
fighters clearly identified.
failed, the enemy’s action is cancelled and their
activation ends immediately. Activate the three fighters in any order, fully resolving
each activation before proceeding to the next. Note that
SKILLS a gang can only make one Group Activation per turn.
• The Butcher gains one Primary skill at recruitment,
First to the Fray: When the Butcher makes a Charge
which costs no XP and does not increase their
credit value. (Double) action, they add +D6” to their move distance,
rather than +D3”.
• Primary Skills: Brawn, Combat, Leadership.
426
CUTTER
(CHAMPION) - 90 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 4 3 2 4+ 2 6+ 6+ 7+ 8+
EQUIPMENT RECRUITMENT
• The Cutter comes equipped with a Cutter’s Mask Increased Champion Allowance: Corpse Grinder Cult
and Plate Mail at recruitment. gangs can recruit up to three Champions (that is, three
Cutters), rather than the limit of two Champions that
• The Cutter may purchase Close Combat Weapons
other gangs have.
or equipment from the Corpse Grinder Equipment
List.
SPECIAL RULES
• During a campaign, the Cutter may be given Gang Hierarchy (Champion): If the gang is Bottling,
additional weapons and equipment purchased and this fighter passes their Cool check, all friendly
from this list; the Trading Post; or the Black Corpse Grinder Cult fighters within 6” automatically
Market. pass theirs.
• The Cutter can only use Close Combat Weapons. In addition, during a campaign, this fighter can perform
Post-Battle Actions.
CUTTER’S MASK
Tools of the Trade: This fighter may take multiple
Save Modifier: When the Cutter attempts an armour
equipment sets.
save, they gain a +1 modifier to their roll.
Group Activation (1): When this fighter activates, they
Head Protection: If the wearer suffers a Lasting Injury
may also activate one Ready fighter within 3” of their
result of Head Injury or Eye Injury, roll D6 – on 6, they
position, in addition to themselves.
ignore the result and instead go into Recovery.
This must be announced at the start of the activation,
Terrifying: An enemy attempting a Fight or Shoot action
with the other chosen fighter clearly identified.
against the Cutter must first check Willpower – if failed,
the enemy’s action is cancelled and their activation Activate the two fighters in any order, fully resolving
ends immediately. each activation before proceeding to the next.
SKILLS Note that a gang can only make one Group Activation
per turn.
• The Cutter gains one Primary skill at recruitment,
which costs no XP and does not increase their Dervish: When the Cutter makes a Fight (Basic) action
credit value. using a weapon with the Versatile trait, their vision arc
extends to 360°.
• Primary Skills: Brawn, Combat, Savagery.
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SKINNER
(GANGER SPECIALIST) - 40 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 3 3 1 4+ 1 7+ 7+ 8+ 9+
SKINNER’S MASK
Save Modifier: When the Skinner attempts an armour
save, they gain a +1 modifier to their roll.
SKILLS
• The Cutter comes with the Berserker skill at
recruitment:
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INITIATE
(JUVE) - 25 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 9+ 9+
SKILLS
• The Initiate comes with the Infiltrate skill at
recruitment:
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CORPSE GRINDER CULT SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT SAVAGERY
Butcher - Primary Primary - Secondary Primary - Secondary Secondary
430
CORPSE GRINDER CULT BRUTES
WARP HORROR
(BRUTE) - 210 credits
M WS BS S T W I A Ld Cl WP Int
6” 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Horrific Appendages - E - - S -1 2 - Pulverise, Rending, Melee
Massive Tentacles E 4” - - S+1 - 1 - Drag, Entangle, Versatile, Melee
Warpfire Breath - T - - 3 -1 - 4+ Blaze, Template
EQUIPMENT SKILLS
• By default, a Warp Horror dual-wields two Horrific • A Warp Horror comes with the Nerves of Steel skill
Appendages. at recruitment:
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CORPSE GRINDER CULT EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Autopistol…………………………….. 10 • Boning Sword……..…………….. 25 • Armoured Undersuit……………. 25
-Fragmentation Rounds…………+10 • Butcher’s Chain Cleaver……….. 30 • Bio-Booster……………………… 35
-Manstopper Rounds……………+10 -Paired ��……………………80 • Cult Icon…………………………. 40
• Hand Flamer………………………….75 • Chain Glaive ��………………… 60 • Photo-Goggles………………….. 35
• Stub Gun ……………………………..5 • Fighting Knife…………………….15 • Respirator……………………….. 15
-Dum Dum Rounds…………….. +5 • Flensing Knife……………………15 • Skinblade…………………………10
• Heavy Chain Cleaver……………50 • Stimm-Slug Stash………………. 30
SPECIAL WEAPONS -Paired ��……………………130
• Flamer………….…………………….. 140 • Heavy Rock Cutter ��… 55 ARMOUR
• Rotary Flensing Saw ��………..20 • Hazard Suit……………………….10
HEAVY WEAPONS • Two-Handed Axe ��….……….. 35 • Mesh Armour……………………. 15
• Harpoon Launcher…………………...110 • Two-Handed Hammer ��………55 • Plate Mail…………………………15
• Heavy Flamer………………… 195
GRENADES TRAPS
• Frag Grenades….………..….…. 30 • Frag Trap….………..….………...20
• Incendiary Grenades….………...40 • Gas Trap….………..….…………40
• Krak Grenades….………..….…..45 • Melta Trap….………..….………. 50
• Smoke Grenades….………..…...15
432
CORPSE GRINDER CULT ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Boning Sword - E - - S -2 2 - Rending, Parry, Melee
Butcher’s Chain Cleaver - E - - S+1 -2 2 - Shred, Melee
⬥ Paired �� - E - - S+1 -2 2 - Paired, Shred, Melee
Chain Glaive �� E 2” -1 - S+2 -2 2 - Unwieldy, Versatile, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Flensing Knife - E - - S -1 1 - Rending, Melee
Heavy Chain Cleaver - E - +1 S+2 -2 2 - Sever, Melee
⬥ Paired �� - E - +1 S+2 -2 2 - Paired, Sever, Melee
Heavy Rock Cutter �� - E - - S+4 -4 3 - Unwieldy, Melee
Rotary Flensing Saw �� E 4” - -1 S+1 -2 2 - Shred, Knockback, Versatile, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Grenade - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
Incendiary Grenade - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (5”), Smoke, Grenade
TRAPS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Frag Trap - - - - 3 - 1 - Blast (5”), Knockback, Single Shot
Gas Trap - - - - - - - - Blast (5”), Gas, Single Shot
Melta Trap - - - - 8 -4 3 - Blast (3”), Melta, Single Shot
433
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
⬥ Fragmentation Rounds 4” 12” +1 - 3 -1 1 4+ Rapid Fire (1), Limited, Sidearm
⬥ Manstopper Rounds 4” 12” +1 - 4 - 1 4+ Rapid Fire (1), Limited, Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Flamer - T - - 4 -1 1 5+ Blaze, Template
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Harpoon Launcher �� 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Heavy Flamer �� - T - - 5 -2 1 5+ Blaze, Template
434
ARMOUR EQUIPMENT
HAZARD SUIT ARMOURED UNDERSUIT
• The wearer gains a 6+ armour save. • An armoured undersuit can be worn in conjunction
with armour, or on its own.
• If the wearer also has a Respirator, when resolving a
Gas attack, they count as +3 Toughness instead of +2. • If worn in conjunction with armour, the wearer
improves their armour save by +1.
• The wearer is never affected by the Blaze condition or
the Rad-Phage weapon trait. • If worn alone, the wearer gains a 6+ armour save.
FILTER PLUGS
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
whether they are affected.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
RESPIRATOR
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
whether they are affected.
435
SKINBLADE
• If the fighter is Captured after a battle, they can
attempt to escape – roll D6.
STIMM-SLUG STASH
• Once per game, the owner can take a stimm-slug
when they are activated, but before making any
actions.
436
PETITIONING THE GODS
(2) DEVOURED BY SPAWN
CHAOS FAVOURS Gifts of the Dark Gods are seldom without their price…
At the campaign Arbitrator’s discretion, gangs can attempt
• Choose one fighter who has displeased the gods.
to gain a House Favour. Usually, this occurs at the start of a
campaign week, but can be at any point the Arbitrator • They are permanently removed from the gang, along
deems appropriate. with all their weapons and equipment, and replace
them with a Chaos Spawn.
In any Chaos cult, favours represent the fickle “miracles” of
• If the gang already has a Chaos Spawn, the chosen
the Dark Gods and the opportunism of their followers.
fighter is simply devoured with no further effect.
437
(11-12) HOUR OF THE WITCH
Dark energies swirl as the power of the Warp waxes.
D6 Result
UNIMPRESSED: The strike was unworthy! The gods
1 punish the fighter by breaking their memory. The
fighter gains no XP for taking the enemy Out of Action.
438
CORPSE GRINDER CULT SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: CARVING FLESH
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) BLOODY MARKER
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
439
(5) MEAT IS MURDER (QUEEN) YOUNG BLOOD
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
440
(4) PLAY WITH YOUR FOOD (10) NO-ONE CAN HELP YOU
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
441
CLUBS: SAWING BONE (6) OUTMANEUVERED
• Reveal prior to deployment. Your gang must set up
(ACE) BLOOD FUGUE before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP.
(7) A SHEEP IN WOLF’S CLOTHING
• Reveal the first time one of your fighters with the Gang
(2) READY TO BITE BACK Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The infiltrator is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the infiltrator Out of Action (again),
XP.
they gain +D6 bonus XP.
(3) UNEXPECTED DINNER GUESTS • If this happens, the infiltrator does not roll for Lasting
Injury, as the “true” fighter never actually participated
• Reveal before rolling Priority in the first round.
in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) TAKEN TO SLAUGHTER
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
442
(JACK) BACK FOR SECONDS (3) STRIPPED TO THE BONE
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) CRACKING UNDER THE PRESSURE
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
(KING) AS LONG AS THE BLOOD FLOWS (6) INFO FOR THE INSURRECTION
• Reveal the first time that the gang takes an enemy Out
• Reveal when the gang suffers its first Flesh Wound.
of Action using a weapon with the Melee trait, or the
• For the remainder of the battle, when the gang rolls a Coup de Grace (Simple) action.
Flesh Wound result on the Injury die, they treat it as
• Roll D6 – on 6+, you have found a key piece of
“No Effect.”
information to assist the insurrection and gain +1
• However, any fighter who rolls for Lasting Injury must Gang Tactics card of your choice.
roll twice and take the worse result.
• Otherwise, each successive time you make this roll
• At the end of the battle, every fighter who is not adds an additional +1 to the result.
Seriously Injured or Out of Action gains +D3 bonus XP.
443
(8) A FUTURE GUEST FOR DINNER (10) LOW QUALITY MEAT
• Reveal when a fighter within 6” of the enemy Gang • A fighter in base contact with an enemy who has the
Leader takes the following action: Gang Fighter (Ganger) or Gang Fighter (Juve) rule can
take the following action:
� PICT-CAPTURE (Double): Smile! The fighter gains
the Carrying Evidence condition. � BRIBE (Basic): The target must check Willpower – if
failed, their gang gains D3x10 credits and that
-CARRYING EVIDENCE:If this fighterreturnsto
fighter is removed from play (they do not count as
the gang’s deployment zone, remove them
being Out of Action for the purposes of Bottle Tests).
from play.
• Reveal the first time a fighter takes this action.
Gain +3 Gang Tactics cards of your choice.
• This action can be taken multiple times.
The fighter does not count as being Out of
Action or Seriously Injured for the purposes of
Bottle tests (JACK) MEAL TICKET
• Reveal at the start of the battle. Randomly select one
(9) MAKE IT EXTRA CRISPY fighter to be the courier.
• Reveal at the start of the battle. Randomly select one
• At the end of any round, if the courier is inside the
fighter to be the bomb carrier.
enemy’s deployment zone, remove them from play
• The bomb carrier can take the following action if they and gain +2 Gang Tactics cards of your choice.
are within 6” of the battlefield’s centre:
• The courier does not count as being Out of Action for
� PLANT BOMB (Simple): Something to remember us the purposes of Bottle Tests.
by.
• If the gang completes three Plant Bomb (Simple) (QUEEN) KILLING FLOOR
actions, gain +1 Gang Tactics card of your choice.
• Reveal at the start of the battle. Choose a point on the
• If the bomb carrier goes Out of Action before they battlefield at least 12” from your deployment zone.
have taken three Plant Bomb (Simple) actions, centre • As soon as there are two or more Seriously Injured
the Blast (5”) marker on them – every fighter the fighters within 6” of this point, gain +1 Gang Tactics
marker touches suffers a Strength 3, AP 0, Damage 1 card of your choice.
hit with the Knockback trait.
444
DRAMATIS PERSONAE
THE ABOMINATION OF BADZONE 12
(CHAOS HIVE SCUM) – 280 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ - 5 5 4 5+ 4 - - - -
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Rending, Melee
Swarming Tentacles E 2” - - S+1 -2 2 - Pulverise, Knockback, Versatile, Melee
445
THE EIGHTFOLD HARVEST LORD
(CHAOS BOUNTY HUNTER) – 205 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Paired Heavy Chain Cleavers - E - +1 S+2 -2 2 - Paired, Sever, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
446
CONTENTS GENESTEALER CULT RULES
1. Genestealer Cult Rules
AVOIDING DISCOVERY
2. Gang List
The Genestealer Cult’s semi-alien nature creates
3. Skill Access
complications when the gang deals with the wider hive:
4. Genestealer Cult Wyrd Powers
5. Exotic Pets • When the gang takes the Medical Escort Post-Battle
6. Armoury Action, the cost of treatment by the doc is increased to
7. Petitioning the Family 3D6x10, to buy their silence.
8. Genestealer Cult Sub-Plots • If a fighter is Captured and then picked for the Sell to
the Guilders Post-Battle Action, they are worth their
full value in credits, rather than the usual half.
REP MAX
0-9 1
10-14 2
15-19 3
20-24 4
Each additional +5 +1
447
GENESTEALER CULT GANG LIST
ADEPT
(GANG LEADER) - 120 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 3 3 2 3+ 2 3+ 5+ 5+ 4+
448
ALPHA
(GANG LEADER) - 145 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 4 3 2 3+ 2 3+ 5+ 5+ 4+
Gang Hierarchy (Leader): If the gang is Bottling, and • The Alpha can triple-wield weapons with the Melee
this fighter passes their Cool check, all friendly Cult and/or Sidearm traits – doing so grants +2 bonus
fighters within 12” automatically pass theirs. attacks in close combat, instead of the usual +1 for
dual-wielding.
In addition, during a campaign, this fighter can perform
Post-Battle Actions. � Attacks from each weapon must be clearly
designated prior to rolling, as normal.
Tools of the Trade: This fighter may take multiple
equipment sets.
449
HYBRID ACOLYTE
(CHAMPION) - 85 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ 3+ 3 3 1 3+ 1 4+ 5+ 7+ 6+
• They may carry four weapons, instead of three. Note that a gang can only make one Group Activation
per turn.
• Their ranged weapons lose the Unwieldy trait, if
they had it. Avoiding Discovery: This fighter is subject to the
following rules:
• If the Acolyte makes unarmed attacks, prior to the
enemy’s Reaction Attacks, resolve +1 bonus • If Critically Injured and provided with a Medical
unarmed Attack with the Rending trait. Escort Post-Battle Action, the fighter’s treatment
cost is 3D6x10.
• The Acolyte can triple-wield weapons with the
Melee and/or Sidearm traits – doing so grants +2 • If subjected to the Sell to the Guilders Post-Battle
bonus attacks in close combat, instead of the Action, the fighter is worth their full value in
usual +1 for dual-wielding. credits.
� Attacks from each weapon must be clearly • This fighter cannot take the Sell to the Guilders
designated prior to rolling, as normal. Post-Battle Action.
SKILLS
• Hybrid Acolytes gain one Primary skill at
recruitment, which costs no XP and does not
increase their credit value.
450
NEOPHYTE
(GANGER) - 45 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 8+
451
ABERRANT
(GANGER) - 95 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 6+ 5 4 2 5+ 2 9+ 4+ 6+ 10+
452
GENESTEALER CULT EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS ARMOUR
• Autopistol…………………………….. 10 • Chainsword……………………… 25 • Flak Armour ……………………. 10
• Hand Flamer………………………….75 • Fighting Knife…………………… 15 • Hazard Suit……………………… 10
• Laspistol……………………………… 10 • Heavy Rock Drill ��……………. 90 • Mesh Armour……………………. 15
• Needle Pistol………………………... 40 • Heavy Rock Saw ��….………... 120
• Heavy Rock Cutter ��……… 135 PERSONAL EQUIPMENT
BASIC WEAPONS • Power Hammer…………………. 45 • Bio-Booster……………………… 35
• Autogun…………………………….... 15 • Power Maul……………………… 30 • Cult Icon (max one per gang) 40
• Lasgun……………………………….. 15 • Power Pick………………………. 40 • Filter Plugs……………..…… 10
• Shotgun (Solid & Scatter Ammo)…. 30 • Power Sword……………………. 45 • Photo-Goggles………………….. 35
• Staff of Office (Shock Stave)….. 25 • Respirator……………………….. 15
SPECIAL WEAPONS • Shock Whip………………………25
• Flamer…………………………………140 • Two-Handed Hammer ��……... 35 GRENADES
• Grenade Launcher (Frag & • Blasting Charges…….…………. 35
Krak Grenades)………………………55 HEAVY WEAPONS • Demolition Charges…..………... 65
• Long Las………………………………20 • Mining Laser ��…… 125 • Frag Grenades……..……………30
• Web Gun……………………………...125 • Seismic Cannon ��…… 140 • Incendiary Charges…………….. 40
• Heavy Stubber ��…… 145
EXOTIC BEASTS
• Psychic Familiar………………… 25
453
GENESTEALER CULT SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
Adept Secondary - - Primary - Primary - Secondary
454
GENESTEALER CULT EXOTIC BEASTS
PSYCHIC FAMILIAR
(EXOTIC BEAST) - 25 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
455
GENESTEALER CULT ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Heavy Rock Cutter �� - E - - S+4 -4 3 - Unwieldy, Melee
Heavy Rock Drill �� - E - - S+2 -3 2 - Pulverise, Unwieldy, Melee
Heavy Rock Saw �� - E - +1 S+3 -3 2 - Rending, Unwieldy, Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Maul - E - - S+2 -1 1 - Power, Melee
Power Pick - E - - S+1 -3 1 - Power, Pulverise, Melee
Power Sword - E - - S+2 -2 1 - Power, Parry, Melee
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Shock Whip E 3” -1 - S+1 - 1 - Shock, Versatile, Melee
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Demolitions Charge - Sx2 - - 6 -3 3 * Blast (5”), Single Shot, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Incendiary Grenades - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Hand Flamer - T - - 3 - 1 5+ Blaze, Template
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Needle Pistol 4” 9” +2 - 4 -1 - 6+ Toxin, Silence, Scarce, Sidearm
456
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
Shotgun
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Flamer - T - - 4 -1 1 5+ Blaze, Template
Grenade Launcher
⬥ Frag Grenades 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
Long Las 18” 36” - +1 4 - 1 2+ Plentiful
Web Gun - T - - 5 - - 5+ Web, Silent, Template
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Mining Laser �� 18” 24” - -1 9 -3 3 3+ Unwieldy
Seismic Cannon ��
⬥ Short Wave 12” 24” - -1 6 -1 2 5+ Rapid Fire (1), Knockback, Seismic, Unwieldy
⬥ Long Wave 12” 24” -1 - 3 - 1 5+ Rapid Fire (2), Knockback, Seismic, Unwieldy
457
ARMOUR EQUIPMENT
HAZARD SUIT BIO-BOOSTER
• The wearer gains a 6+ armour save. • The first time the owner rolls an Injury, roll one less
die.
• The wearer can never gain the Blaze condition, and is
immune to the effects of the Rad-Phage trait. • If only one die would be used, instead roll two and
choose which result to apply.
• If the wearer also has a respirator, and is attacked by
a weapon with the Gas trait, they gain +3 Toughness
rather than the usual +2. CULT ICON
• This symbol of devotion to the Star Children serves to
inspire followers to greater acts in battle.
FLAK ARMOUR
• The wearer gains a 6+ armour save. • The owner increases the number of fighters they can
include in a Group Activation by +1.
• Against weapons that use a Blast marker or Flame
template, this increases to 5+. • A gang can possess a maximum of one Cult Icon.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
RESPIRATOR
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
whether they are affected.
458
PETITIONING THE FAMILY
(6-8) ALIEN EVOLUTION
GENESTEALER CULT FAVOURS More hybrids are born or drawn to the cult, boosting its
At the campaign Arbitrator’s discretion, gangs can attempt numbers with capable fighters.
to gain a House Favour. Usually, this occurs at the start of a
• Choose a Neophyte. Transfer all of their weapons and
campaign week, but can be at any point the Arbitrator
equipment to the Stash.
deems appropriate.
• The Neophyte is then replaced on the Gang Roster
In a Genestealer Cult, favours represent the subtle aid of with a Hybrid Acolyte.
infiltrators in Necromunda’s industries and institutions, or
• The Hybrid Acolyte has no equipment, but can come
perhaps higher echelons of the conspiracy.
with a third arm.
Be warned! While the gang’s masters may bestow them � A Genestealer-Infected gang instead replaces any
gifts, they might also exact a price for those audacious fighter with the Gang Fighter (Ganger) rule.
enough to call upon them.
(9-10) BROOD WHISPERS
If a gang has an Alliance, they may not seek a favour.
Psychic whispers echo in the minds of the brood members.
• They are permanently removed from the gang, along • The fighter treats the Genestealer Cult Wyrd Power list
with all their weapons and equipment. as one of their Primary skill sets from now on.
• The gang gains 100 credits that must immediately be • In any one battle during this campaign week, the gang
spent on weapons and equipment from the can include a Purestrain Genestealer.
Genestealer Cults Equipment List. • The Genestealer gains Infiltrate alongside its usual
• Any close combat weapons purchased gain the skills.
Reckless trait, and any ranged weapons purchased • This precious being is too valuable to risk in a
gain the Unstable trait. protracted battle. Before a battle, roll D3 – the
• Any credits not spent immediately are lost. Genestealer is removed from play in the End Phase of
that round.
459
GENESTEALER CULT SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: INDUSTRIAL INFILTRATION
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) A QUIET REBELLION
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
460
(5) SHOW OF STRENGTH (QUEEN) TARGETING WEAK POINTS
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
461
(4) MIND YOUR BUSINESS (10) SILENT ELIMINATION
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
• A fighter in base contact with an enemy can take the If the fighter ends this move more than 12” from
following action: the target, they lose the Shadowing condition.
� SHAKEDOWN (Basic): Gain D3x10 credits. This • At the end of the game, if you have a fighter with the
increases to D6x10 credits if the target is a Gang Shadowing condition, gain +D6 Rep.
Leader or Champion.
• Reveal the first time this action is taken. (KING) BLOOD DRIVE
• Reveal at the end of the battle. For every fighter
(8) DOUBLE DAMAGE (friend or enemy) who went Out of Action but did not
suffer a Memorable Death (66), gain D3x10 credits.
• Reveal if the gang takes an enemy Out of Action by
causing another fighter (friendly or enemy) to fall on • This increases to D6x10 credits if the fighter suffered a
them. Critical Injury (61-65).
462
CLUBS: FOMENTING RESISTANCE (6) THE AUTHORITIES THREATEN EXPOSURE
• Reveal prior to deployment. Your gang must set up
(ACE) SOCIAL ANXIETY before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP. (7) DOUBLE AGENT
• Reveal the first time one of your fighters with the Gang
(2) DOWN BUT NOT OUT Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The double agent is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the double agent Out of Action
XP.
(again), they gain +D6 bonus XP.
(3) FAMILY REUNION • If this happens, the double agent does not roll for
Lasting Injury, as the “true” fighter never actually
• Reveal before rolling Priority in the first round.
participated in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) STRAIGHTFORWARD SOLUTIONS
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
463
(JACK) NEVER ABANDON FAMILY (3) ASCENDANCY
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) A BREAKING OF THE WILL
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
464
(8) INTELLIGENCE GATHERING (JACK) CRITICAL DELIVERY
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the courier.
� PICT-CAPTURE (Double): Smile! The fighter gains • At the end of any round, if the courier is inside the
the Carrying Evidence condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING EVIDENCE:If this fighterreturnsto
the gang’s deployment zone, remove them • The courier does not count as being Out of Action for
from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) AN OFFERING TO THE STARS
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) ALIEN INFECTION
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.
� PLANT BOMB (Simple): Something to remember us
by. • If the enemy gang takes this fighter Out of Action using
a weapon with the Melee trait, gain +1 random Gang
• If the gang completes three Plant Bomb (Simple)
Tactics card.
actions, gain +1 Gang Tactics card of your choice.
• If the infected fighter is a Gang Leader or Champion,
• If the bomb carrier goes Out of Action before they
you may choose the card, instead.
have taken three Plant Bomb (Simple) actions, centre
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
465
DRAMATIS PERSONAE
PURESTRAIN GENESTEALER
(GENESTEALER CULT UNIQUE) – no hiring fee – special conditions apply
M WS BS S T W I A Ld Cl WP Int
6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Razor-Sharp Talons - E - - S+1 -1 1 - Rending, Melee
Venomous Bite - E - - - -2 - - Toxin, Melee
466
AFFILIATION
CONTENTS
• To represent the huge variety of figures who come to
1. Outcast Rules
lead an Outcasts gang, the Gang Leader must select an
2. Gang List
Affiliation – a glimpse into their origins or personality.
3. Outcast Archetypes
4. Outcast Affiliations • Each Affiliation grants the gang specific bonuses and
drawbacks.
5. Armoury
6. Law-Abiding and Outlaw Favours
ARCHETYPE
7. Outcast Sub-Plots
• As every leader has their personal style and way of
doing things, the Gang Leader must select an
Archetype – an indication of what kind of leader they
467
OUTCASTS GANG LIST
OUTCAST LEADER
(GANG LEADER) - 125 credits
M WS BS S T W I A Ld Cl WP Int
7” 4+ 2+ 3 3 2 3+ 2 5+ 4+ 7+ 5+
6” 3+ 3+ 3 3 2 3+ 3 6+ 7+ 6+ 4+
5” 2+ 4+ 4 3 2 4+ 3 6+ 6+ 4+ 7+
4” 3+ 4+ 3 4 3 5+ 2 6+ 4+ 6+ 5+
• If the Wyrd Archetype was chosen, the Outcast This must be announced at the start of the activation,
Champion may alternatively choose an additional with chosen fighters clearly identified.
wyrd power in place of a skill. Activate the three fighters in any order, fully resolving
each activation before proceeding to the next.
EQUIPMENT
• The Outcast Leader may purchase any weapons or Note that a gang can only make one Group Activation
equipment from the Trading Post, up to a Rarity per turn.
value of (9). (Wyrd Archetype) Unsanctioned Psyker: If this fighter
• The Outcast Leader’s Affiliation may open up is taken Out of Action, the enemy gang receives a
additional options in this regard. bounty of D3x10 credits. If Captured and sold to the
Guilders, they are worth their full value.
• During a campaign, the Outcast Leader may
purchase additional weapons and equipment from
the Trading Post or Black Market.
468
ELEVATING A LEADER OUTCAST DELEGATION GANGS
It is entirely appropriate that a Bounty Hunter, Hanger- These rules empower you to create an Outcast gang
On, or Dramatis Personae might rise up to rule their own centred around a Guilder, Criminal, or Noble House
gang at some point in their careers. delegation.
These rules empower you to use almost any 1. Begin by choosing one of the delegations listed
Necromundan fighter as your Outcast Leader. below, and deducting their total cost from your
starting credits.
1. Choose the fighter you want to lead your gang.
This can be literally any fighter with a profile, Note that some delegations include only a single
regardless of whether the gang would normally fighter (such as the Fallen Houses Criminal
be able to field them or not. Organisation, which provides a single Rebel
Lord). These fighters are covered by the
Note that the campaign Arbitrator has input here
“Elevating a Leader” rules, opposite.
– some selections may not be appropriate (as
much fun as an Outcast gang led by a Scrapcode- 2. Add the delegation’s fighters to your Gang
Corrupted Ambot would be)! Roster. They come with all the skills, equipment,
and special rules included on their profile.
2. Choose one of the following:
3. The Delegation Leader must be given the
• The chosen fighter keeps all of the skills and
Affiliation that matches their parent faction.
equipment included on their profile.
4. Choose Archetypes for the Delegation Leader and
• The chosen fighter replaces their existing
Champion.
skills and equipment with those of the default
Outcast Leader. 5. The Delegation Leader and Champion both gain
the “Tools of the Trade” rule and the ability to
3. Choose an appropriate Affiliation and Archetype.
perform Post-Battle Actions.
4. The fighter retains their cost in credits. During a
6. During a campaign, delegation fighters have all
campaign, they gain XP and can purchase
the equipment restrictions of an Outcast fighter
additional gear as normal.
of the same rank.
5. The fighter retains any special rules on their
7. Remaining credits can be spent on Outcast
profile, and additionally gains all the special rules
fighters as normal – these count as members of
of the default Outcast Leader.
the delegation for rules purposes (including rules
Note that due to the incredibly wide variety of fighters limiting the number of Gang Leaders and
that can be elevated, this method may lead to some Champions you can have!).
unbalanced gangs.
8. If a member of the delegation becomes a
The campaign Arbitrator always has final say over Specialist, they gain access to the same skill sets
whether these rules can be used, and how they are as an Outcast Specialist.
applied.
NOTE: An Outcast gang centred around a delegation
cannot form Alliances.
469
CORPSE HARVESTING PARTY FACTORIA WORK GANG
Guilder Delegation – (550 credits) Criminal Delegation – (450 credits)
FIGHTER RANK NUMBER COST FIGHTER RANK NUMBER COST
Pale Consort Gang Leader 1 160 Factoria Overseer Gang Leader 1 160
Bone Scrivener Champion 1 120 Work Party Boss Champion 1 80
Factoria Worker Ganger 3 25
Corpse Grinder Ganger 2 135
470
OUTCAST CHAMPION
(CHAMPION) - 60 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 4+ 1 6+ 7+ 8+ 8+
• The Outcast Leader’s Affiliation may open up In addition, during a campaign, this fighter can perform
additional equipment options for the Champion. Post-Battle Actions.
• During a campaign, the Outcast Champion may Tools of the Trade: This fighter may take multiple
purchase additional weapons and equipment from equipment sets.
the Trading Post or Black Market.
Group Activation (1): When this fighter activates, they
• The Outcast Champion can use any weapon. may also activate one Ready fighter within 3” of their
position, in addition to themselves.
ARCHETYPE
This must be announced at the start of the activation,
• Upon recruitment, the Outcast Champion must
with the other chosen fighter clearly identified.
select an Archetype, which determines their
Primary and Secondary skill access. Activate the two fighters in any order, fully resolving
each activation before proceeding to the next.
SKILLS
Note that a gang can only make one Group Activation
• The Outcast Champion gains one Primary skill at
per turn.
recruitment, which costs no XP and does not
increase their credit value. (Wyrd Archetype) Unsanctioned Psyker: If this fighter
is taken Out of Action, the enemy gang receives a
• If the Wyrd Archetype was chosen, the Outcast
bounty of D3x10 credits. If Captured and sold to the
Champion may alternatively choose an additional
Guilders, they are worth their full value.
wyrd power in place of a skill.
471
OUTCAST HIVE SCUM
(GANGER) - 30 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
� An Outcast Hive Scum can only use Pistols, Basic However, during a campaign, Outcast Hive Scum may
Weapons, and Close Combat Weapons. be promoted through an Advancement to become an
Outcast Specialist.
� An Outcast Specialist may additionally use
Special Weapons. An Outcast Specialist gains the following additional
rules:
472
OUTCAST ARCHETYPES
WYRD
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT
POWERS
Outcast Leader
Outcast Champion
* SPECIAL – WYRD ARCHETYPE: A fighter with the Wyrd Archetype begins with a single wyrd power. At recruitment, instead of
choosing a skill, they can choose a second wyrd power. During a campaign, they can spend XP to gain new wyrd powers –
following the same rules and costs for gaining a skill.
473
OUTCAST AFFILIATIONS
CHOOSING AN AFFILIATION
When an Outcast gang is created, its leader must choose an CLAN HOUSE
Affiliation – this is a glimpse into their origins, or speaks to Many former clanners become outcasts after falling out of
the contacts they still maintain. favour with their old masters. Such outcasts have certain
advantages, such as specialised training or quiet access to
Each Affiliation comes with Benefits and Drawbacks, and
restricted House tech; and even a fallen clanner is considered
also determines what equipment the gang will have access
trustworthy by many former associates. Of course, clan
to, as well as the Alliances they can form.
affiliation also carries drawbacks, most notably that the
Once chosen, an Affiliation can never be changed – not even House’s enemies remain your own.
an outcast can escape their past.
BENEFITS
• The Outcast Leader must select a Clan House to
CLANLESS affiliate with (Goliath, Escher, Orlock, Van Saar,
Cawdor, or Delaque).
The most common affiliation for an outcast, representing a
leader without any strong ties to any of Necromunda’s great • For scenario or campaign purposes, the gang counts
factions – or a true outlander who was raised beyond the as being a gang of that chosen House.
social structures of the hive.
• The gang may purchase gear from their affiliate
Clanless leaders are universally looked down upon by the rest House’s equipment list (including Exotic Beasts).
of society and so must work all the harder to provde
themselves. However, being clanless does carry some DRAWBACKS
benefits, as those who were never beholden to the rules of the • The gang may only enter Alliances with factions that
Imperial House find breaking them all the easier. their affiliate House would normally form Strong
Alliances with.
BENEFITS
• Note that the gang does not gain the benefits of a
• Disregard the negative effects of being either Law-
Strong Alliance.
Abiding or Outlaw – clanless gangs may freely choose
options available to both alignments, such as Hired
Guns and Hangers-On.
DRAWBACKS
• No additional options for purchasing weapons or
equipment.
474
MERCHANT GUILD NOBLE HOUSE
It’s rare for Guilders to go rogue, though it does happen – and The rarest of all outcasts, nobles only ever reject their
a former Mercator certainly makes a formidable gang leader, pampered, spire-bound lives for very good reason, and
often with a host of specialised equipment and weaponry at without exception are talented, determined, and relentless
their disposal and strong (if covert) ties to their old men and women who universally hate their own kind. Outcast
associates. Even an outcast Guilder can call upon nobles often take their resources with them when they fall,
considerable aid, should they ask for it… ensuring their gangs are well-funded and equipped – though
few trust their murky motivations and erratic behaviour.
BENEFITS
• The Outcast Leader must select a Guild to affiliate with BENEFITS
(Corpse Guild, Guild of Coin, Iron Guild, Promethium • The Outcast Leader must select a Noble House to
Guild, Slave Guild, or Water Guild). affiliate with (Greim, Ulanti, Ran Lo, Catallus, Ko’Iron,
or Ty).
• For scenario or campaign purposes, the gang counts
as being a Guild of the chosen type. • For scenario or campaign purposes, the gang counts
as being a Noble House of the chosen type.
• The gang may purchase any weapons and equipment
from the Trading Post that their chosen Guild’s • The gang may purchase any weapons and equipment
delegation is equipped with (treating these as having from the Trading Post that their chosen Noble House’s
a value of Common). delegation is equipped with (treating these as having
a value of Common).
• The gang may purchase a Cult Icon for 40 credits.
DRAWBACKS
DRAWBACKS
• The gang can only form Alliances with Noble Houses –
• The only Alliance the gang can form is with their
though never with their own.
chosen Guild.
CRIMINAL ORGANISATION
Criminals are a natural fit for outcast life, easily lending
themselves to rejecting the constraints of Necromundan
society. Hive scum flock readily to such banners, lured by the
promise of easy creds – while the criminal mastermind’s
connections gain them access to illegal firepower… as well
as backup from their former partners in crime.
BENEFITS
• The Outcast Leader must select a Criminal
Organisation to affiliate with (Cold Traders, Imperial
Imposters, Rogue Factoria, Narco Lords, Fallen Houses,
or Psi-Syndica).
DRAWBACKS
• The only Alliance the gang can form is with their
chosen Criminal Organisation.
475
HIVE SCUM ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Axe - E - - +1 - 1 - Disarm, Melee
Chainsword - E - +1 S -1 1 - Parry, Rending, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Flail - E - - S -1 1 - Entangle, Melee
Maul (Club) - E - - S +1 2 - Melee
Sword - E - +1 S -1 1 - Parry, Melee
Two-Handed Axe �� - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Hammer �� - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charge - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Krak Grenade - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Smoke Grenade - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
Reclaimed Autopistol 4” 12” +1 - 3 - 1 5+ Rapid Fire (1), Sidearm
476
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
Sawn-Off Shotgun 4” 8” +2 - 3 - 1 6+ Scattershot, Plentiful
Shotgun
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Throwing Knives Sx2” Sx4” - -1 S -1 - 5+ Toxin, Silent, Scarce
GUTTERFORGED CLOAK
• Can be combined with other types of armour (except
field armour).
HAZARD SUIT
• The wearer gains a 6+ armour save.
MESH ARMOUR
• The wearer gains a 5+ armour save.
477
EQUIPMENT
ARMOURED UNDERSUIT
• An armoured undersuit can be worn in conjunction
with armour, or on its own.
DROP RIG
• If the owner is Active and within 1” of an edge, they
can take the following action::
FILTER PLUGS
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +1 when rolling to determine
whether they are affected.
PHOTO GOGGLES
• If the Pitch Black rules are in effect, the owner can
spot enemies up to 12” away, rather than 3”.
478
OUTCAST FAVOURS
Because the notion of being Law-Abiding or Outlaw means
SEEKING A FAVOUR
very little to the typical Outcast gang – given that they exist
Before the game, after choosing your crew for the scenario
outside Necromundan society by definition – this section
and deciding on a Favour table, roll 2D6 and add +1 for
includes both the generic House Favours and Outlaw
every enemy gang in the campaign with a higher Gang
Favours (reworded for character).
Rating than you (to a maximum of +3).
As always, the use of Favours is at the campaign Arbitrator’s
Determine the final score and immediately apply the result
discretion. If they agree, the Outcast gang can attempt to
from the chosen list.
gain a Favour from either one of these tables at the start of a
campaign week (or at any point the Arbitrator deems
appropriate).
479
LAW-ABIDING FAVOURS OUTLAW FAVOURS
(2) BRIDGES BURNED (2) BAD LUCK AND TROUBLE
An old associate unexpectedly betrays the gang. Life is hard. Bullets go stray. Death is cheap.
• Choose one fighter with the Gang Fighter (Ganger) rule • Choose one fighter with the Gang Fighter (Ganger) rule
to be made an example of. to be in the wrong place and the wrong time.
• They are permanently removed from the gang, along • They are permanently removed from the gang, along
with all their weapons and equipment. with all their weapons and equipment.
• No effect – however, the gang may roll again on this • The gang may recruit a free Hive Scum for their next
table after playing their next battle, rather than battle.
waiting for a new campaign week.
• This unsavoury character is far from trustworthy. In
(6-8) SPECIAL DELIVERY each End Phase, they must check Leadership – if
failed, they are immediately removed from play.
Through a combination of cunning, haggling, and leaning on
old contacts, a shipment of gear is diverted to the gang.
(6-8) STICK-UP
• Gain 2D6x10 credits, which must immediately be Opportunity knocks when a well-stocked Guilder caravan
spent on weapons and equipment with a Common takes an unfortunate wrong turn.
rating from the gang’s available options (unspent
• Gain 2D6x10 credits, which must immediately be
credits are lost).
spent on weapons and equipment with a Common
(9-10) WELCOME TO THE BOTTOM rating from the Trading Post (unspent credits are lost).
Someone new has found themselves outcast, and with
(9-10) YOUNG GUNS
nowhere else to go, have come to petition the gang.
A would-be recruit finds their way to the crew.
• The gang may recruit a free Ganger.
• Roll D6 – on 4+, the gang may recruit a free Ganger.
• This fighter does not come with any weapons or gear.
• This fighter comes with up to 60 credits’ worth of
(11-12) PROUD SCARS weapons and gear from the gang’s available
equipment options.
Outcasts don’t have easy lives, but they are free, and every
scar carries a story of hard-earned survivor’s wisdom.
(11-12) HARD-WON KNOWLEDGE
• Roll D3+1 and choose that many fighters in the gang. Fortunes turn rapidly in the outlands. In order to survive, you
need to learn fast and think quickly.
• Each one gains +D6 bonus XP, rolled individually.
• Roll D3+1 and choose that many fighters in the gang.
(13+) BURNING FOR REVENGE
• Each one gains +D6 bonus XP, rolled individually.
An enraged outlander arrives, exiled from home and hearth
and now armed to the teeth and seeking vengeance.
(13+) FRIEND OF CONVENIENCE
• The gang may recruit a free Ganger. A manhunter requests to hide themselves briefly among the
outcasts, all the better to track their quarry.
• This fighter comes with up to 150 credits’ worth of
weapons and gear from the gang’s available • The gang may recruit a free Bounty Hunter (including
equipment options. Dramatis Personae), who remains with the gang for
the duration of the campaign week.
• They also come with 2D6 XP.
HOUSE RULE: A Hive Scum comes with 25 credits’
worth of weapons and equipment. A non-Dramatis
Personae Bounty Hunter comes with up to 150 credits
worth of weapons and equipment.
480
OUTCAST SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
SPADES: DAMAGE
Sub-Plots are side missions a gang can pursue mid-battle –
kept secret from the opponent until completed and
rewarding extra credits, XP, Reputation, or Gang Tactics (ACE) SPUDWRENCHING
cards. • A fighter in the enemy deployment zone can take the
following action:
A House’s fortunes are tied invisibly to those of its strongest
gangs. Each gang leader is akin to a general in the House’s � SPUDWRENCH (Double): Try a little “percussive
armies – every victory granting the hidden masters more maintenance” on a nearby piece of valuable-
political capital to further their schemes. looking machinery.
• Reveal the first time you take this action. If the gang
As such, sometimes the House’s nobles take a direct hand in completes three Spudwrenching (Double) actions, gain
matters – meddling in the gang’s affairs, and sending them D3+1 Rep.
on errands, and pressing them into agendas where they can
have the most impact. Gang leaders ignore these directives
at their peril.
(2) SPREADING UNREST
• A fighter in the enemy deployment zone can take the
following action:
• Players should agree prior to the battle whether to use
Sub-Plots. If so, a deck of playing cards is required. � GRAFFITI (Double): Tag the walls with seditious
Each player privately draws one card, then consults propaganda.
their list of House Sub-Plots to see what secret
• Reveal the first time you take this action. If the gang
assignment their gang has been given.
completes three Graffiti (Double) actions, gain D3+1
• Every Joker drawn must be shown to your opponent, Rep.
then discarded. You must then privately draw two
cards. If one of these is a Joker, do the same again.
(3) SUPERIOR TOOLS
• Once you complete a Sub-Plot, reveal it to your • Reveal when the battle begins.
opponent, gain the rewards and apply the effects,
• Randomly select one fighter – then choose weapon
then discard the card.
they are wielding. It gains +1 Strength and Damage for
the remainder of the battle.
481
(5) SHOW OF FORCE (QUEEN) JUVE CULL
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
482
(4) A WARNING (10) NO WITNESSES
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
(QUEEN) SHADOWING
(6) NARCO-FEARLESS • Reveal at the start of the game. Choose a random
• Reveal at the start of the battle. The gang has been
enemy. Any fighter within 12” of this enemy can take
hitting the chems, leaving them a little short of self-
the following action:
preservation.
� SHADOW (Double): The fighter takes no other
• Your fighters reduce the benefits of cover by -1.
action this turn and gains the Shadowing condition.
• If you win the battle, gain 2D6x10 credits. This
-SHADOWING: When the fighter’stargetnext
increases to 3D6x10 credits, if you won with none of
moves, the fighter automatically moves after
your fighters Out of Action.
them (they are stopped by impassable terrain or
another fighter).
(7) RECOVERY JOB
If the fighter ends this move more than 12” from
• A fighter in base contact with an enemy can take the
the target, they lose the Shadowing condition.
following action:
• At the end of the game, if you have a fighter with the
� SHAKEDOWN (Basic): Gain D3x10 credits. This
Shadowing condition, gain +D6 Rep.
increases to D6x10 credits if the target is a Gang
Leader or Champion.
(KING) WORK FOR THE DOCS
• Reveal the first time this action is taken.
• Reveal at the end of the battle. For every fighter
(friend or enemy) who went Out of Action but did not
(8) DEATH FROM ABOVE suffer a Memorable Death (66), gain D3x10 credits.
• Reveal if the gang takes an enemy Out of Action by
• This increases to D6x10 credits if the fighter suffered a
causing another fighter (friendly or enemy) to fall on
Critical Injury (61-65).
them.
483
CLUBS: LUCK (6) HOUSE SPIES
• Reveal prior to deployment. Your gang must set up
(ACE) VOX FAILURE before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP. (7) DOPPELGANGER
• Reveal the first time one of your fighters with the Gang
(2) FAILED ASSASSINATION Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The doppelganger is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the doppelganger Out of Action
XP.
(again), they gain +D6 bonus XP.
(3) WANDERING WATCHMEN • If this happens, the doppelganger does not roll for
Lasting Injury, as the “true” fighter never actually
• Reveal before rolling Priority in the first round.
participated in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) A BIT OF PAYBACK
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
484
(JACK) GRIM RESOLVE (3) DEATHLY SILENCE
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) MIND SLAVERS
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
485
(8) OFFICIAL SECRETS (JACK) GUILDER PACKET
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the courier.
� PICT-CAPTURE (Double): Smile! The fighter gains • At the end of any round, if the courier is inside the
the Carrying Evidence condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING EVIDENCE:If this fighterreturnsto
the gang’s deployment zone, remove them • The courier does not count as being Out of Action for
from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) DARK OFFERING
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) BAD BLOOD
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.
� PLANT BOMB (Simple): Something to remember us
by. • If the enemy gang takes this fighter Out of Action using
a weapon with the Melee trait, gain +1 random Gang
• If the gang completes three Plant Bomb (Simple)
Tactics card.
actions, gain +1 Gang Tactics card of your choice.
• If the infected fighter is a Gang Leader or Champion,
• If the bomb carrier goes Out of Action before they
you may choose the card, instead.
have taken three Plant Bomb (Simple) actions, centre
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
486
CONTENTS ASH WASTE NOMADS RULES
1. Ash Waste Nomad Rules
LIVING OFF THE LAND
2. Dominion Campaign Rules
• Ash Waste Nomad gangs cannot include vehicles.
3. Gang List
4. Skill Access • Instead, they have the unique ability to tame and ride
5. Exotic Pets, Brutes & Hangers-On several of Necromunda’s deadly macroinsects.
6. Armoury
7. Ash Waste Nomads Sub-Plots
TERRORS OF THE WASTES
• If the Alignment rules are in use, Ash Waste Nomad
gangs are always Outlaw.
� Ammo-Jack
� Rogue Doc
� Slopper
� Arthromite Herder
� Outland Beastmaster
487
THE OCCUPATION PHASE
DOMINION CAMPAIGN RULES • Ash Waste Nomads can challenge or be challenged to
These rules detail how the Ash Waste Nomads gang fight for an unoccupied Territory (just like any other
functions in a Dominion campaign – this may also prove gang).
useful for adapting to other campaign types.
• If the Ash Waste Nomads win that battle, rather than
taking control of the Territory they must perform a
SINGLE UNIQUE TERRITORY Raid Territory action against it.
• Ash Waste Nomads cannot occupy or take control of
Territories.
THE TAKEOVER PHASE
• Instead, they have their own unique Territory that • Challenging an Enemy: The Ash Waste Nomads may
they can never lose: challenge an enemy for a Territory they control (just
like any other gang can.
NOMAD OUTPOST
Heavily defended and thrown together from whatever If the Ash Waste Nomads win that battle, rather than
materials are handy, the outpost is a temporary base from taking control of the Territory they must perform a
which the gang strikes out to raid the Underhive. Raid Territory action against it.
488
ASH WASTE NOMADS GANG LIST
KHA’TRAGI CHIEFTAIN
(GANG LEADER) - 120 credits
M WS BS S T W I A Ld Cl WP Int
6” 3+ 4+ 3 3 2 3+ 2 5+ 5+ 6+ 6+
• The Kha’Tragi Chieftain may purchase any • During campaign play, this fighter may not retire –
weapons or equipment from the Chieftain the only way out for a gang leader is death.
Equipment List.
• If this fighter dies during a campaign (or is
• During a campaign, the Kha’Tragi Chieftain may otherwise permanently lost), another fighter must
purchase additional weapons and equipment from be promoted to replace them, gaining the Gang
this list, the Trading Post, or the Black Market. Leader rule.
• The Kha’Tragi Chieftain can use any weapon. Gang Hierarchy (Leader): If the gang is Bottling, and
this fighter passes their Cool check, all friendly Ash
SKILLS Waste Nomad fighters within 12” automatically pass
• The Kha’Tragi Chieftain gains one Primary skill at theirs.
recruitment, which costs no XP and does not
In addition, during a campaign, this fighter can perform
increase their credit value.
Post-Battle Actions.
• Primary Skills: Cunning, Leadership, Savant.
Tools of the Trade: This fighter may take multiple
• Secondary Skills: Agility, Combat, Wastelands equipment sets.
489
CHIEFTAIN EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Blast Pistol……………………………. 15 • Chain Lance…………………….. 55 • Bio-Booster……………………………35
• Scavenged Stub Gun………………... 5 • Long Blade……………………… 30 • Drop Rig………………………………. 10
• Web Pistol……………………………. 90 • Mono-Hook……………………… 35 • Filter Plugs…………………………….10
• Stalking Knife…………………….20 • Grav Chute…………………………… 40
BASIC WEAPONS • Medicae Kit……………………………30
• Blast Carbine………………………......25 ARMOUR • Photo-Goggles……………………….. 35
• Blast Rifle……………………………... 15 • Flak Armour……………………...10 • Respirator……………….....................15
• Scavenged Autogun……………….... 10 • Mesh Armour……………………. 15 • Rocket Pack………………………….. 5
• Servo-Harness (Partial)……………...130
SPECIAL WEAPONS FIELD ARMOUR
• Long Rifle……………………………... 30 • Conversion Field……………….. 60 WEAPON ACCESSORIES
• Venom-Caster…………………………160 • Displacer Field….………………. 70 • Infra-Sight (Pistols, Basic, Special
• Web Gun……………………………… 125 • Refractor Field…………………...50 & Heavy Weapons only)……………..25
• Mono-Sight (Basic, Special
HEAVY WEAPONS & Heavy Weapons only)……………. 35
• Charge Caster (Shock Blast • Suspensors (Weapons with the
& Krak Rockets) ��………………......155 Unwieldy trait only)…………………...60
• Heavy Blaster ��………….................140 • Telescopic Sight (Pistols, Basic,
& Special Weapons only)…………… 25
490
NAKU’TAARI WATCHER
(CHAMPION) - 100 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 3+ 2 6+ 6+ 7+ 7+
491
WATCHER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Blast Pistol……………………………. 15 • Chain Lance…………………….. 55 • Bio-Booster…………………………… 35
• Scavenged Stub Gun………………... 5 • Long Blade……………………… 30 • Drop Rig………………………………. 10
• Web Pistol……………………………. 90 • Mono-Hook……………………… 35 • Filter Plugs…………………………….10
• Stalking Knife…………………….20 • Grav Chute…………………………… 40
BASIC WEAPONS • Medicae Kit……………………………30
• Blast Carbine……………………….....25 ARMOUR • Photo-Goggles……………………….. 35
• Blast Rifle……………………………... 15 • Flak Armour……………………...10 • Respirator………………....................15
• Scavenged Autogun……………….... 10 • Mesh Armour……………………. 15 • Rocket Pack………………………….. 5
• Servo-Harness (Partial)……………...130
SPECIAL WEAPONS FIELD ARMOUR
• Long Rifle……………………………... 30 • Conversion Field……………….. 60 WEAPON ACCESSORIES
• Venom-Caster…………………………160 • Displacer Field….………………. 70 • Infra-Sight (Pistols, Basic, Special
• Web Gun……………………………… 125 • Refractor Field…………………...50 & Heavy Weapons only)……………..25
• Mono-Sight (Basic, Special
HEAVY WEAPONS & Heavy Weapons only)……………. 35
• Charge Caster (Shock Blast • Suspensors (Weapons with the
& Krak Rockets) ��……………….....155 Unwieldy trait only)…………………...60
• Heavy Blaster ��…………................140 • Telescopic Sight (Pistols, Basic,
& Special Weapons only)…………… 25
492
WY’TARI STORMCALLER
(CHAMPION) - 120 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 3+ 2 8+ 6+ 6+ 7+
• Secondary Skills: Combat, Cunning, Leadership � CHANGE WEATHER (Double): If the Visibility (X”)
rule is in effect, you may increase or decrease (X) by
6” (to a minimum of 6”).
493
TARH’NOKI DUST RIDER
(PROSPECT) - 80 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 3+ 2 9+ 7+ 8+ 9+
494
DUST RIDER EQUIPMENT LIST
PISTOLS SPECIAL WEAPONS PERSONAL EQUIPMENT
• Blast Pistol……………………………. 15 • Long Rifle……………………….. 30 • Bio-Booster……………………………35
• Scavenged Stub Gun………………... 5 • Venom-Caster…………………...160 • Filter Plugs…………………………….10
• Web Pistol……………………………. 90 • Web Gun…...…………………….125 • Medicae Kit……………………………30
• Photo-Goggles………………………..35
BASIC WEAPONS CLOSE COMBAT WEAPONS • Respirator………………....................15
• Blast Carbine………………………......25 • Chain Lance………………….......55
• Blast Rifle……………………………... 15 • Long Blade……………………….30 ARMOUR
• Scavenged Autogun……………….... 10 • Stalking Knife…………………….20 • Flak Armour…………………………...10
• Mesh Armour…………..…………….. 15
495
TARN’RUNI WARRIOR
(GANGER) - 60 credits
M WS BS S T W I A Ld Cl WP Int
6” 4+ 4+ 3 3 1 3+ 1 7+ 6+ 7+ 8+
496
WARRIOR EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Blast Pistol……………………………. 15 • Long Blade……………………… 30 • Bio-Booster……………………………35
• Scavenged Stub Gun………………... 5 • Stalking Knife…………………….20 • Drop Rig……………………………….10
• Filter Plugs.……………………………10
BASIC WEAPONS HEAVY WEAPONS • Photo-Goggles………………………..35
• Blast Carbine………………………......25 • Charge Caster (Shock Blast • Respirator…………………………….. 15
• Blast Rifle……………………………... 15 & Krak Rockets)………………… 155 • Rocket Pack………………………….. 5
• Long Rifle……………………………... 30
• Scavenged Autogun……………….... 10 ARMOUR WEAPON ACCESSORIES
• Flak Armour……………………. 10 • Infra-Sight (Pistols, Basic, 25
SPECIAL WEAPONS • Mesh Armour……………………. 15 Special & Heavy Weapons only)……25
• Venom-Caster…………………………160 • Mono-Sight (Basic, Special
• Web Gun……………………………… 125 & Heavy Weapons only)……………. 35
• Suspensor (Weapons with the
Unwieldy trait only)…………………...60
• Telescopic Sight (Pistols, Basic
& Special Weapons only)…………… 25
497
RUN’TAANI DUST RUNNER
(JUVE) - 35 credits
M WS BS S T W I A Ld Cl WP Int
6” 5+ 5+ 3 3 1 3+ 1 9+ 7+ 8+ 9+
498
ASH WASTE NOMADS SKILL ACCESS
AGILITY BRAWN COMBAT CUNNING FEROCITY LEADERSHIP SHOOTING SAVANT WASTELAND
Kha’Tragi Chieftain Secondary - Secondary Primary - Primary - Primary Secondary
499
ASH WASTE NOMADS
EXOTIC BEASTS, BRUTES, & HANGERS-ON
ARTHROMITE HERDER
(HANGER-ON – ASH WASTE NOMADS ONLY) - 40 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 1 4+ 1 7+ 5+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Hunter’s Polearm - E - - S+1 -1 - - Melee
500
ARTHROMITE DUNESKUTTLER
(BRUTE – ASH WASTE NOMADS ONLY) - 210 credits
M WS BS S T W I A Ld Cl WP Int
6” 3+ 5+ 5 5 3 3+ 4 7+ 8+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Duneskuttler Mandibles - E - - S -1 2 - Rending, Melee
501
ASH WASTE NOMADS ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Chain Lance - E - - +1 - 1 - Disarm, Melee
Long Blade - E - +1 +1 1 1 - Disarm, Rending, Melee
Mono-Hook - E - +1 S -1 1 - Parry, Rending, Melee
Stalking Knife - E - - S -1 1 - Backstab, Melee
Stormcaller Staff - E - - S -1 1 - Entangle, Melee
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blast Pistol 8” 12” +1 - 3 - 1 4+ Shock, Sidearm
Scavenged Stub Gun 6” 12” +2 - 3 - 1 4+ Sidearm
Web Pistol - T - - 4 - - 6+ Web, Silent, Template
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blast Carbine 10” 24” +2 - 3 - 1 5+ Rapid Fire (1), Shock
Blast Rifle 10” 24” +1 - 3 - 1 4+ Shock
Scavenged Autogun 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback
Venom-Caster - T - - - -1 - 6+ Toxin, Silent, Scarce, Template
Web Gun - T - - 5 - - 5+ Web, Silent, Template
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Charge Caster ��
⬥ Shock Blast Rocket 20” 40” +1 - 4 - 1 6+ Blast (5”), Shock, Unwieldy
⬥ Krak Rocket 20” 40” +1 - 6 -2 3 6+ Unwieldy
Heavy Blaster �� 12” 36” +1 - 4 -1 1 5+ Rapid Fire (2), Shock, Unwieldy
502
WEAPON ACCESSORIES FIELD ARMOUR
Accessories with a [★] cannot be fitted together on the same
CONVERSION FIELD
weapon.
• If the wearer is hit by an attack, roll D6 before the
attacker attempts to wound – on 5+, the hit is
INFRA-SIGHT [★] disregarded.
• FITTED TO: Pistols, Basic Weapons, Special Weapons,
• If this occurs, any fighter (friend or enemy) within 3” of
Heavy Weapons
the wearer gains the Blind condition.
• EFFECTS: The weapon disregards the -1 modifier for
• The wearer is unaffected by the flash and does not
partial cover, and treats full cover as partial. This
gain the Blind condition.
ability does not stack with the Trick Shot skill.
The weapon ignores the effect of smoke clouds, and if DISPLACER FIELD
the Pitch Black rules are in effect, the weapon can • If the wearer is hit by an attack, roll D6 – on 4+, the hit
spot targets up to 12” away, instead of 3”. is disregarded.
An infra-sight cannot be fitted to a weapon with the • If this occurs, the wearer automatically Scatters a
Rapid Fire (X), Blast (3”) or Blast (5”) traits. number of inches equal to the Strength of the attack.
• EFFECTS: If the fighter makes an Aim (Basic) action • The wearer is never displaced inside a terrain feature
with this weapon, gain a +2 modifier to the hit roll and must be placed clear of any impassable terrain.
instead of the usual +1.
• This displacement can result in the wearer becoming
Engaged.
SUSPENSOR
• If the wearer is displaced so that any part of their base
• FITTED TO: Heavy Weapons
overhangs an edge, they must check Initiative – if
• EFFECTS: Attacking with this heavy weapon becomes failed, they fall.
a (Basic) action rather than (Double).
• If the wearer is displaced off an edge (or into a hazard
such as a pitfall) they fall automatically.
TELESCOPIC SIGHT [★]
• If the wearer is displaced off the battlefield, they count
• FITTED TO: Pistols; all Basic & Special Weapons
as going Out of Action (but do not roll for Lasting
• EFFECTS: If a fighter takes the Aim (Basic) action, this Injury).
weapon always uses its modifier for Short range, even
if the target is at Long range. REFRACTOR FIELD
• If the wearer is hit by an attack, roll D6 – on 5+ the hit
is disregarded.
ARMOUR • If this occurs, roll another D6 – on a 1, the field
FLAK ARMOUR permanently burns out. Remove the refractor field
• The wearer gains a 6+ armour save. from the fighter’s card.
MESH ARMOUR
• The wearer gains a 5+ armour save.
503
PHOTO GOGGLES
EQUIPMENT • If the Pitch Black rules are in effect, the owner can
ASH CLOAK spot enemies up to 12” away, rather than 3”.
• Counts as a Respirator – so if the wearer is hit by a • The owner can see through smoke clouds.
weapon with the Gas trait, their Toughness counts as
• If the owner is hit by a Flash weapon, they count suffer
+2 when rolling to determine whether they are
affected. a -1 modifier to Initiative when rolling to determine
whether they become subject to the Blind condition.
• If a battlefield condition causes the wearer to lose a
Wound (for example, via the rules for Regions or
Seasons), roll D6 – on 5+, they do not lose the Wound.
RESPIRATOR
• If the owner is hit by a weapon with the Gas trait, their
Toughness counts as +2 when rolling to determine
BIO-BOOSTER whether they are affected.
• The first time the owner rolls an Injury, roll one less
die. ROCKET PACK
• If only one die would be used, instead roll two and • When a friendly fighter attacks with a Charge Caster
choose which result to apply. and is required to check Ammo, they pass
automatically if they are within 3” of the owner of a
Rocket Pack.
DROP RIG • This also applies to the owner of the Rocket Pack
• If the owner is Active and within 1” of an edge, they
themselves.
can take the following action::
• A Rocket Pack can be used in this way once per battle.
� DESCEND (Basic): Move up to 3” horizontally, and
up to 12” vertically. The fighter’s vertical movement
must be downwards – i.e. towards the ground. SERVO-HARNESS (PARTIAL)
• The user gains +2 Strength and +1 Toughness, for as
long as they wear the Servo Harness.
FILTER PLUGS
• The user counts as having Suspensors on any
• If the owner is hit by a weapon with the Gas trait, their
weapons they carry with the Unwieldy trait.
Toughness counts as +1 when rolling to determine
whether they are affected. • The user loses -1” Movement and -1 Initiative.
• This item is one-use only. After applying the above • This item cannot be combined with a Servo Claw or
modifier, the filter plugs are removed. any other type of servo harness.
• When the user assists a friendly fighter’s Recovery, roll They become Revealed if they move (along with any
an additional Injury die and choose one result to usual trigger for being Revealed).
discard.
504
ASH WASTE NOMADS SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
SPADES: SABOTAGE
Sub-Plots are side missions a gang can pursue mid-battle –
kept secret from the opponent until completed and
rewarding extra credits, XP, Reputation, or Gang Tactics (ACE) STRIP BARE
cards. • A fighter in the enemy deployment zone can take the
following action:
• Players should agree prior to the battle whether to use
Sub-Plots. If so, a deck of playing cards is required. � STRIP BARE (Double): Tear apart a nearby piece of
Each player privately draws one card, then consults valuable-looking machinery for valuables.
their list of House Sub-Plots to see what secret • Reveal the first time you take this action. If the gang
assignment their gang has been given. completes three Strip Bare (Double) actions, gain D3+1
• Every Joker drawn must be shown to your opponent, Rep.
then discarded. You must then privately draw two
cards. If one of these is a Joker, do the same again. (2) PLANT TOTEM
• A fighter in the enemy deployment zone can take the
• Once you complete a Sub-Plot, reveal it to your
following action:
opponent, gain the rewards and apply the effects,
then discard the card. � MARK WARNING (Double): Stake a bloody totem in
the ground
• Reveal the first time you take this action. If the gang
completes three Mark Warning (Double) actions, gain
D3+1 Rep.
505
(5) BRUTAL RAID (QUEEN) ONLY THE STRONG SURVIVE
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
506
(4) THE BLOOD-ASH MARK (10) SWOOPING SILENCE
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
• A fighter in base contact with an enemy can take the If the fighter ends this move more than 12” from
following action: the target, they lose the Shadowing condition.
� SNATCH AND GRAB (Basic): Gain D3x10 credits. • At the end of the game, if you have a fighter with the
This increases to D6x10 credits if the target is a Shadowing condition, gain +D6 Rep.
Gang Leader or Champion.
• Reveal the first time this action is taken. (KING) SHRIVEN BY THE STORM
• Reveal at the end of the battle. For every fighter
(8) DEATH FROM ABOVE (friend or enemy) who went Out of Action but did not
suffer a Memorable Death (66), gain D3x10 credits.
• Reveal if the gang takes an enemy Out of Action by
causing another fighter (friendly or enemy) to fall on • This increases to D6x10 credits if the fighter suffered a
them. Critical Injury (61-65).
507
CLUBS: SCAVENGING (6) UNFAMILIAR GROUND
• Reveal prior to deployment. Your gang must set up
(ACE) OATH OF SILENCE before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP. (7) CURSELING
• Reveal the first time one of your fighters with the Gang
(2) TESTED BY THE WASTES Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The doppelganger is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the doppelganger Out of Action
XP.
(again), they gain +D6 bonus XP.
(3) NEW SHADOWS RISE • If this happens, the doppelganger does not roll for
Lasting Injury, as the “true” fighter never actually
• Reveal before rolling Priority in the first round.
participated in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) SUFFER NO HIVER TO LIFE
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
508
(JACK) FADE AND RETURN (3) KILLING FLOOR
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) USE THEIR FEAR
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
(2) THROATSLITTER
• Reveal when the gang takes an enemy Out of Action
using a weapon with the Melee trait, in a location that
is out of line of sight and more than 12" from other
enemies.
509
(8) RECLAMATION (JACK) VITAL SUPPLIES
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the carrier.
� RECLAIM ARTEFACT (Double): The fighter gains the • At the end of any round, if the carrier is inside the
Carrying Stolen Artefact condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING STOLENARTEFACT:If this fighter
returns to the gang’s deployment zone, • The carrier does not count as being Out of Action for
remove them from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) THE TESTING GROUND
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) AFFLICTED
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.
� PLANT BOMB (Simple): Something to remember us
by. • If the enemy gang takes this fighter Out of Action using
a weapon with the Melee trait, gain +1 random Gang
• If the gang completes three Plant Bomb (Simple)
Tactics card.
actions, gain +1 Gang Tactics card of your choice.
• If the infected fighter is a Gang Leader or Champion,
• If the bomb carrier goes Out of Action before they
you may choose the card, instead.
have taken three Plant Bomb (Simple) actions, centre
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
510
CONTENTS IRONHEAD SQUATS RULES
1. Ironhead Squat Rules
IRONHEAD SQUATS IN CAMPAIGNS
2. Gang List
• Ironhead Squat gangs can join any campaign and
3. Skill Access
function the same way as any other – despite their
4. Exotic Pets, Brutes & Hangers-On
abhuman appearance, they are seen as just another
5. Armoury
gang by most locals.
6. Ironhead Squats Sub-Plots
• In a Dominion campaign, they gain the Escher
Enhanced Boon for the Synth Still Territory and the
Orlock Enhanced Boon for the Mine Workings
Territory.
511
IRONHEAD SQUATS GANG LIST
CHARTER MASTER
(GANG LEADER) - 115 credits
M WS BS S T W I A Ld Cl WP Int
4” 3+ 3+ 3 4 3 5+ 2 5+ 5+ 5+ 6+
512
CHARTER MASTER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Ironhead Autopistol………….………..20 • Circular Stone Saw…………….. 25 • Bio-Booster……………………………35
• Ironhead Bolt Pistol………...………... 45 • Fighting Knife…………………… 15 • Drop Rig……………………………….10
• Ironhead Hand Flamer………………. 85 • Gem Extractor…..……………… 50 • Filter Plugs…………………………….10
• Ironhead Stub Gun…………………... 10 • Ironhead Arc Welder…………… 100 • Grav Chute…………………………… 40
– Dum Dum Rounds………………... +5 • Power Axe………….…………… 35 • Medicae Kit……………………………10
• Stone Burner………….……………….70 • Power Fist……..…………………60 • Photo-Goggles………………………..10
• Power Hammer…………………. 45 • Photo Lumens……………………….. 40
BASIC WEAPONS • Power Pick………………………. 40 • Respirator..…………………………… 30
• Ironhead Autogun…………………......25
• Ironhead Boltgun……………………...95 GRENADES WEAPON ACCESSORIES
• Blasting Charges……………….. 35 • Infra-Sight (Any ranged weapon)…...40
SPECIAL WEAPONS • Frag Grenades…………………..30 • Mono-Sight (Basic, Special
• Ironhead Flamer……………………....150 • Krak Grenades………………….. 45 & Heavy Weapons only)……………. 35
• Ironhead Meltagun…………………… 155 • Smoke Grenades.……………….15 • Suspensors (Weapons with the
Unwieldy trait only)…………………...60
HEAVY WEAPONS ARMOUR • Telescopic Sight (Pistols, Basic,
• Ironhead Heavy Flamer ��…………. 210 • Carapace Armour (Light)………. 80 & Special Weapons only)…………… 25
• Ironhead Heavy Stubber ��…………140 • Carapace Armour (Heavy)…….. 100
• Mining Laser ��……………………… 125 • Flak Armour……………………...10
• Mesh Armour……………………. 15
FIELD ARMOUR
• Conversion Field………………...60
• Displacer Field………………….. 70
• Refractor Field…………………...50
513
DRILL MASTER
(CHAMPION) - 85 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 3+ 3 4 2 5+ 2 6+ 6+ 6+ 7+
514
DRILL MASTER EQUIPMENT LIST
PISTOLS CLOSE COMBAT WEAPONS PERSONAL EQUIPMENT
• Ironhead Autopistol………….………..20 • Circular Stone Saw…………….. 25 • Bio-Booster……………………………35
• Ironhead Bolt Pistol………...………... 45 • Fighting Knife…………………… 15 • Drop Rig……………………………….10
• Ironhead Hand Flamer………………. 85 • Gem Extractor…..……………… 50 • Filter Plugs…………………………….10
• Ironhead Stub Gun…………………... 10 • Ironhead Arc Welder…………… 100 • Grav Chute…………………………… 40
– Dum Dum Rounds………………... +5 • Power Axe………….…………… 35 • Medicae Kit……………………………10
• Stone Burner………….……………….70 • Power Fist……..…………………60 • Photo-Goggles………………………..10
• Power Hammer…………………. 45 • Photo Lumens……………………….. 40
BASIC WEAPONS • Power Pick………………………. 40 • Respirator..…………………………… 30
• Ironhead Autogun………………….....25
• Ironhead Boltgun……………………...95 GRENADES WEAPON ACCESSORIES
• Blasting Charges……………….. 35 • Infra-Sight (Any ranged weapon)…...40
SPECIAL WEAPONS • Frag Grenades…………………..30 • Mono-Sight (Basic, Special
• Ironhead Flamer……………………....150 • Krak Grenades………………….. 45 & Heavy Weapons only)……………. 35
• Ironhead Meltagun…………………… 155 • Smoke Grenades.……………….15 • Suspensors (Weapons with the
Unwieldy trait only)…………………...60
HEAVY WEAPONS ARMOUR • Telescopic Sight (Pistols, Basic,
• Ironhead Heavy Flamer ��…………. 210 • Carapace Armour (Light)………. 80 & Special Weapons only)…………… 25
• Ironhead Heavy Stubber ��…………140 • Carapace Armour (Heavy)…….. 100
• Mining Laser ��……………………… 125 • Flak Armour……………………...10
• Mesh Armour……………………. 15
FIELD ARMOUR
• Conversion Field………………...60
• Displacer Field………………….. 70
• Refractor Field…………………...50
515
DRILL-KYN
(GANGER) - 50 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 3 4 1 5+ 1 7+ 6+ 6+ 7+
516
DIGGER
(JUVE) - 35 credits
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 4 1 4+ 1 8+ 7+ 6+ 7+
517
GEARHEAD
(CREW) - 40 credits
CREW
BS Ld Cl Will Int
4+ 7+ 6+ 6+ 7+
518
IRONHEAD SQUATS SKILL ACCESS
WISDOM OF
AGILITY BRAWN COMBAT CUNNING DRIVING FEROCITY LEADERSHIP SHOOTING SAVANT
THE ANCIENTS
Drill-Kyn
- Primary Secondary Secondary Secondary - - Primary - -
Specialist
Digger - Secondary Combat - - - - Primary - -
519
IRONHEAD SQUATS
EXOTIC BEASTS, BRUTES, & HANGERS-ON
VARTIJAN EXO-DRILLER
(BRUTE – IRONHEAD SQUATS ONLY) - 250 credits
M WS BS S T W I A Ld Cl WP Int
4” 4+ 3+ 4 5 3 5+ 2 7+ 6+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Vartijan Fist - E - - S -1 2 - Power, Pulverise, Melee
Vartijan Heavy Flamer - T - - 5 -2 2 5+ Blaze, Firestorm (1), Template
Seismic Crusher - T - - 2 - 1 6+ Concussive, Seismic, Template
Vartijan Heavy Bolter 18” 36” +1 - 5 -2 2 5+ Rapid Fire (3)
OPTIONS SKILLS
• Replace the Vartijan Heavy Flamer with a Vartijan • An Vartijan Exo-Driller comes with the Nobody
Heavy Bolter: +50 credits. Pushes Kin Around skill at recruitment:
520
IRONHEAD SQUATS ARMOURY
CLOSE COMBAT WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Circular Stone Saw - E - - S+1 -1 1 - Rending, Power Pack, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
Gem Extractor - E - - S+1 -1 2 - Power Pack, Melee
Ironhead Arc Welder - E - - S+2 -2 3 - Blaze, Power Pack, Melee
Power Axe - E - - S+2 -2 1 - Power, Disarm, Melee
Power Fist - E - - S+2 -2 2 - Power, Pulverise, Melee
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Pick - E - - S+1 -3 1 - Power, Pulverise, Melee
PISTOLS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Ironhead Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (2), Sidearm
Ironhead Bolt Pistol 6” 12” +1 - 4 - 2 6+ Rapid Fire (1), Sidearm
Ironhead Hand Flamer - T - - 3 - 1 5+ Blaze, Firestorm (1), Template
Ironhead Stub Gun 6” 12” +2 - 3 - 1 4+ Rapid Fire (1), Plentiful, Sidearm
– Dum Dum Rounds 5” 10” +1 - 4 1 4+ Rapid Fire (1), Limited, Sidearm
Stone Burner 2” 4” - - 5 -2 2 5+ Melta, Power Pack, Scarce, Sidearm
BASIC WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Ironhead Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (2)
Ironhead Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (2)
SPECIAL WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Ironhead Flamer - T - - 4 -1 1 5+ Blaze, Firestorm (1), Template
Ironhead Meltagun 6” 12” +1 - 8 -4 3 5+ Melta, Rapid Fire (1), Scarce
521
HEAVY WEAPONS
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Ironhead Heavy Flamer �� - T - - 5 -2 1 6+ Blaze, Firestorm (1), Unwieldy, Template
Ironhead Heavy Stubber �� 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Mining Laser �� 18” 24” - -1 9 -3 3 3+ Unwieldy
GRENADES
RANGE ACCURACY
WEAPON S L S L Str AP D Ammo Traits
Blasting Charges - Sx2 - - 5 -1 2 4+ Blast (5”), Knockback, Grenade
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Krak Grenades - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Smoke Grenades - Sx3 - - - - - 4+ Smoke, Grenade
DISPLACER FIELD
ARMOUR • If the wearer is hit by an attack, roll D6 – on 4+, the hit
LIGHT CARAPACE ARMOUR is disregarded.
• The wearer gains a 4+ armour save. • If this occurs, the wearer automatically Scatters a
number of inches equal to the Strength of the attack.
FLAK ARMOUR � If an incoming attack lacks a Strength value, the
• The wearer gains a 6+ armour save. displacer field cannot work against it. If the attack
• Against weapons that use a Blast marker or Flame used a template, the hit is still ignored if the wearer
template, this increases to 5+. is still touching it after being displaced.
FIELD ARMOUR • If the wearer is displaced so that any part of their base
overhangs an edge, they must check Initiative – if
CONVERSION FIELD failed, they fall.
• If the wearer is hit by an attack, roll D6 before the
• If the wearer is displaced off an edge (or into a hazard
attacker attempts to wound – on 5+, the hit is
such as a pitfall) they fall automatically.
disregarded.
• If the wearer is displaced off the battlefield, they count
• If this occurs, any fighter (friend or enemy) within 3” of
as going Out of Action (but do not roll for Lasting
the wearer gains the Blind condition.
Injury).
• The wearer is unaffected by the flash and does not
gain the Blind condition. REFRACTOR FIELD
• If the wearer is hit by an attack, roll D6 – on 5+ the hit
is disregarded.
522
WEAPON ACCESSORIES DROP RIG
Accessories with a [★] cannot be fitted together on the same • If the owner is Active and within 1” of an edge, they
weapon. can take the following action:
PHOTO GOGGLES
SUSPENSOR • If the Pitch Black rules are in effect, the owner can
• FITTED TO: Heavy Weapons
spot enemies up to 12” away, rather than 3”.
• EFFECTS: Attacking with this heavy weapon becomes
• The owner can see through smoke clouds.
a (Basic) action rather than (Double).
• If the owner is hit by a Flash weapon, they count suffer
a -1 modifier to Initiative when rolling to determine
TELESCOPIC SIGHT [★]
whether they become subject to the Blind condition.
• FITTED TO: Pistols; all Basic & Special Weapons
523
IRONHEAD SQUATS SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
SPADES: IRON
Sub-Plots are side missions a gang can pursue mid-battle –
kept secret from the opponent until completed and
rewarding extra credits, XP, Reputation, or Gang Tactics (ACE) STRIP MINE
cards. • A fighter in the enemy deployment zone can take the
following action:
• Players should agree prior to the battle whether to use
Sub-Plots. If so, a deck of playing cards is required. � STRIP BARE (Double): Tear apart a nearby piece of
Each player privately draws one card, then consults valuable-looking machinery for valuables.
their list of House Sub-Plots to see what secret • Reveal the first time you take this action. If the gang
assignment their gang has been given. completes three Strip Bare (Double) actions, gain D3+1
• Every Joker drawn must be shown to your opponent, Rep.
then discarded. You must then privately draw two
cards. If one of these is a Joker, do the same again. (2) ESTABLISH CORDON
• A fighter in the enemy deployment zone can take the
• Once you complete a Sub-Plot, reveal it to your
following action:
opponent, gain the rewards and apply the effects,
then discard the card. � CORDON (Double): Mark the territory for the clan.
• Reveal the first time you take this action. If the gang
completes three Cordon (Double) actions, gain D3+1
Rep.
524
(5) KIN SUPERIORITY (QUEEN) THE YOUTH OF TODAY
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
525
(4) GROWLED WARNING (10) THUMP
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
• A fighter in base contact with an enemy can take the If the fighter ends this move more than 12” from
following action: the target, they lose the Shadowing condition.
� SHOVE AND STEAL (Basic): Gain D3x10 credits. This • At the end of the game, if you have a fighter with the
increases to D6x10 credits if the target is a Gang Shadowing condition, gain +D6 Rep.
Leader or Champion.
• Reveal the first time this action is taken. (KING) TAKING A BATTERING
• Reveal at the end of the battle. For every fighter
(8) BOMBS AWAY! (friend or enemy) who went Out of Action but did not
suffer a Memorable Death (66), gain D3x10 credits.
• Reveal if the gang takes an enemy Out of Action by
causing another fighter (friendly or enemy) to fall on • This increases to D6x10 credits if the fighter suffered a
them. Critical Injury (61-65).
526
CLUBS: HEARTH (6) THEY’VE FLANKED US!
• Reveal prior to deployment. Your gang must set up
(ACE) PARTICULARLY IRASCIBLE TODAY before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP. (7) WHAT IN THE ANCESTORS’ NAME IS THAT!?
• Reveal the first time one of your fighters with the Gang
(2) GRIM RESOLVE Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The doppelganger is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the doppelganger Out of Action
XP.
(again), they gain +D6 bonus XP.
(3) KIN HEAR THE CALL • If this happens, the doppelganger does not roll for
Lasting Injury, as the “true” fighter never actually
• Reveal before rolling Priority in the first round.
participated in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) CURB STOMP
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
(4) LOTS AND LOTS AND LOTS OF BULLETS (9) IF I HEAR ONE MORE WORD FROM YOU LOT…
• Reveal at the start of the battle. Your fighters may re- • Reveal the first time that you activate a Gang Leader
roll failed Ammo checks. or Champion. For the rest of the battle, this fighter
• Ranged attacks against your fighters all gain a +1 cannot make Group Activations.
modifier to Damage. • At the end of the battle, if this fighter was not taken
• At the end of the battle, every fighter in the gang who Out of Action, they gain +D3 bonus XP if they are a
did not go Out of Action gains +D3 bonus XP. Champion, or +D6 bonus XP if they are a Gang Leader.
(5) CAUGHT FLAT-FOOTED (10) YOU’RE GONNA NEED MORE THAN THAT
• Reveal at the start of the battle. Every fighter in the • Reveal when a fighter enters base contact with two or
gang must reduce their Cool by 2 for the duration of more enemies.
the battle. • At the end of their activation, they gain +D3 bonus XP.
• If you win the scenario, every participating fighter This increases to +D6, if they have successfully taken
gains +D3 bonus XP. This increases to +D6 XP if you all these enemies Out of Action by the end of their
won with no fighters going Out of Action. activation.
527
(JACK) KIN DON’T QUIT! (3) HARD LIKE STONE
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) TYPICAL COWARDLY HIVERS
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
528
(8) A USEFUL PRIZE (JACK) SUPPLY DROP
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the carrier.
� RECLAIM ARTEFACT (Double): The fighter gains the • At the end of any round, if the carrier is inside the
Carrying Stolen Artefact condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING STOLENARTEFACT:If this fighter
returns to the gang’s deployment zone, • The carrier does not count as being Out of Action for
remove them from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) LEAVE ‘EM OUT AS A WARNING
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) PICKED UP SOMETHING NASTY
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.
� PLANT BOMB (Simple): Something to remember us
by. • If the enemy gang takes this fighter Out of Action using
a weapon with the Melee trait, gain +1 random Gang
• If the gang completes three Plant Bomb (Simple)
Tactics card.
actions, gain +1 Gang Tactics card of your choice.
• If the infected fighter is a Gang Leader or Champion,
• If the bomb carrier goes Out of Action before they
you may choose the card, instead.
have taken three Plant Bomb (Simple) actions, centre
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
529
X
530
PLAYING A CAMPAIGN
INTRODUCTION TO CAMPAIGNS OUTLANDER CAMPAIGN
In a campaign, players commit to multiple games in a • Far from the hive centres, gangs found new
shared setting, their gangs fighting for control of territory settlements they then work to build and expand –
within the underhive. while raiding and battling their rivals.
The state of a player’s gang persists from battle to battle – • This campaign introduces rules for resource
casualties must be replenished with new blood, wealth management and settlement construction.
must be hoarded, weapons upgraded, and wounds and
starvation dealt with.
ASH WASTES CAMPAIGN
• Deep in the bleak ash wastes, vehicles roar as gangs
As the campaign progresses, a gang’s fighters grow and
battle for control of road networks and the trade that
change. Some will rise to become terrifying legendary
flows as a result.
figures – while others will meet an abrupt, ignominious end
in some forgotten corner of the underhive. • This campaign formally introduces vehicles, along
with mechanics for controlling roads and trade routes.
This is a huge part of the appeal of a campaign – watching
your fighters rise and fall, visualising their emerging
HOW CAMPAIGNS WORK
personalities, rivalries, and relationships, the gang’s
dynamics changing as they develop. • Campaigns typically run to a schedule. Players meet
up, fight a battle, then work out the effects of that
There are currently three campaigns and one mini- battle on their gang.
campaign available in Necromunda:
• A gang’s fighters can earn experience (or “XP”).
DOMINION CAMPAIGN • They can spend XP to gain Advancements – either
• A gang war for control of Territories, each granting its improving their profile, or gaining new skills.
owner a unique ability.
• Fighters can also suffer debilitating Lasting Injuries
• This is the most basic campaign, but also the easiest that will affect their prowess.
to run and the most malleable for Arbitrators.
• They can even be taken Captive by a rival gang,
LAW & MISRULE CAMPAIGN necessitating a rescue before they are sold off to a life
in the slag mines, executed, or worse!
• The eternal struggle between Law-Abiding and Outlaw
gangs for control of various underhive Rackets. • A campaign is run by an Arbitrator. This is the player
who agrees to act as the organiser, and has the final
• This campaign introduces the Black Market.
say in any disputes.
UPRISING CAMPAIGN • The following sections expand on each of the above.
• Charts the rise of a dark rebellion and subsequent fall
of the hive – with gangs aligned to Order, Chaos, or
remaining Neutral, all caught up in the slow collapse.
531
GAINING EXPERIENCE ADVANCEMENTS
• There are several ways for a fighter to gain XP. • An Advancement is either an increase to a fighter’s
profile characteristic or a new skill, purchased with XP.
• Most commonly, every scenario grants XP rewards for
participating fighters (if they meet the criteria). • A fighter’s Advancement is recorded on their card. This
increases both their value and the Gang Rating.
• However, a fighter can always gain XP by achieving
the following:
PRIMARY FIGHTER ADVANCEMENTS
EXPERIENCE • A primary fighter is a Gang Leader, Champion, Juve,
Prospect, or Specialist (or gang-specific equivalent).
Directly taking an enemy Gang Leader or Champion Out of
Action, via any means: +2 XP. • These fighters can choose how and when to spend
Directly taking any other type of enemy fighter Out of their XP on Advancements, using the below table.
Action, via any means: +1 XP.
• Any Advancement can be gained multiple times, but
Rallying successfully, losing the Broken condition: +1 XP. the cost cumulatively increases by +2 each time.
COST
COST PRIMARY FIGHTER ADVANCEMENT
INCREASE
IMPORTANT: A fighter does not gain XP for Seriously 3 XP Gain +1 Willpower or Intelligence +5
Injuring an enemy who goes Out of Action later on.
4 XP Gain +1 Leadership or Cool +10
To gain the XP, the fighter must have directly and
immediately triggered the Out of Action result on their 5 XP Gain +1 Initiative +10
enemy – whether through combat, shooting, sending 5 XP Gain +1” Movement +10
them over an edge, etc.
6 XP Gain +1 Weapon Skill or Ballistic Skill +20
532
GANGER ADVANCEMENTS MINIMUM & MAXIMUM VEHICLE CHARACTERISTICS
• Whereas primary fighters are the “main characters,” • Just as with fighters, a vehicle’s characteristic can
Gangers are the “supporting cast.” As such, they gain never be increased or decreased beyond the values
Advancements in an automatic, streamlined manner. below:
• Each time a Ganger reaches 6 XP, roll 2D6 and gain the VEHICLE CREW
Advancement from the below table. M Fr Si Re HP Hnd Sv BS Ld Cl Will Int
1” 3 3 3 1 10+ 6+ 6+ 10+ 10+ 10+ 10+
• If the result would take the Ganger above their
maximum characteristic value, treat it as a roll of 12 VEHICLE CREW
instead. M Fr Si Re HP Hnd Sv BS Ld Cl Will Int
12” 10 10 10 6 3+ 2+ 2+ 3+ 3+ 3+ 3+
COST
2D6 GANGER ADVANCEMENT
INCREASE
2 Promotion to Specialist N/A LASTING INJURIES
• When a fighter goes Out of Action in a one-off
3-4 Gain +1 Weapon Skill or Ballistic Skill +20
skirmish, they are assumed to have been killed.
5-6 Gain +1 Strength or Toughness +30
• However, when a fighter goes Out of Action in a
7 Gain +1” Movement or +1 Initiative +10 campaign, the enemy responsible instead rolls D66 to
see if a Lasting Injury occurred.
8-9 Gain +1 Willpower or Intelligence +5
• If an Injury roll results in multiple Out of Action results,
10-11 Gain +1 Leadership or Cool +10 each one requires a separate Lasting Injury roll.
• A fighter may not improve the Wounds or Attacks of 54 HOBBLED: -1” Movement, then enter Recovery.
more than once beyond that given on the basic profile
for their rank. 55 SPINAL INJURY: -1 Strength, then enter Recovery.
VERY IMPORTANT: If a fighter changes rank – for 56 ENFEEBLED: -1 Toughness, then enter Recovery.
example, when they are promoted from a Juve to a
Ganger, or a Ganger to a Champion – the above rules CRITICAL INJURY: The fighter is in critical condition
now apply to the “basic profile” of their new rank, 61-65 and will die after the battle if they do not receive a
Medical Escort Post-Battle Action.
not the one they have just left behind.
MEMORABLE DEATH: The fighter is killed instantly. If
This may have implications for the maximum number
66 this occurred from a ranged or melee attack, the enemy
of improvements they can apply. responsible gains +1 bonus XP.
533
GOING INTO RECOVERY BEING CAPTURED
• If a fighter enters Recovery, they miss the Post-Battle • During the Post-Battle Sequence, a gang might
Sequence and the next game. Capture an enemy fighter. This occurrence should be
• This means a Gang Leader or Champion in Recovery recorded on both Gang Rosters.
cannot perform Post-Battle Actions. • Naturally, a Captured fighter cannot participate in
• After the requisite time has passed, a fighter in battles, or take Post-Battle Actions.
Recovery is cleared during the Wrap-Up stage of the • A gang must always be given the opportunity to free a
Post-Battle Sequence, meaning they can perform Captured fighter from their enemy.
Post-Battle Actions afterwards, if desired.
• An “opportunity” counts as the next time these two
• Regardless of how many Lasting Injuries are rolled, a gangs face each other. When this happens, the
fighter in Recovery only ever misses a maximum of Captured fighter’s player may challenge their
one game. opponent for a Rescue Mission.
• If a fighter’s characteristic would be penalised below • At any time – and regardless of whether a Rescue
this point, they go into Recovery but otherwise suffer Mission has been attempted – the two gangs can
no further effect. negotiate to release the captive… for example,
through a ransom of credits, a prisoner exchange, or
� Weapon Skill, Ballistic Skill & Initiative: Cannot be
surrendering a Territory or valuable weapon. If
penalised to be worse than 6+.
agreement is reached, the Captive is returned
� Leadership, Cool, Willpower & Intelligence: Cannot immediately, ready to fight.
be penalised to be worse than 12+.
534
VEHICLES WRECKED IN A CAMPAIGN VEHICLE LASTING DAMAGE
• In a campaign, when a vehicle is Wrecked, the
INJURED CREW opposing player immediately rolls D6 and applies the
• In a campaign, if a vehicle is Wrecked the crew result from the Vehicle Lasting Damage table.
automatically goes Out of Action.
• A vehicle may be Wrecked in multiple ways at once
• The enemy responsible then rolls D66 to see if a (e.g. being reduced to zero Hull Points, then rolling). If
Lasting Injury occurs, just as for fighters. this happens, make a separate Lasting Damage roll for
• However, vehicle crews use a modified version of the each “Wrecked” result.
Lasting Injury table – see below. • All Lasting Damage should be recorded on the
• Remember, if an Injury roll results in multiple Out of vehicle’s fighter card.
Action results, roll a separate Lasting Injury for each D66 VEHICLE LASTING DAMAGE
one requires a separate Lasting Injury roll.
PERSISTENT RATTLE: Something is not quite right.
IMPORTANT: A vehicle’s crew may be comprised of multiple 1 Apply a +1 modifier to all future Lasting Damage rolls for
individuals, but in the rules they are treated as a single this vehicle.
entity.
2 HANDLING GLITCH: -1 Handling.
D66 VEHICLE CREW LASTING INJURY UNRELIABLE: At the start of every battle, this vehicle
rolls a D6 for every “Unreliable” result it has sustained –
11 LESSON LEARNED: Gain +D3 XP and enter Recovery. 3
if any roll 1, the vehicle refuses to start and cannot
participate in the battle.
12-26 OUT COLD: No additional effect.
4 LOSS OF POWER: -1” Movement.
31-46 GRIEVOUS INJURY: Enter Recovery.
DAMAGED BODYWORK: -1 to all Toughness
5
HUMILIATED: -1 Leadership and Cool, then enter characteristics.
51-52
Recovery.
6 DAMAGED FRAME: -1 maximum Hull Point.
HEAD INJURY: -1 Intelligence and Willpower, then enter
53-54
Recovery. WRITE-OFF: The vehicle is no longer roadworthy and
7+ cannot participate in battles until it is repaired – check
55-56 EYE INJURY: -1 Ballistic Skill, then enter Recovery. the “In Repair” box on its fighter card.
535
REPAIRING A WRITE-OFF VEHICLE
• These rules are always included in the vehicle-heavy
Ash Wastes Campaign.
D6 REPAIR RESULT
536
THE ARBITRATOR
CAMPAIGN INTRODUCTION • The Arbitrator is the campaign organiser.
This campaign focuses on gangs fighting battles for control • They track results and monitor which gang controls
of different Territories. which Territories.
A Territory is a location in the underhive. The gangs wish to • They keep the campaign running to time, and just
control as many Territories as possible, in order to expand generally encourage the players to fight battles and
their own wealth and power. have a good time.
� Downtime: one week • Of course, this is a lot more work – but it can result in a
truly memorable and deeply satisfying experience for
� Takeover Phase: three weeks
everyone.
• At the conclusion of the seventh week, rather than
finding a single campaign winner, gangs are awarded GANGS IN THE CAMPAIGN
Triumphs based on their achievements. • The Dominion Campaign’s structure is focused on the
six House Gangs, and so is not always compatible with
TERRITORIES the latest version of Necromunda.
• The number of Territories in a campaign depends on
• Therefore, although any gang can be used in the
the number of players.
Dominion Campaign, for its structure to work, some
• Every gang has a Settlement Territory representing flexibility is necessary.
their hideout. This can never be lost, nor staked on a
• The rules specifically set out that for the purposes of
battle.
Dominion Campaign rules:
• Gangs claim new Territories by winning battles. They
� Chaos Helot gangs count as Cawdor.
might seize control of an unclaimed Territory – or steal
one from a rival gang. � Genestealer Cult gangs count as Orlock.
• Every Territory grants its owner a Boon – this might � Venators may choose which House to count as.
generate credits, provide cheap equipment, or grant
• Later gangs – namely Enforcers, Corpse Grinders,
an ongoing ability.
Slave Ogryns, and Outcasts – will require the
Arbitrator to create specific rules to allow their use.
537
SETTING UP THE CAMPAIGN COMPLETING A GANG ROSTER
The Arbitrator takes charge of organisation. This is best • The gang roster is a total record of the gang’s
done in a single session joined by everyone playing in the presence in the Dominion Campaign.
campaign. • This includes Territories held, Gang Rating,
• Set Start and End Dates: The Dominion Campaign Reputation, and Wealth; the equipment and credits
should last a total of seven weeks. held in its Stash; as well as each fighter’s Experience
and Advancements.
• Found Gangs: All players should run their gangs past
the Arbitrator, who must ensure they fit the narrative • The gang roster template does not represent any kind
and playstyle the group wants. of “limit” on gang size or scope – if you run out of
space, simply attach a second gang roster.
• Generate Territories: Follow the process below.
GENERATING TERRITORIES
FOUNDING GANGS The number of Territories PLAYERS TERRITORIES
generated depends on the 3 9
• Every player has a starting budget of 1,000 credits to
4 12
found their gang (unspent credits go into their Stash). number of players in the
5 15
campaign. 6 18
• Every player must complete a fighter card for every
7 21
model in their gang, plus a gang roster to track all the Naturally, the Necromunda
8 24
relevant attributes. Campaign Territory card set
is ideal for generating Territories – otherwise, you can use
• Most importantly, every gang must have a name. an online random number generator or a deck of playing
cards with the Hearts, Clubs, and Jokers removed.
GANG ATTRIBUTES
In the Dominion Campaign, each gang tracks the following: Either way, consult the table over the page, noting that
Territories marked with a [❖] are the ones offering an
• Gang Rating: The total cost of every fighter in the Enhanced Boon to a particular House.
gang (including alternative loadouts). Gang Rating
measures the gang’s size and access to resources. 1. For each House gang participating in the campaign,
• Wealth: The total cost of every fighter in the gang plus randomly generate one Territory each that grants
the value of anything in its Stash. them an Enhanced Boon.
• Reputation: Starts at 1, and can never drop below 1. 2. Then, keep generating Territories until the total
“Rep” is a measure of the gang’s standing and power number matches the player count above. Unused
in their section of the hive. Territories are discarded.
538
CAMPAIGN VARIANTS
The Dominion Campaign is all about gangs fighting over known
sections of the underhive, their territories constantly changing hands
as they struggle for superiority.
Some parts of the underhive have been under the thumb of various
gangs since before living memory. Every now and then, someone tries
to change things and the gangs go to war – re-soaking the same old
ground with flesh blood.
In this variant, each gang begins with two random Territories from
among the selection drawn.
Territories are still staked for each battle, but are only revealed when
they are fought over – otherwise, they remain private.
539
The Dominion Campaign:
• In this Phase, each battle has a single unclaimed Territories are never staked during Side Battles – and while
Territory at stake. fighters can gain XP and Lasting Injuries, gangs do not gain
credits or Reputation.
• The winner of the battle gains control of that Territory.
Instead, the Arbitrator should create a special reward for
• The staked Territory should be determined between the victor, such as an unpredictable piece of archaeotech, a
the gang when issuing and accepting challenges.
unique drug, or a custom Tactics card.
• Each gang may fight as many battles as desired during
this time. (3) TAKEOVER PHASE (THREE WEEKS)
• During this Phase, if every Territory becomes claimed • In this Phase, when a battle is fought, the challenger
(meaning there are none left to fight over), the must nominate one Territory controlled by their
Occupation Phase ends and Downtime begins. opponent that they will target.
� Downtime length does not change as a result, but • If the challenger wins the ensuing battle, they gain
the Arbitrator may choose to extend the Takeover control of this Territory.
Phase if the Occupation Phase ended early. • Alternatively, gangs may choose to fighter over any as-
yet unclaimed Territory left over from the Occupation
(2) DOWNTIME (ONE WEEK) Phase.
• Here is where players can catch their breath, and
• Either way, the staked Territory must be clear at the
gangs to patch their wounds. If desired, Side Battles
start of the battle.
can be fought during this period.
• As in the Occupation Phase, gangs may fight as many
• Once Downtime begins, every gang completes the
battles as they wish in this period.
following sequence:
(1) FIGHTERS RECOVER: All fighters currently in WHAT THE ARBITRATOR TRACKS
Recovery are automatically cleared for return. The Arbitrator must keep track of the following information
(2) CAPTIVES ARE RETURNED: All Captive fighters during the campaign:
are automatically returned to their gangs, while
• The number of battles fought by each gang.
their former captors receive half of their value in
credits (rounding up to the nearest 5). • The owner of each Territory.
(3) JUVE PROMOTION: Any Juve with five or more • Which unclaimed Territories have been nominated by
Advancements is automatically promoted to a players and are due to be fought over.
Champion – change their fighter type • How many enemies each gang has taken Out of
accordingly. Action.
(4) FRESH MEAT: Every gang gains 250 credits to • Each gang’s Wealth (the total value of every fighter
spend new fighters and/or Hangers-On. Any and their weapons and gear, plus any credits and
credits not spent for this purpose are lost (gangs equipment in the Stash).
can naturally supplement this with credits taken
from their Stash). • Each gang’s Reputation – players should report this to
the Arbitrator after each battle.
540
The Dominion Campaign:
PRE-BATTLE SEQUENCE
(1) MAKE A CHALLENGE & STAKE TERRITORY
The following steps take place before each battle, while
both players are present:
• To begin a game, one player must challenge another.
PRE-BATTLE SEQUENCE
• The challenger must nominate one Territory that will
1 Make a Challenge & Stake Territory
be staked on the outcome of the battle.
2 Recruit Hired Guns
3 Determine Scenario � In the Occupation Phase, it is any unclaimed
4 Set Up the Battlefield Territory.
541
(3) DETERMINE SCENARIO (4) SET UP THE BATTLEFIELD
Roll 2D6 and consult the table: • Proceed to set up the battlefield, following any special
instructions for the scenario.
2D6 RESULT SCENARIO
• The default methods are outlined in the “Battlefield
2-5 That’s My Turf Takeover / Border Dispute / Sneak Attack Setup” section.
6-7 Territory
Toll Bridge / Escape the Pit! / Escape the (5) CHOOSE CREWS
Badzone
• The scenario details the method each player must use
Stand-Off / The Trap / Ambush / to select their starting crews.
8-9 Death Match
Something to Prove
• These rules are explained in the “Preparing to Fight”
The gang with the lowest Gang Rating section.
10-12 Underdog picks the scenario and whether they will
attack or defend
(6) ANNOUNCE TERRITORY BOONS
• Many Territories grant specific Boons that can be used
Players should agree whether the battle will be Zone during a battle.
Mortalis or Sector Mechanicus (if not, the player who
• Each player must announce to their opponent which
chooses the scenario decides; or if neither player chose the
of these Boons, if any, they will be using in this battle.
scenario, the winner of a roll off).
• If a Boon is not announced, it cannot be used during
DETERMINING ATTACKER & DEFENDER the game.
• In the Dominion Campaign, any scenario instructions
for choosing an attacker and defender are ignored. (7) GANG TACTICS & BONUSES
• In the Occupation Phase, the player who chose the • The scenario details how many Gang Tactics cards
scenario decides whether to attack or defend. each player may draw, and whether this is random or
freely chosen.
• In the Takeover Phase, the player who issued the
challenge is automatically the attacker. • The gang with the lowest Crew Rating is the underdog,
and may be able to purchase additional bonuses to
� Holding the Wastes Territory changes this rule. level the field. These are identified in each scenario.
• In either Phase, if neither player chose the scenario,
the winner of a roll off decides whether to attack or (8) DEPLOYMENT
defend. • Many scenarios provide specific instructions on how
each gang deploys.
RESCUE MISSIONS
• Otherwise, the standard deployment rules are
• If one gang has Captured one or more enemy fighters,
outlined in the “Preparing to Fight” section.
their owner may instead challenge the captor to play
either a Rescue Mission or Public Execution scenario.
542
The Dominion Campaign:
POST-BATTLE SEQUENCE
(2) REASSIGN TERRITORY
After a game, both players complete the following:
POST-BATTLE SEQUENCE • The player who won the battle takes (or retains)
1 Wrap-Up control of the staked Territory.
2 Reassign Territory
• In the event of a draw in the Occupation Phase, the
3 Receive Rewards
Territory remains unclaimed.
4 Collect Income
• In the event of a draw in the Takeover Phase, the
5 Spend XP on Advancements
Territory is retained by its incumbent owner.
6 Resolve Post-Battle Actions
7 Update Gang Roster (3) RECEIVE REWARDS
8 Report Results to Arbitrator
• Each gang receives the rewards provided by the
scenario, based on their performance in the battle.
• On 11+, one enemy has been Captured – chosen (6) RESOLVE POST-BATTLE ACTIONS
randomly from those participating but excluding any • Each Gang Leader and Champion (not in Recovery or
who were killed (obviously). Captured) can make one post-battle action.
OTHER EFFECTS • These actions are carried out one at a time, in any
order but in view of the opponent. Unless explicitly
• Any other events that happen “at the end of the
stated, the same action can be taken more than once.
battle” occur now.
• In addition, more Post-Battle Actions might become
• Fighters for either gang who were previously in
available via certain skills, Territories, or other means:
Recovery are now cleared to participate again
(meaning Gang Leaders and Champions will be able to � Action 1: Find Rare Items
take Post-Battle Actions shortly).
� Action 2: Sell Captives to the Guilders
• It is always good form to shake hands and
� Action 3: Medical Escort
congratulate / commiserate with your opponent.
543
ACTION 1: FIND RARE ITEMS (7) UPDATE ROSTER
The fighter visits the local Trading Post, making enquiries, Resolve each of the below steps, in order.
greasing palms, and calling on old contacts.
D6 SURGERY RESULT
COMPLICATIONS: Sorry chum, but that’s life in
1 the hive – or not, as it happens. The fighter dies
on the operating table.
544
(2) VISIT THE TRADING POST (3) GAIN TERRITORY BOONS
• The below actions can be taken in any order, and • Some Territories might grant additional recruits,
there is no limit to how many times each one can be Hangers-On, or other gear – add these now.
performed.
• Any gear goes into the gang’s Stash.
• Naturally, a gang must have enough credits saved to
complete any intended purchase. (4) DISTRIBUTE GEAR
• If desired, proceed to assign any weapons or gear held
(a) Purchase from House Vendor: The gang can
in the Stash to selected fighters.
freely buy any gear stated on their House
Equipment List at the price shown, adding it to • Remember that many fighters are restricted in what
their Stash. weapons they can use, and that no fighter can carry
more than three weapons.
(b) Purchase Common Items: The gang can freely
buy any item listed as “Common” from the � Weapons with the Unwieldy trait count as two.
Trading Post list, at the price shown, adding it to
• Note that once a fighter is given a weapon, they will
their Stash.
never relinquish it – it cannot be sold, nor replaced.
(c) Purchase Rare Equipment: To determine which Hive gangers are too suspicious to let their weapons
items are currently in stock, roll 2D6 and apply go.
the following modifiers:
• Once a fighter has been issued weapons and gear,
� +2 if a Gang Leader took the “Find Rare Items” update the value on their fighter card accordingly.
Post-Battle Action
(5) UPDATE GANG RATING
� +1 for each Champion who took the “Find
Rare Items” Post-Battle Action • Proceed to amend your Gang Rating according to any
fighters, recruits, or gear that were gained or lost.
� +1 for every 10 points of the gang’s Reputation
• Note that because Gang Rating is not updated until
� (+X) for any other applicable skill or ability this step, any reference to it prior refers to the old,
The gang can buy any item with a Rarity value pre-amended value.
equal or less than the final score (so the higher it
is, the more exotic the gear on offer), at the price
(6) REPORT RESULTS TO ARBITRATOR
shown, adding it to their Stash. • Proceed to inform the Arbitrator about the battle so
that they can update the campaign stats.
Note that you may only make this roll once after
each battle. • This should state which gangs fought, who won,
whether any Territory was claimed, how many
(d) Sell Unwanted Equipment: Any equipment in
enemies each gang took Out of Action, and the
the gang’s Stash can be sold at the Trading Post.
updated Gang Rating and Wealth values of each gang.
The gang receives its original value in credits,
minus D6x10 (to a minimum of 5).
545
The Dominion Campaign:
The Arbitrator then tallies the final results and assigns (1) DOMINATOR
Triumphs – these are the laurels of victory, the bragging Most Territories held at the end of the campaign.
rights and sources of pride for the players who have fought
through the campaign. (2) SLAUGHTERER
Most enemy fighters taken Out of Action across the
While the Arbitrator can simply tell people what they won, it
whole campaign.
is far more fun and satisfying to bring all the players
together and announce the winner of each Triumph in a
(3) CREDITOR
grand manner!
Largest Wealth at the end of the campaign.
There are five Triumphs, and a player can earn more than
one. (4) WARMONGER
In the event of a tie, nobody is awarded the Triumph. Most battles fought across the whole campaign.
(5) POWERBROKER
Highest Reputation at the end of the campaign.
546
The Dominion Campaign:
LIST OF TERRITORIES
GANG HIDEOUT ENHANCED BOONS
• Gangs always have a Settlement Territory, • Each gang places particular importance on certain
representing their home turf or hideout. Territories.
• This can never be lost, nor staked on a battle. • This is represented by Enhanced Boons – these
Territories grant more powerful abilities to gangs from
TERRITORY BOONS a specific House.
• Each Territory grants a bonus ability called a “Boon” • An Enhanced Boon may be in addition to a standard
to the gang who controls it. Boon, or instead of it.
• A gang receives the benefits of a Boon for as long as it
holds that Territory – if the Territory changes hands,
so does the Boon.
REPUTATION
• The gang’s Rep increases when the Territory is gained.
547
(1) ARCHAEOTECH DEVICE (4) CORPSE FARM
Relics from a long-lost age, even before the hive stretched These facilities process the proteins of the dead into the
fully skyward, possessing wondrous power and danger in corpse-starch that feeds the hive – understandably doing a
equal measure. very brisk, if shunned trade.
VAN SAAR – ENHANCED BOON • Generate 2D6x10 credits for each dead fighter, rather
than D6x10.
• Increase Reputation by +2 while the Territory is held.
TERRITORY BOON • Fighters from the controlling gang may re-roll failed
Cool checks, at a cost of an additional -1 modifier to
• Generate 2D6x5 credits for income.
hit for the remainder of the battle.
CAWDOR – ENHANCED BOON
DELAQUE – ENHANCED BOON
• Increase Reputation by +2 while the Territory is held.
• Increase Reputation by +2 for as long as the Territory
• Generate 4D6x5 credits for income, rather than 2D6x5. is held.
548
(6) FIGHTING PIT
Violence is life, death, and entertainment in the underhive, (8) GENERATORIUM
and some of the most feared fighters are made on the cinder
Deep in the hive, light and power relies on tapping energy
floors of fighting pits, beneath the gaze of baying crowds.
conduits or barely-functioning generators. Those who control
TERRITORY BOON the source can let it flow... or cut it off at a whim.
• At the start of every battle, the gang my recruit two TERRITORY BOON
Hive Scum for free, each with 25 credits worth of
• At the beginning of any Priority Phase, before the roll,
equipment.
the gang can choose to cut the power.
GOLIATH – ENHANCED BOON • This immediately brings the Pitch Black rules into
• In addition to the above, increase Reputation by +2 effect.
while the Territory is held. • In each End Phase, before making Bottle Tests, roll D6
– on 5+, the generators restart and the Pitch Black
(7) GAMBLING DEN rules cease immediately.
Gambling is rife in the underhive, with fortunes won on the VAN SAAR – ENHANCED BOON
turn of a card and lost on the spin of a bolt shell… and debts • In addition to the above, increase Reputation by +1 for
are easily piled up by those who don't know when to quit. as long as the Territory is held.
TERRITORY BOON
• Increase Reputation by +1 for as long as the Territory
(9) MINE WORKINGS
is held.
An open cast mine bored into a mineral mass can yield a
• Using a standard deck of playing cards, the owner may fortune in carbonite gems, cognate ore, argent, and emeralds
do some gambling of their own: declare a suit, then – all waiting to be ripped from the ground.
shuffle the deck and draw a card:
TERRITORY BOON
� If the suit drawn matches the one declared, gain
• Generate D6x10 credits for income.
credits equal to the number on the card x10.
• Any Captives held by the gang can be put to work in
� If the suit drawn matches the colour of the one
the mines. This is a permanent move and cannot be
declared, gain credits equal to the number on the
taken back.
card x5.
� Each Captive working the mines increases income
� If a Joker is drawn, all of the gang’s post-battle
generated by an additional +D6x10.
income is transferred to another gang of the
Arbitrator’s choosing. � Captives in the mine can never be sold to the
Guilders.
� On any other result, no income is gained.
� Captives in the mine can still be targeted for a
• The royal suits’ value for this purpose is Jack: 11,
Rescue Mission.
Queen: 12, King: 13, Ace: 14.
� If this Territory changes hands, any Captives
DELAQUE – ENHANCED BOON working the mine also transfer.
• Increase Reputation by +1 for as long as the Territory
is held. ORLOCK – ENHANCED BOON
• In addition to the above, increase Reputation by +2 for
• The gang can gamble, as above.
as long as the Territory is held.
• Before a battle, prior to choosing crews, nominate one
enemy fighter. Their debt is called in, and they cannot
join the opposing gang’s crew for this battle.
549
(10) NARCO DEN (13) PROMETHIUM CACHE
Filled with the scents of exotic smoke, the bubble of fume- Stacks of fuel drums and tanks fill this half-forgotten reach of
bottles, and the hiss of chem-injectors, rich and poor alike the underhive, enough to keep a factory running, or burn half
come here to chase dreams and forget nightmares. of the Sump down if a stray spark catches it.
These are the vents, crawl tunnels, and pipes threading TERRITORY BOON
through the hive’s mass. Those able to navigate them can • Generate 2D6x5 credits for income.
pass unseen almost anywhere.
• If a double is rolled, the income is still gained, but a
TERRITORY BOON random fighter must enter Recovery.
• During deployment, the gang may keep up to three CAWDOR – ENHANCED BOON
fighters from their crew in reserve.
• Increase Reputation by +1 for as long as the Territory
• At the end of the first round, nominate any spot on the is held.
ground surface of the battlefield and deploy each
• Disregard the negative effect for rolling a double.
fighter in reserve within 2” of it.
TERRITORY BOON
(12) OLD RUINS
• The gang gains a Rogue Doc Hanger-On for free.
A complex of old ruins stands tail on the tangled landscape of
the underhive, the tattered treasures of past ages waiting
beneath ashes and rubble.
(16) SETTLEMENT
Settlements dot the underhive. Most are scrap-shanties,
TERRITORY BOON peopled by the brave, the foolish and the desperate.
• Generate D3x10 credits for income.
TERRITORY BOON
• Every Dome Runner attached to the gang gains +1 to
the dice roll for using their ability. • Generate D6x10 credits for income.
• After each battle, the gang may roll two D6s – if one
rolls a 6, gain a Juve (or equivalent) for free. If both roll
a 6, gain a Ganger (or equivalent) for free.
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(17) SLAG FURNACE (20) SYNTH STILL
Glowing with heat and spattered with molten metal, a slag Constructed from tangles of reclaimed pipes, vats and
furnace smelts slag and ore so that the metals they contain cylinders, a synth still in skilled hands can produce the finest
can be poured off. poisons, medicines and narcotics.
Effluent and polluted water drains down through the hive, (21) STINGER MOULD SPRAWL
catching in brown pools to form lakes of fuming, iridescent
sludge. Stinger Mould is a rare fungus that grows where rad-waste
has saturated a fungus sprawl. The fungus can be deadly, but
TERRITORY BOON also offers near-miraculous healing properties.
• Choose three fighters in the gang – they gain Choke
Gas Grenades charges for free. TERRITORY BOON
• The gang may re-roll one Lasting Injury result per
551
(22) TECH BAZAAR (23) TUNNELS
An underhive tech bazaar buzzes with the calls of bullet Tunnels that run through the hive are the primary ways that
merchants echoing above haggling tech-prospectors, while people move between locations. Those that control them can
agents of the Gun-guild watch and take their due. move freely and attack where they wish.
VAN SAAR – ENHANCED BOON • The gang may keep up to six fighters in reserve, using
the above method.
• Increase Reputation by +1 for as long as the Territory
is held. • The fighters must be specified before the battle.
TERRITORY BOON
• The gang gains an Ammo-Jack Hanger-On for free.
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CAMPAIGN INTRODUCTION RACKETS
This campaign focuses on gangs fighting battles for control • The number of Rackets in a campaign depends on the
of different Rackets. number of players.
A Racket is any profitable enterprise that gives a gang • Every gang begins the campaign in control of a set
power, wealth and prestige, both shady and legitimate. number of Rackets.
� Justice Phase: three weeks IMPORTANT: Many Rackets grant a Guild Bond,
automatically entering the gang into a Guilder
• There is no single winner of the campaign – rather, at
Alliance.
the conclusion of the seventh week, gangs are
awarded Triumphs based on their achievements. If the gang already has an Alliance (of any category),
this Racket instead grants one Bounty Hunter with 150
ALIGNMENT credits of weapons and equipment, or two Hive Scum
• Gangs participating in the Law & Misrule Campaign with 25 credits of weapons and equipment.
always have an alignment – this is either Law-Abiding,
or Outlaw.
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INTRIGUES FOUNDING GANGS
• Intrigues are a unique component of the Law & Misrule • Every player has a starting budget of 1,000 credits to
Campaign. These are sub-plots a gang can try to fulfil found their gang (any not spent are transferred to
during a battle. their Stash).
• Completing an Intrigue grants bonus rewards. • Every player must complete a fighter card for every
• Intrigues are divided into Law-Abiding and Outlaw model in their gang, plus a gang roster to track all the
categories, though gangs can seek to complete them relevant attributes.
regardless of their own alignment. • Every gang must choose its alignment – either Law-
• However, if a gang completes an Intrigue from their Abiding or Outlaw.
opposite alignment, they may be forced to switch! • Most importantly, every gang must have a name.
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OUTLAW GANGS FIGHTER ATTRIBUTES
• All Outlaw fighters have a bounty on their head. Each fighter in a gang also tracks their own attributes:
• Cannot claim bounties for Captives, but may freely • Experience: Fighters spend “XP” to purchase
trade them with any gang, regardless of alignment. Advancements, becoming stronger or more capable.
• May execute or sacrifice Captives (after allowing their • Advancements: A record of the improvements made
gang a chance at rescue). to a fighter’s profile. The more Advancements a fighter
has, the more expensive any future ones will be.
• May freely visit the Black Market, but have restricted
access to the Trading Post. • In Recovery / Captured By: When a fighter goes Out
of Action, they must roll for Lasting Injury, which may
• Can no longer recruit Brutes or Exotic Beasts from
force them to miss the next battle.
their Gang List (though may keep existing recruits).
Similarly, a fighter can be Captured by a rival gang,
• Any Hired Gun recruited gains the Outlaw rule.
keeping them out of commission until they are
• Can only hire Dramatis Personae with the Outlaw rule. rescued, ransomed, or sold to the Guilders.
• Can no longer Petition for Favours – instead, they can If either of the above happens, check the “In Recovery
only seek Outlaw Favours. / Captured By” box to record this.
GANG ATTRIBUTES
In the Law & Misrule Campaign, every gang tracks the
following three attributes:
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GENERATING RACKETS
1. At the start of the campaign, every gang gains two
random Rackets.
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The Law & Misrule Campaign
OUTLAW FAVOURS
Once a gang is Outlawed, they can no longer petition their
(3-5) TREACHEROUS SCUM
House or master for aid. However, they can still find support
Outlaws must make do with whatever “help” is on offer.
if they go looking.
• The gang may recruit a free Hive Scum for their next
At the campaign Arbitrator’s discretion, an Outlaw gang can
battle.
attempt to gain a Favour at the start of a campaign week –
but can be at any point the Arbitrator deems appropriate. • This unsavoury character is far from trustworthy. In
each End Phase, they must check Leadership – if
For an Outlaw gang, favours represent locals and wanderers
failed, they are immediately removed from play.
offering conditional aid – or perhaps simply the benefit of
living free among the badzones. Despite lacking the support HOUSE RULE: A Hive Scum comes with 25 credits’
of a House or master, outlaws never seem to want for worth of weapons and equipment.
support on Necromunda.
Be warned! While a favour may bestow benefit to the gang, (6-8) FOR THE CAUSE
there may also be a price if a deal goes south.
A like-minded soul makes a donation of arms and equipment
If a gang has an Alliance, they may not seek a favour. to the outlaws
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The Law & Misrule Campaign:
(1) EXPANSION PHASE (THREE WEEKS) who want more games can play a Side Battle.
• In this Phase, each battle has a single unclaimed Rackets are never staked during Side Battles – and while
Racket at stake. fighters can gain XP and Lasting Injuries, gangs do not gain
credits or Reputation.
• The winner of the battle gains control of that Racket.
Instead, the Arbitrator should create a special reward for
• The staked Racket should be determined between the the victor, such as an unpredictable piece of archaeotech, a
gang when issuing and accepting challenges. unique drug, or a custom Tactics card.
• Each gang may fight as many battles as desired during
this time. (3) JUSTICE PHASE (THREE WEEKS)
• During this Phase, if every Racket becomes claimed • In this Phase, a challenger must nominate one Racket
(meaning there are none left to fight over), the controlled by their opponent that they will target.
Occupation Phase ends and Downtime begins.
• If the challenger wins the ensuing battle, they gain
� Downtime length does not change as a result, but control of this Racket.
the Arbitrator may choose to extend the Takeover
• As in the Expansion Phase, gangs may fight as many
Phase if the Occupation Phase ended early.
battles as they wish in this period.
(5) FIGHTERS RECOVER: All fighters currently in • Which unclaimed Rackets have been nominated by
Recovery are automatically cleared for return. players and are due to be fought over.
(6) JUVE PROMOTION: Any Juve with five or more • How many enemies each gang has taken Out of
Advancements is automatically promoted to a Action.
Champion – change their fighter type accordingly.
• Each gang’s Wealth (the total value of every fighter
(7) FRESH MEAT: Every gang gains 250 credits to and their weapons and gear, plus any credits and
spend new fighters and/or Hangers-On. Any equipment in the Stash).
credits not spent for this purpose are lost (gangs
• Each gang’s Reputation – players should report this to
can naturally supplement this with credits taken
the Arbitrator after each battle.
from their Stash).
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The Law & Misrule Campaign:
ALIGNMENT REWARDS
As a gang’s Rep grows, they attract aid and followers –
whether from hive authorities, or motley rogues and
outcasts.
LAW-ABIDING GANGS
REP REPUTATION REWARD
OUTLAW GANGS
REP REPUTATION REWARD
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The Law & Misrule Campaign:
PRE-BATTLE SEQUENCE
(1) MAKE A CHALLENGE & STAKE RACKET
The following steps take place before each battle, while
both players are present:
• To begin a game, one player must challenge another.
PRE-BATTLE SEQUENCE
• The challenger must nominate one Racket that will be
1 Make a Challenge & Stake Racket
staked on the outcome of the battle.
2 Recruit Hired Guns
3 Determine Scenario � In the Expansion Phase, it is any unclaimed Racket.
4 Set Up the Battlefield � In Downtime, for a Side Battle, disregard this step –
5 Choose Crews no Racket is staked.
6 Announce Racket Boons
� In the Justice Phase, this is a Racket controlled by
7 Gang Tactics & Bonuses their opponent.
8 Deployment
• The other player must then either accept or refuse the
challenge.
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(3) DETERMINE SCENARIO (4) GENERATE INTRIGUES
Roll 2D6 and consult the table: • Each gang generates three Intrigues for themselves.
2D6 RESULT SCENARIO • A gang can claim any of these Intrigues during the
battle.
2-5 Crimes Looters / Propaganda / Escort Mission
(5) SET UP THE BATTLEFIELD
Scavenge / Archaeo Hunters / Forgotten • Proceed to set up the battlefield, following any special
6-7 Treasure
Riches
instructions for the scenario.
Stand-Off / The Trap / Ambush / • The default methods are outlined in the “Battlefield
8-9 Death Match
Something to Prove
Setup” section.
The gang with the lowest Gang Rating
10-12 Underdog picks the scenario and whether they will
attack or defend
(6) CHOOSE CREWS
• The scenario details the method each player must use
to select their starting crews.
Players should agree whether the battle will be Zone
• These rules are explained in the “Preparing to Fight”
Mortalis or Sector Mechanicus (if not, the player who
section.
chooses the scenario decides; or if neither player chose the
scenario, the winner of a roll off).
(7) ANNOUNCE RACKET BOONS
DETERMINING ATTACKER & DEFENDER • Many Rackets grant specific Boons that can be used
• In the Law & Misrule Campaign, any scenario during a battle.
instructions for choosing an attacker and defender are • Each player must announce to their opponent which
ignored. of these Boons, if any, they will be using in this battle.
• In the Expansion Phase, the player who chose the • If a Boon is not announced, it cannot be used during
scenario decides whether to attack or defend. the game.
• In the Justice Phase, the player who issued the
challenge is automatically the attacker. (8) GANG TACTICS & BONUSES
• The scenario details how many Gang Tactics cards
• In either Phase, if neither player chose the scenario,
each player may draw, and whether this is random or
the winner of a roll off decides whether to attack or
freely chosen.
defend.
• The gang with the lowest Crew Rating is the underdog,
RESCUE MISSIONS and may be able to purchase additional bonuses to
• If one gang has Captured one or more enemy fighters, level the field. These are identified in each scenario.
their owner may instead challenge the captor to play
either a Rescue Mission or Public Execution scenario. (9) DEPLOYMENT
• If this challenge is accepted, this scenario is • Many scenarios provide specific instructions on how
automatically used for the battle. each gang deploys.
• If the challenge is refused, the Captive is automatically • Otherwise, the standard deployment rules are
released back to their home gang. outlined in the “Preparing to Fight” section.
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The Law & Misrule Campaign:
POST-BATTLE SEQUENCE
After a game, resolve the following steps in the presence of • Be sure to shake hands and congratulate your
each player: opponent – the most important step!
PRE-BATTLE SEQUENCE
(2) ALIGNMENT TEST
1 Wrap-Up
• If a gang claimed any Intrigues from their opposite
2 Alignment Test
alignment, they must roll the number of D6s stated on
3 Reassign Racket
that Intrigue.
4 Receive Rewards
• If any D6 rolls a 1, the gang switches alignment and
5 Collect Income
immediately applies all resulting effects of this.
6 Spend XP on Advancements
7 Resolve Post-Battle Actions � If the gang is Law-Abiding, roll +1 additional D6 for
8 Update Gang Roster each fighter who participated in the battle while
equipped with an Illegal item.
9 Report Results to Arbitrator
� Gangs that are locked to an alignment (and
therefore unable to switch) instead lose -5 Rep.
(1) WRAP-UP
(3) REASSIGN RACKET
SUCCUMING TO INJURY
• The player who won the battle takes (or retains)
• Every fighter who ended the battle Seriously Injured
control of the staked Racket.
must roll D6.
• In the event of a draw in the Expansion Phase, the
• On 3+, they recover without incident.
Racket remains unclaimed.
• On 1-2, they succumb to the injuries they suffered
• In the event of a draw in the Justice Phase, the Racket
during the battle – they count as going Out of Action
is retained by its incumbent owner.
and must therefore roll for Lasting Injury.
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(6) SPEND XP ON ADVANCEMENTS ACTION 3: FIND ILLEGAL ITEMS (OUTLAW ONLY)
• Each gang may spend XP to purchase Advancements The fighter is welcomed into the hidden Black Market and
for their fighters. its world of dangerous vendors and shady back-room deals.
• In addition to those below, more Post-Battle Actions ACTION 4: CLAIM BOUNTIES (LAW-ABIDING ONLY)
might become available via certain skills, Rackets, or There’s good coin to be made hauling both corpses and
other means: warm bodies in to the local Guilders.
� Action 1: Convince to Trade • A Law-Abiding gang can claim the following bounties:
� Action 2: Find Rare Items (Law-Abiding only) � Confirmed Dead: Each Outlaw who suffered a
Memorable Death in the battle grants the gang a
� Action 3: Find Illegal Items (Outlaw only)
bounty of 2D6x10 credits.
� Action 4: Claim Bounties (Law-Abiding only)
� Taken Alive: Each enemy Outlaw being held
� Action 5: Dispose of Captives (Outlaw only) Captive by the gang grants a bounty equal to their
full value in credits.
� Action 6: Medical Escort
� This can only be claimed if the Captive’s gang has
ACTION 1: CONVINCE TO TRADE had the opportunity to rescue them rescue.
Honest traders resent the notion of dealing with known
� If claimed, the Captive is effectively lost to their
criminals, while black marketeers rarely trust those who
gang. Their owning player must remove them from
cannot be vouched for by mutual contacts.
their Gang Roster.
• This action lets a gang attempt to access the
marketplace of their opposite alignment. ACTION 5: DISPOSE OF CAPTIVES (OUTLAW ONLY)
Living outside the system, outlaws generally take a more
• Law-Abiding: Check the fighter’s Intelligence – if
practical approach to prisoners.
passed, the gang can access the Black Market this
week. Otherwise, it cannot. • The gang executes the Captive. Their owning player
must remove them from the Gang Roster.
• Outlaw: Check the fighter’s Cool – if passed, the gang
can access the Trading Post this week. Otherwise, it • Chaos-affiliated gangs have the option of sacrificing
cannot. Captives to the Dark Gods.
ACTION 2: FIND RARE ITEMS (LAW-ABIDING ONLY) • In either case, a Captive can only be disposed of once
their gang has had the opportunity to rescue them.
The fighter visits the local Trading Post, making enquiries,
greasing palms, and calling on old contacts. � Remember that Outlaw gangs can freely trade
Captives with any gang without it costing a Post-
• Outlaw fighters cannot take this action.
Battle Action – meaning they can demand a ransom
• This action increases a Law-Abiding gang’s chances of or arrange some sort of exchange.
locating rare or remarkable gear.
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ACTION 6: MEDICAL ESCORT (2) MAKE MARKETPLACE TRADES
The fighter rushes a critically injured comrade to the doc. The below actions can be taken in any order, and there is
no limit to how many times each one can be performed.
• Choose one fighter who suffered a Critical Injury
during the battle. They are taken to the doc for Note that a gang must have enough credits saved to
treatment. complete any intended purchase.
• The cost of the medical procedure is 2D6x10 credits. (a) PURCHASE FROM HOUSE VENDOR
The gang can freely buy any gear from their House
• If the gang cannot or will not pay, the victim dies
Equipment List, adding it to their Stash.
automatically.
(b) VISIT THE TRADING POST
• Otherwise, roll a D6 on the table below:
Law-Abiding gangs may visit the Trading Post freely.
Resolve each of the below steps, in order. � +1 for each Champion who took the “Find Rare
Items” Post-Battle Action
(1) DELETE DEAD & RETIRING FIGHTERS
� +1 for every 10 points of the gang’s Reputation
• Any fighters who died during or after the battle are
permanently deleted from the roster. � (+X) for any other applicable skill or ability
• What happens to their equipment depends on the � -2 if the visiting fighter belongs to an Outlaw
outcome of the battle: gang
� If the gang had at least one fighter left on the The gang can buy any item with a Rarity value equal
battlefield at the end of the game, any lost fighters’ or less than the final score (so the higher it is, the
gear is added back to the gang’s Stash. more exotic the gear on offer), at the price shown,
adding it to their Stash.
� If the fighter was taken to the doc but subsequently
died (due to lack of funds, or a bad roll), their gear is Note that you may only make this roll once after
added back to the gang’s Stash. each battle.
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(c) VISIT THE BLACK MARKET
(3) GAIN RACKET BOONS
Outlaw gangs may visit the Black Market freely.
• Some Rackets might grant additional recruits,
However, Law-Abiding gangs must attempt the Hangers-On, or other gear – add these now.
“Convince to Trade” Post-Battle Action to gain
• Any gear goes into the gang’s Stash.
access – if this was failed, skip this step and jump
directly to (d).
(4) DISTRIBUTE GEAR
* Purchase Illegal Items: To determine which items • If desired, proceed to assign any weapons or gear held
are currently in stock, roll 2D6 and apply the in the Stash to selected fighters.
following modifiers:
• Remember that many fighters are restricted in what
� +2 if a Gang Leader took the “Find Illegal Items” weapons they can use, and that no fighter can carry
Post-Battle Action more than three weapons.
� +1 for each Champion who took the “Find Illegal � Weapons with the Unwieldy trait count as two.
Items” Post-Battle Action
• Note that once a fighter is given a weapon, they will
� +1 for every 10 points of the gang’s Reputation never relinquish it – it cannot be sold, nor replaced.
� (+X) for any other applicable skill or ability Hive gangers are too suspicious to let their weapons
go.
� -1 if the visiting fighter belongs to a Law-Abiding
gang • Once a fighter has been issued weapons and gear,
update the value on their fighter card accordingly.
The gang can buy any item with an Illegal value
equal or less than the final score, adding it to their (5) UPDATE GANG RATING
Stash.
• Proceed to amend your Gang Rating according to any
As with the Trading Post, you may only make this fighters, recruits, or gear that were gained or lost.
roll once after each battle.
• Note that because Gang Rating is not updated until
(d) SELL UNWANTED EQUIPMENT this step, any reference to it prior refers to the old,
Any equipment in the gang’s Stash can be sold for its pre-amended value.
original value in credits, minus D6x10 (to a minimum
of 5).
(9) REPORT RESULTS TO ARBITRATOR
Note that only equipment can be sold – never • Proceed to inform the Arbitrator about the battle so
weapons. that they can update the campaign stats.
(e) RECRUIT A NEW FIGHTER • This should state which gangs fought, who won,
The gang may take on a new fighter from their Gang whether any Racket was claimed, how many enemies
List. They do not come with any equipment, unless each gang took Out of Action, and the updated Gang
specifically noted in their entry. Rating and Wealth values of each gang.
(f) HIRE A HANGER-ON
The gang may hire a Hanger-On, who comes with
whatever gear is listed on their entry.
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The Law & Misrule Campaign:
The Arbitrator then tallies the final results and assigns (1) RACKETEER
Triumphs – these are the laurels of victory, the bragging Most Rackets held at the end of the campaign.
rights and sources of pride for the players who have fought
through the campaign. (2) SILENCER
Most Gang Leaders from the opposite alignment taken Out
While the Arbitrator can simply tell people what they won, it
of Action across the whole campaign.
is far more fun and satisfying to bring all the players
together and announce the winner of each Triumph in a
(3) FINANCIER
grand manner!
Largest Wealth at the end of the campaign.
There are five Triumphs, and a player can earn more than
one. (4) MUSCLE
In the event of a tie, nobody is awarded the Triumph. Most battles fought across the whole campaign.
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The Law & Misrule Campaign:
LIST OF RACKETS
RACKET BOONS LINKED RACKETS & ENHANCED BOONS
• Each Racket in the Law & Misrule Campaign grants a • Each Racket lists a number of linked Rackets in their
bonus ability to its controlling gang, called a “Boon.” entry.
• A gang receives the benefits of a Boon for as long as it • These represent the notion that controlling one
holds that Racket – if the Racket changes hands, so enterprise enhances the operation of another – for
does the Boon. example, running out-hive smuggling routes is much
easier if you also have a bond with the Toll Guild.
GENERATING INCOME FROM BOONS
• Controlling linked Rackets grants the gang the
• If a Boon grants the gang additional credits, these are
Racket’s Enhanced Boons. Treat these as in addition
added to the Stash during the Post-Battle Sequence,
to standard Boons, unless otherwise advised.
when working out income.
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(1) ARCHAEOTECH DEVICE (3) BULLET CUTTING
Archaeotech is the buried treasure of ages past, and those Bullets, guns, and blades are the eternal trade of
who buy and sell it can reap fortunes – or lose everything. Necromunda – everyone needs at least one.
• One Linked Racket Held: Increase the above income ENHANCED BOONS
to 3D6x10 credits.
• One Linked Racket Held: Generate D6x10 credits for
• Two Linked Rackets Held: Increase the above income income.
to 4D6x10 credits.
• Two Linked Rackets Held: Increase the above
amount to 2D6x10 credits for income.
(2) BLOOD PITS
The fighting arenas of Necromunda are stained red with the (4) CARAVAN ROUTE CONTROL
blood of those who fought there and sing with the roars of the
The safe ways through the hive are few and well-worn;
crowd.
control these, and you control the flow of slaves and credits.
LINKED RACKETS
LINKED RACKETS
• Slave Guild Bond
• Guild of Coin Bond
• Xenos Beast Trafficking
• The Cold Trade
RACKET BOONS
RACKET BOONS
• Recruit up to two Hive Scum (including their
• Generate D6x10 credits for income.
equipment) for free at the start of each battle.
• HOUSE RULE: Each Hive Scum comes with 25 credits ENHANCED BOONS
worth of equipment for free, and can be armed with • One Linked Racket Held: Increase the above amount
more using credits from your own Stash. to 2D6x10 credits for income.
568
(5) CORPSE GUILD BOND 6) GAMBLING EMPIRE
The Corpse Guild is always looking for agents to help them Fortunes are won and lost on the spin of a wheel or a toss of
secure more merchandise for the flesh grinders. the dice, no matter what, the house always wins…
• While the gang controls this Racket, it may not control RACKET BOONS
any other Guild Bond Racket.
• Using a standard deck of playing cards, declare a suit,
• Generate D6x10 credits for income. The result is then shuffle the deck and draw a card:
increased by +1 for every other Racket the gang
� If the suit drawn matches the one declared, gain
controls.
credits equal to the card’s value x10 (Jack 11, Queen
ENHANCED BOON (LAW-ABIDING) 12, Ace 14).
• Form an automatic alliance with the Corpse Guild. � If the suit drawn matches the colour of the one
declared, gain credits equal to the card’s value x5.
• This allows the gang to add a Corpse Harvesting Party
to their crew prior to any battle. � On any other result, no income is gained.
LINKED RACKETS
• Caravan Route Control
RACKET BOONS
• At the start of each battle, choose three fighters. Each
one gains a dose of Ghast. If not taken during the
battle, the dose is lost.
ENHANCED BOONS
• One Linked Racket Held: Generate 2D6x10 credits for
income.
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(8) GUILD OF COIN BOND (9) LIFE COIN EXCHANGE
Middlemen and merchants fill the underhive, and the Guild of Anyone can be killed… if you are willing to pay the coin.
Coin ensures these miscreants pay their dues.
LINKED RACKETS
LINKED RACKETS • Corpse Guild Bond
• None
• Whisper Brokers
RACKET BOONS
RACKET BOONS
• While the gang controls this Racket, it may not control
• Recruit one free Bounty Hunter or two free Hive Scum
any other Guild Bond Racket.
(including equipment) for at the start of each battle.
• Generate D6x10 credits for income. The result is
HOUSE RULE: The Bounty Hunter comes with 80
increased by +1 for every other Racket the gang
credits worth of equipment for free, while each Hive
controls.
Scum comes with 25 credits’ worth. Any can be armed
ENHANCED BOON (LAW-ABIDING) with more using credits from your own Stash.
ENHANCED BOON (OUTLAW) • Two Linked Rackets Held: Every member of the gang
temporarily gains the Fearsome skill:
• Recruit one Bounty Hunter and up to two Hive Scum
(including their equipment) for free at the start of each � FEARSOME: If the fighter is targeted with a Charge
battle. (Double) action, the enemy must check Willpower
after declaring it – if failed, they cannot move and
HOUSE RULE: The Bounty Hunter comes with 80
their activation ends immediately.
credits worth of equipment for free, while each Hive
Scum comes with 25 credits’ worth. Any can be armed
with more using credits from your own Stash. (10) NARCO-DISTRIBUTION
Chem-elixirs and narco-distillations flow like rivers through
the shadows of Necromunda.
LINKED RACKETS
• Ghast Prospecting
RACKET BOONS
• When visiting the Trading Post, the gang treats Chem-
Synths, Medicae Kits, Stimm-Slug Stashes, and any
weapon with the Gas or Toxin trait as Common.
ENHANCED BOONS
• One Linked Racket Held: Generate 2D6x10 credits for
income.
570
(11) OUT-HIVE SMUGGLING ROUTES
All cargo passing through the hive is checked, authorised and (13) PRODUCTION SKIMMING
stamped by official process… except when it isn’t…
One of the simplest ways to turn a profit in the hive is to skim
LINKED RACKETS a little off the top of its forges, stills, labs, or mines.
• One Linked Racket Held: Increase the above amount ENHANCED BOONS
to 2D6x10 credits for income.
• One Linked Racket Held: Increase the above amount
• Two Linked Rackets Held: Increase the above to 2D6x10 credits for income.
amount further, to 3D6x10 credits for income.
• Two Linked Rackets Held: Increase the above
amount further, to 3D6x10 credits for income.
(12) PEDDLERS OF FORBIDDEN LORE
Some shadowy organisations are said to read futures in pools (14) PROMETHIUM GUILD BOND
of water or the dripping of a fuel pipe, and speak words that
Those in service to the Promethium Guild can expect a ‘warm’
lure the shadows to walk beside them.
reception, should they report a failure to execute their duty.
571
(15) PROXIES OF THE OMNISSIAH (17) SETTLEMENT PROTECTION
The Tech-Priests of the Machine God watch the hive’s Underhive settlements who want to survive will pay gangs a
industrial enclaves with a careful eye, as not only do they handsome price – both to keep others away, and keep their
produce many sacred machines, but many lost technological hard-won lives free of the “unfortunate problems.”
secrets lie buried beneath their depths.
LINKED RACKETS
LINKED RACKETS • Guild Bond (any)
• Archaeotech Auctioning
• Bullet Cutting
• Promethium Guild Bond
RACKET BOONS
RACKET BOONS • The gang may recruit one Hanger-On for free.
• All of the gang’s fighters may re-roll failed Ammo
• Generate D6x10 credits for income.
checks.
• When visiting the Trading Post, the gang counts all ENHANCED BOONS
bionics as Common. • One Linked Racket Held: Increase the above amount
to 2D6x10 credits for income.
ENHANCED BOONS
• Two Linked Rackets Held: Increase the above
• One Linked Racket Held: Generate D6x10 credits for
amount further, to 3D6x10 credits for income.
income.
• Any weapon with the Blaze trait may re-roll a failed ENHANCED BOON (OUTLAW)
Ammo check.
• Recruit one Bounty Hunter and up to two Hive Scum
ENHANCED BOONS (including their equipment) for free at the start of each
battle.
• One Linked Racket Held: Generate D6x10 credits for
income. HOUSE RULE: The Bounty Hunter comes with 80
credits worth of equipment for free, while each Hive
• Two Linked Rackets Held: Increase the above
Scum comes with 25 credits’ worth. Any can be armed
amount to 2D6x10 credits for income.
with more using credits from your own Stash.
572
(19) SPIRE PATRONAGE (21) THE RESURRECTION GAME
Hive nobility sometimes take a fancy to an underhive gang, The line between life and death is thinner than many think. A
showering them with unthinking gifts like prize pets. little alchemy, a few words, a drop of blood, some technology
from the deeps, and the fallen can rise again… For a price!
LINKED RACKETS
• Blood Pits LINKED RACKETS
• Corpse Guild Bond
• Proxies of the Omnissiah
• Peddlers of Forbidden Lore
RACKET BOONS
• If the gang won its battle, generate 2D6x10 credits for RACKET BOONS
income. • The gang may ignore one Critical Injury or Memorable
Death per battle (the fighter simply enters Recovery).
ENHANCED BOONS
• One Linked Racket Held: The Gang Leader and each ENHANCED BOONS
Champion may all choose one of the following items • One Linked Racket Held: Generate 2D6x10 credits for
for free: Gold-Plated Gun, Exotic Furs, Opulent income.
Jewellery, Uphive Raiments.
• Two Linked Rackets Held: Opponents may pay to
• Two Linked Rackets Held: The Gang Leader gains a resurrect a dead fighter, for a cost equal to the
Caryatid Exotic Beast for free. It will not leave if the fighter’s total value, including gear, plus an additional
gang loses Rep – only if the Racket is lost. +100 credits. Then, roll 2D6:
This is the traffic of forbidden devices brought in from off- � 3-6: The fighter is resurrected, gaining the Fearsome
world. Some surface in the depths of the underhive, and skill but losing -1 Toughness.
command a grand price to those who value them. � 2: The resurrection fails. Sorry, chum!
LINKED RACKETS
• Out-Hive Smuggling Routes
• Spire Patronage
RACKET BOONS
• Choose one fighter. They gain a free item from the
Xenos Weapons section of the Black Market, for as
long as the Racket is held.
ENHANCED BOONS
• One Linked Racket Held: Generate D6x10 credits for
income.
573
(22) WATER GUILD BOND (24) WITCH SEEKING
Water is life on Necromunda, and the Water Guild and its The threat of the psyker is held in check not only by agents of
agents have the responsibility to protect it – or extract it, from the Imperium, but also hired mercenaries hunting ceaselessly
those who presume to cross them. for those bearing the sign of the witch.
• While the gang controls this Racket, it may not control ❖ SPECIAL
any other Guild Bond Racket.
• Only a Law-Abiding gang can hold this Racket.
• Generate D6x10 credits for income. The result is
• If an Outlaw gang takes control of this Racket, it
increased by +1 for every other Racket the gang
counts as a Wyrd Trade while they hold it.
controls.
RACKET BOONS
ENHANCED BOON (LAW-ABIDING)
• All fighters in the gang may choose one of their
• Form an automatic alliance with the Water Guild.
weapons with the Melee trait and imbue it with the
• This allows the gang to add a Nautican Syphoning Shock trait.
Delegation to their crew prior to any battle.
ENHANCED BOONS
ENHANCED BOON (OUTLAW) • One Linked Racket Held: The gang doubles the
• Recruit one Bounty Hunter and up to two Hive Scum bounty for Unsanctioned Psykers (even those who
(including their equipment) for free at the start of each gain this rule temporarily).
battle.
• Two Linked Rackets Held: In addition to the above,
HOUSE RULE: The Bounty Hunter comes with 80 the Gang Leader may check Intelligence before
credits worth of equipment for free, while each Hive claiming a bounty – if passed, they identify the victim
Scum comes with 25 credits’ worth. Any can be armed as a witch and receive double credits.
with more using credits from your own Stash.
574
(22) XENOS BEAST TRAFFICKING
From spire menageries to underhive fighting pits, alien
creatures are always in demand.
LINKED RACKETS
• Blood Pits
RACKET BOONS
• The Gang Leader gains a free Exotic Beast – choose
either a Grapplehawk or Gyrinx Cat.
ENHANCED BOONS
• One Linked Racket Held: Generate D6x10 credits for
income.
575
The Law & Misrule Campaign:
LIST OF INTRIGUES
INTRODUCTION
Intrigues are secondary objectives a gang can choose to
fulfil during any battle.
GENERATING INTRIGUES
• Each gang generates three Intrigues for themselves –
place them face-up and visible nearby.
CLAIMING INTRIGUES
• A gang can claim their Intrigues during the battle.
576
(1) WRECK THE PLACE (4) BLOW IT UP!
Tear things down! Break what works and leave the rest in There is no greater symbol of rebellion than reducing
ruin. millennia-old structures to ruins.
• Any fighter in the opponent’s deployment zone can • Choose one of your fighters to be the bomb carrier.
take the following action:
• If this fighter is within 6” of the battlefield’s centre,
� VANDALISE (Basic): Smash something! Record the they can take the following action:
number of times this action is taken.
� PLANT BOMB (Double): For the Emperor’s sake,
• Claim once the gang makes two Vandalise (Basic) don’t press the wrong button.
actions. Gain +1 Rep.
• Claim at the end of the battle, the bomb explodes.
• If your opponent’s deployment zone does not follow Gain +4 Rep, and any fighter within 6” of the exploding
standard rules, you may re-draw a different Intrigue. bomb goes Out of Action.
� GRAFFITI (Basic): Make your presence known! • Claim at the end of the battle if you took out the
Record the number of times this action is taken. enemy Gang Leader and their Champions.
• Claim once the gang makes two Graffiti (Basic) actions. • Gain +4 Rep, and the opposing gang loses -2 Rep.
Gain +1 Rep. This increases to +2 if you make four
Graffiti (Basic) actions. (6) CLEAR THE SMUGGLING ROUTES
• If your opponent’s deployment zone does not follow A smuggling cartel wants a clear passage to move its goods
standard rules, you may re-draw a different Intrigue. through an area, and needs a gang to make a path.
577
(8) REVEAL THE IMPOSTER (11) RESURRECT THE DEAD
One of your gang members has been replaced by an imposter There are always stories of the dead returning to life: the
passing whispers to the lawkeepers. They must be uncovered. Shunned Guild, the Priest of the Spider Kin, the Elixirs of the
Pale Abyss. One thing underlies these rumours – all are true.
Alignment Test: Outlaw, D6
Alignment Test: Outlaw, 4D6
• At the start of the third round, after rolling Priority,
choose a random fighter on your crew (excluding Gang • Claim after the battle, if a fighter from the gang has
Leaders and Champions). died at some point during the campaign.
• This fighter is revealed as an imposter and • The fighter returns to life. They are restored to the
immediately joins the enemy gang for the rest of the Gang Roster, along with any equipment they had (that
battle. is, anything not redistributed to another fighter).
• Claim once the gang takes this imposter Out of Action. • The resurrected fighter loses -1 Toughness but gains
Gain 150 credits. the Fearsome skill.
578
(14) STITCH THEM UP! (18) SHOW OF FORCE
There’s money to be made in making the innocent look guilty. Break those who oppose you, and soon enough no one will
dare to do so.
Alignment Test: Law-Abiding, 2D6
Alignment Test: Law-Abiding, 2D6
• A Standing fighter within 1” of a Seriously Injured
enemy can take the following action: • Claim if your gang takes six enemies Out of Action.
Gain +4 Rep.
� PLANT EVIDENCE (Basic): A shocking “discovery.”
Each time this action is performed, make a note.
(19) KEEP THE TRADE FLOWING
• Claim once the gang makes two Plant Evidence (Basic)
Trade is the life blood of the hive, the nourisher of order. It
actions. Gain 100 credits.
must flow or all will be lost to anarchy.
Sometimes the clink of credits is louder than the sound of • Claim at the end of the battle if you have four Standing
gunfire… fighters in the enemy deployment zone. Gain 150
credits.
Alignment Test: Law-Abiding, D6
Order is maintained by standing unwavering in the face of SHADOW (Double): The fighter effectively forfeits
anarchy and ruin. both actions this turn. However, if the chosen enemy
then moves on this same turn, the fighter resolves a
Alignment Test: Law-Abiding, 2D6
“shadowing” move immediately afterwards.
• When this Intrigue is generated, immediately
This must end with the fighter within 12” of the
nominate a terrain feature at least 12” from the gang’s
target, if possible. If so, the target gains the
deployment zone.
Shadowed condition.
• Claim at the end of the battle, if there are no enemies
If the fighter fails to remain within 12” of the target
within 6” of the chosen feature.
(for example, they are blocked by terrain or
• Gain +2 Rep – or alternatively, gain control of a single enemies), the target loses the Shadowed condition,
unclaimed Racket. if they had it.
579
(22) BREAK THEIR WILL (25) BRING THEM IN DEAD OR ALIVE
If justice cannot triumph through sanctioned means, it will The Merchant Guild offers cold, hard creds for bounties
triumph by paying for the heads of dead criminals. fulfilled – and doesn’t particularly care how this is achieved.
• Claim at the end of the battle if you took the enemy • Claim at the end of the battle if your gang took at least
Gang Leader and every enemy Champion Out of one enemy Out of Action.
Action. Gain +4 Rep, and the opponent loses -2 Rep.
• Gain 50 credits for every enemy taken Out of Action.
• This Intrigue can only be claimed if you are playing
• This Intrigue can only be claimed if you are playing
against an Outlaw gang. If not, discard this Intrigue
against an Outlaw gang. If not, discard this Intrigue
and re-draw.
and re-draw.
• This fighter does not count as going Out of Action, but • Claim at the end of the battle, if the imposter is
does count towards Bottle Tests. Standing and Active within your deployment zone,
claim this Intrigue. Gain 150 credits.
(24) CARRY A GUILD BOND • For all intents and purposes, the “true” fighter does
The Guilders need the deeds and bonds of their protected not count as having participated in the battle, and so
trade carried through a dangerous part of the hive. does not gain any XP or roll for Lasting Injury.
580
CAMPAIGN INTRODUCTION ALLEGIANCE
This campaign focuses on the desperate decline of a hive in • Gangs participating in the Uprising Campaign always
the grip of a Chaos uprising and the breakdown of Imperial have an allegiance – this is either Order, Neutral, or
law. Chaos.
Gangs fight to expand their hold over Territories – but as • This choice comes with certain effects and benefits.
things take a turn for the worse, these may become Ruined, • Generally, gangs cannot switch allegiance – though
fit only for scavenging and… darker pastimes. the Arbitrator may allow exceptions, if they make
narrative sense.
CAMPAIGN LENGTH
• The Uprising Campaign lasts seven weeks, separated UPRISING TERRITORIES
into: • In the Uprising Campaign, each gang generates three
� Insurrection Phase: three weeks starting Territories, one of which is predetermined.
� Downtime: one week • These are the only Territories in the campaign – there
are no “unclaimed” Territories to capture.
� Damnation Phase: three weeks
• Every Territory is influenced – either by Order or
• There is no single winner of the campaign – rather, at Chaos.
the conclusion of the seventh week, gangs are
awarded Triumphs based on their achievements. � At the start of the campaign, all Territories are
under the influence of Order.
GANGS IN THE CAMPAIGN � As the campaign progresses, Territories can become
• The Uprising Campaign is ideally suited for 6-10 gangs. Ruined, falling under the influence of Chaos.
• This campaign is compatible with the latest version of • Each Territory provides its owner with a Benefit,
Necromunda, so any gang can be used. which changes depending on which allegiance is
influencing it.
581
THE ARBITRATOR FOUNDING GANGS
• The Arbitrator is the campaign organiser. • Every player has a starting budget of 1,000 credits to
• They track results, keep players informed, monitor found their gang (unspent credits go into their Stash).
who controls which Territories, and announces • Every player must complete a fighter card for every
whether Order or Chaos is in ascendancy that week. model in their gang, plus a gang roster to track all the
• They also keep each campaign phase running to time relevant attributes.
and generally encourage participants to fight battles • Every gang must choose its alignment (Law-Abiding or
and have a good time. Outlaw) and allegiance (Order, Neutral, or Chaos).
GANG ALLEGIANCE
House Gangs Any
Chaos Helots Permanently Chaos
Corpse Grinder Cults Permanently Chaos
Genestealer Cults Permanently Order
Venator Bands Any
Enforcers Permanently Order
Slave Ogryns Any
582
ALLEGIANCE TO ORDER GANG ATTRIBUTES
• Any gang with an allegiance to Order gains the In the Uprising Campaign, every gang tracks the following
following rules: four attributes:
� Lord Helmawr’s Coffers: The gang may re-roll any • Gang Rating: The total cost of every fighter in the
die when generating credits gained from a scenario. gang (including alternative loadouts). Gang Rating
measures the gang’s size and access to resources.
� Pax Imperium: If the gang is the defender in a
battle, they may add one more fighter to their crew • Wealth: The total cost of every fighter in the gang plus
than the scenario allows. the value of anything in its Stash.
583
GENERATING TERRITORIES
• Every gang begins the campaign with two random
Territories and one predetermined Territory:
584
The Uprising Campaign:
(1) INSURRECTION PHASE (THREE WEEKS) PRICE OF VICTORY: The winner of a battle gains an
additional D6x10 credits on top of any other reward. If the
• This Phase charts the rise of rebellion, and the 1
Scavenging rules are in effect, they gain +1 bonus
destruction of reason and law within the hive. Scavenging roll instead.
• At the start of each campaign week, the gangs receive HEAD HUNTERS: Taking a Gang Leader or Champion Out
the Benefits from each of their Territories. 2
of Action grants a fighter +3 XP, instead of the usual +2 XP.
• The Ascendancy rules are in effect.
CRACKDOWN: If the winner of a battle makes a successful
• Each gang may fight as many battles as desired during 3 roll to Capture, they may gain two random Captives instead
of the usual one.
this time.
SUPPRESSION ORDERS: If a fighter takes an enemy Out of
ASCENDANCY 4
Action using a ranged weapon, they gain +1 bonus XP.
• Ascendancy represents the struggle between the
Ruinous Powers and the iron authority of the GOOD MEDICINE: The cost of a Medical Escort Post-Battle
Imperium – each side waxing and waning in strength, 5 Action is reduced to D6x10. If the Festering Injury rules are in
effect, the cost is reduced to zero.
turning entire regions into war zones, piece by piece
collapsing it into unrestrained mayhem. CALL TO ARMS: Fighters with the Gang Fighter (Ganger)
6
rule have their recruitment cost halved, rounding up.
• Ascendancy adds a modifier to every battle,
determined by rolling D6 on either the Bonds of Order
or Hand of Chaos table.
HAND OF CHAOS
• When the campaign begins, Order automatically has D6 ASCENDANCY EFFECT
Ascendancy.
MANUFACTORUM SHORTAGES: During the “Re-Equip”
• At the end of each campaign week where Chaos has stage of the Post-Battle Sequence, the cost of purchasing
1
Ascendancy, each gang chooses one of their items is increased by +10 credits. If the Damnation Phase is
Territories to become Ruined. underway, gangs lose -1 Scavenging rolls.
• At the end of each campaign week, the Arbitrator DARK DREAMS: A fighter attempting to Rally must first
tallies the number of victories each won by Order- and 2 check Willpower – if failed, they automatically Rally but gain
Chaos-aligned gangs. The allegiance with the most the Insanity condition for the rest of the battle.
victories gains Ascendancy for the next week.
ROTTING MEAT: When the battle ends, Seriously Injured
� On a tie, the side currently holding Ascendancy fighters succumb to injury on 1-3, rather than the usual 1-2.
3
Fighters rolling for Festering Injury must roll two D6s and
retains it.
choose the highest result.
585
(2) DOWNTIME (ONE WEEK) (3) DAMNATION PHASE (THREE WEEKS)
• Here is where players can catch their breath, and • This Phase charts the hive’s descent into madness and
gangs to patch their wounds. If desired, Side Battles horror.
can be fought during this period.
• When the Damnation Phase begins, all Territories
• Once Downtime begins, every gang completes the automatically become Ruined and Chaos
following sequence: automatically takes Ascendancy.
(1) FIGHTERS RECOVER: All fighters currently in • At the start of each campaign week, the gangs receive
Recovery are automatically cleared for return. the Benefits from each of their Territories.
(2) CAPTIVES ARE RETURNED: All Captive fighters • As well as Ascendancy, the rules for End of Days,
are automatically returned to their gangs, while Scavenging, Festering Injuries and Starvation all come
their former captors receive half of their value in into effect.
credits (rounding up to the nearest 5).
NEW RULE: END OF DAYS
(3) JUVE PROMOTION: Any Juve with five or more
• Out of Resources: During the Post-Battle Sequence,
Advancements is automatically promoted to a
gangs may no longer re-equip from their House
Champion – change their fighter type accordingly.
Equipment Lists.
(4) FRESH MEAT: Every gang gains 250 credits to
spend new fighters and/or Hangers-On. Any • Out of Help: During the Post-Battle Sequence, gangs
many no longer recruit new fighters, Hired Guns, or
credits not spent for this purpose are lost (gangs
can naturally supplement this with credits taken Hangers-On.
from their Stash). • Desperate Times: When taking the Medical Escort
Post-Battle Action, the treatment cost is now D3 Meat.
SIDE BATTLES • Close up Shop: Captured fighters may no longer be
Any time after resolving the Downtime sequence, players sold to the Guilders.
who want more games can play a Side Battle.
• Fresh Meat: During the Post-Battle Sequence, the
Territories are never staked during Side Battles – and while gang gains the ability to slaughter Captives to gain +2
fighters can gain XP and Lasting Injuries, gangs do not gain Meat for each one (after allowing a chance at rescue).
credits or Reputation.
NEW RULE: STARVATION
Instead, the Arbitrator should create a special reward for
• When the Starvation rules are in effect, gangs must
the victor, such as an unpredictable piece of archaeotech, a
feed their fighters during the Pre-Battle Sequence,
unique drug, or a custom Tactics card.
before selecting the crew.
586
THE STARVING CONDITION NEW RULE: SCAVENGING
• The fighter counts as -1 Strength. • Gangs can gain Scavenging rolls from their now-
Ruined Territories, or as a scenario reward.
• The fighter gains access to the following action:
• A gang can make a Scavenging roll during the Post-
� CANNIBALISE (Basic): This action can only be Battle Sequence instead of taking the “Re-Equip” step.
taken against a Seriously Injured target.
• There is no obligation to make a Scavenging roll – they
The fighter immediately gains and consumes 1 can be saved up, if preferred. A gang can attempt all,
Meat, thereby losing the Starving condition. some, or none of their saved Scavenging rolls.
The victim rolls for Lasting Injury, treating • Each Scavenging roll is made on 2D6 and produces
Lesson Learned (11) as Out Cold (12-26). one result on the below table:
If the victim rolls Critical Injury (61-65) or
Memorable Death (66), they go Out of Action – 2D6 SCAVENGING RESULT
otherwise, regardless of any injury suffered,
UNFORTUNATE ENCOUNTER: Randomly select one
they remain on the battlefield, Seriously 2-3
fighter. They must roll for Lasting Injury.
Injured.
PAID IN BLOOD: Gain 3D6 credits’ worth of items from the
A fighter who takes this action cannot take the
4-5 House Equipment List, then randomly select one fighter –
Fight (Basic) or Coup de Grace (Simple) action they must roll for Lasting Injury.
on the same turn.
USEFUL SCRAP: Gain one item from the House Equipment
• When the fighter activates, they must check 6-7
List worth up to D6x10 credits.
Willpower if there is a Seriously Injured fighter
(friend or foe) within their maximum charge range – HIDDEN CACHE: Gain D6x10 credits’ worth of items from
8-9
if failed, they must attempt a Charge (Double) the House Equipment List.
action, and if they become Engaged, must perform
the Cannibalise (Basic) action in place of the usual BAND OF SURVIVORS: Gain a free fighter with the Gang
close combat attacks. Fighter (Ganger) rule from the Gang List. They come
10-11
equipped with 2D6x10 credits’ worth of items from the House
• If the fighter is in a position where they could take Equipment List (any unspent credits are lost).
the Coup de Grace (Simple) action, they
automatically take the Cannibalise (Basic) action. LOST HOLESTEAD: Roll D6 – on 1-5, apply the “Band of
Survivors” result. On 6, gain a free Champion from the Gang
12
List. They come equipped with 4D6x10 credits’ of items from
the House Equipment List (any unspent credits are lost).
587
MUTATIONS FROM LASTING INJURY
NEW RULE: FESTERING INJURIES
(46) HUMILIATED
• When the Festering Injuries rules are in effect, a
fighter’s Lasting Injury might develop into a mutation. HUNGERING PRIDE: The fighter must always be the first in
the gang to activate each round (you may choose how to
• If a fighter rolls for Lasting Injury and gains a result of break ties). The fighter gains +1 bonus XP for taking a Gang
Leader or Champion Out of Action.
46-56, roll D6 and apply the following modifiers:
• The same mutation cannot be gained more than once. (52) EYE INJURY
If this would occur, the fighter may freely choose
BESTIAL SENSES: The fighter counts as having a Bio-
another mutation to gain. Scanner – but can no longer initiate or join a Group
Activation.
• If a fighter gains mutations equal to their
Toughness, they transform into a Chaos Spawn! (53) HAND INJURY
� A Chaos Helot, Corpse Grinder Cult, or Chaos- DISTURBING APPENDAGE: The fighter counts as having a
Corrupted gang may choose to replace the fighter Fighting Knife that can never be disarmed or lost – but if
using a weapon with the Unwieldy trait, they receive an
with a free Chaos Spawn.
additional -1 modifier to hit.
� All other gangs must remove the fighter from the
Gang Roster – the spawn is immediately killed. (54) HOBBLED
WARPED LIMBS: The fighter loses -1” Movement – but
when taking the Charge (Double) action, roll three D3s and
count the highest.
(56) ENFEEBLED
TWISTED FLESH: When the fighter activates, they discard -
1 Flesh Wound – but can never benefit from Bio-Boosters,
Medicae Kits, and can never receive assistance when
attempting Recovery.
588
The Uprising Campaign:
UPRISING EVENTS
Uprising Events provide Arbitrators with a collection of
(11) PSYCHIC PHENOMENA
Chaos-themed campaign-wide events to add to games.
• All psykers gain a +3 modifier to Willpower checks
These range from unbound Warp storms, outbreaks of when manifesting a wyrd power.
cannibalism, and starving sump beasts crawling into the
• Fighters who use Ghast become subject to the Insane
light to sow havoc among the underhive.
condition, and gain two psychic powers, rather than
If desires, the Arbitrator may roll D66 son the Uprising the usual one.
Events table at the start of the campaign week.
• Possessed Hivers gain +3 Strength.
The generated event is in effect for the duration of the
campaign week, and applies to every game played.
(12) RESTLESS DAEMONS
Alternatively, the Arbitrator can simply choose an event that • All battles must include Possessed Hivers.
suits the current narrative state of their campaign.
� If no suitable models are available, re-roll this
result.
589
(15) EMERGENCY SANCTIONING (25) BALEFUL ENERGIES
• Every gang may include either three free Hive Scum or • If the Insurrection Phase is active, the Festering
one free Bounty Hunter in their battles. Injuries rules come into effect for the week.
• These hired guns depart at the end of the campaign • If the Damnation Phase is active, when determining
week. whether a Lasting Injury becomes a Festering Injury,
roll two dice and choose the higher result.
HOUSE RULE: Each Hive Scum comes with 25 credits’
worth of gear. The Bounty Hunter comes with 80
credits’ worth of gear. (26) HUNGERING DARKNESS
• All battles must use the Horrors in the Dark rules.
• The fighter may not end their move within one. • If a gang in an Alliance is called upon to Test the
Alliance, they must roll two D6s and choose the higher
• However, each time a fighter moves through solid
result.
terrain, roll D6 – on 1-2, they go Out of Action.
• If the Pitch Black rules are active, any fighter who has
suffered a Flesh Wound gains the Revealed condition.
590
(35) SUPREME ASCENDANCY (45) DEAD GUILDERS
• The gang whose alignment has Ascendancy may add • At any point in this campaign week, the Arbitrator can
or subtract 2 from the roll to determine which run a multi-player battle, in which any gang is
scenario will be played. welcome to play.
• However, the pressures of impending victory take • Participating gangs may include a maximum of three
their toll. If any of these gangs lose any of their battles, fighters in their crew.
the opposite alignment automatically gains
• Everyone can grab something from the dead Guilders’
Ascendancy in the next campaign week.
haul – after the battle, every participating gang gains
D6x10 credits (win or lose).
(36) EXTRA BULLET RATIONS
• The last gang standing claims the full haul and gains
• Every weapon with the Rapid Fire (X) trait increases (X)
6D6x10 credits.
by +1.
• In a Zone Mortalis battle, doors cannot be operated (54) PARDONS FOR PAY
normally – they can only be opened via the Force Door • At the beginning of the campaign week, any Outlaw
(Basic) action. gang can align itself to Order (or reaffirm their
allegiance to Order).
(44) A SILENCE DESCENDS • If they do so, they lose their Outlaw status.
• Wyrd powers cannot be used this week.
� Corpse Grinder Cults, Helot Cults, and Chaos-
• Daemons and Possessed Hivers lose -2 Strength and Corrupted gangs cannot make this choice.
Toughness.
591
(55) SOMETHING TO PROVE (63) JEALOUS RAGE
• At any point in this campaign week, the Arbitrator can • At the start of the campaign week, every gang must
run a multi-player battle, in which any gang is resolve a leadership challenge.
welcome to play.
• Identify the Gang Leader and the second most
• This uses the Shootout scenario. valuable fighter in the gang (or the most valuable, if
applicable).
• Each player creates and fields a single Bounty Hunter.
• Place both fighters on the battlefield, 12” apart. Have
• The last Bounty Hunter standing may join their the Arbitrator or another player control the
player’s gang for free, staying for the remainder of the challenger. Roll Priority to determine who activates
Phase. first.
592
The Uprising Campaign:
PRE-BATTLE SEQUENCE
(2) CHECK ASCENDANCY & UPRISING EVENTS
The following steps take place before each battle, while
both players are present:
• If Order has Ascendancy, roll D6 on the Bonds of
PRE-BATTLE SEQUENCE Order table to determine the modifier for the battle;
1 Make a Challenge for Chaos, roll on the Hand of Chaos table.
2 Check Ascendancy & Uprising Events
• If the Arbitrator chose to use the Uprising Events for
3 Recruit Hired Guns
this campaign week, note the effect for the
4 Determine Order & Chaos forthcoming battle.
5 Determine Scenario
6 Set Up the Battlefield
(3) RECRUIT HIRED GUNS
7 Choose Crews
• Each gang may spend XP to purchase Advancements
8 Gang Tactics & Bonuses
for their fighters.
9 Deployment
• Each gang may spend credits to recruit Hired Guns.
593
(5) DETERMINE SCENARIO (9) DEPLOYMENT
Roll 2D6 and consult the table: • Many scenarios provide specific instructions on how
each gang deploys.
2D6 SCENARIO
The gang whose allegiance is in Ascendancy • Otherwise, the standard deployment rules are
2-3
chooses any scenario outlined in the “Preparing to Fight” section.
4-5 Meat Harvest
RESCUE MISSIONS
• If one gang has Captured one or more enemy fighters,
their owner may instead challenge the captor to play
either a Rescue Mission or Public Execution scenario.
594
The Uprising Campaign:
POST-BATTLE SEQUENCE
(2) SEIZE TERRITORY
After a game, each player completes the following:
• On 1-2, they succumb to the injuries they suffered (4) SPEND XP ON ADVANCEMENTS
during the battle – they count as going Out of Action
• Each gang may spend XP to purchase Advancements
and must therefore roll for Lasting Injury.
for their fighters.
CAPTURING ENEMY FIGHTERS
• If only one gang has fighters remaining on the (5) RESOLVE POST-BATTLE ACTIONS
battlefield at the end of the game, they might manage • Each Gang Leader and Champion (not in Recovery or
to Capture an enemy. Captured) can make one post-battle action.
• That gang rolls 2D6 and adds the number of enemy • These actions are carried out one at a time, in any
fighters who went Out of Action (including those who order but in view of the opponent. Unless explicitly
succumbed during Wrap-Up). stated, the same action can be taken more than once.
• Add an additional +1 for every Bounty Hunter • In addition to those below, more Post-Battle Actions
currently working for the gang. might become available via other means:
• On 11+, one enemy has been Captured – chosen � Action 1: Sell Captives
randomly from those participating but excluding any
who were killed (obviously). � Action 2: Execute Captives
• Fighters for either gang who were previously in � (Optional) Action 6: Find Illegal Items
Recovery are now cleared to participate again
(meaning Gang Leaders and Champions will be able to
take Post-Battle Actions shortly).
595
ACTION 1: SELL CAPTIVES ACTION 4: MEDICAL ESCORT
(INSURRECTION PHASE ONLY) The fighter rushes a critically injured comrade to the doc.
The fighter offloads their prisoners to the tender mercies of • Choose one fighter who suffered a Critical Injury
the Guilders in exchange for some cold hard creds. during the battle to go to the doc for treatment.
• The fighter can sell any number of Captives from any � Insurrection Phase Cost: 2D6x10 credits.
number of gangs as a single Post-Battle Action. � Damnation Phase Cost: D3 Meat.
• A Captive can only be sold if their gang has had a • If the gang cannot or will not pay, the victim dies
chance to rescue them. automatically.
• Each Captive is worth half the value on their fighter • Otherwise, roll a D6 on the table below:
card, in credits (rounding up to the nearest 5).
• For all intents and purposes, the Captive is now lost to D6 SURGERY RESULT
their gang. Their owning player must remove them COMPLICATIONS: Sorry chum, but that’s life in the
from their Gang Roster. 1 hive – or not, as it happens. The fighter dies on the
operating table.
ACTION 2: EXECUTE CAPTIVES STABILISED: Roll D6, add 50, and apply that
2-5
Life is hard enough, and they’re just another mouth to feed. Lasting Injury result.
• The fighter can execute any number of Captives from FULL RECOVERY: The fighter enters Recovery, but
6
any number of gangs as a single Post-Battle Action. otherwise they thankfully suffer no lasting effects.
596
DESIGNER’S NOTE: Experienced players will note the
(6) UPDATE ROSTER
absence of the Trading Post and Black Market in the
Uprising Campaign rules. Resolve each of the below steps, in order.
This reflects that during times of dire peril, many hive (1) DELETE DEAD & RETIRING FIGHTERS
amenities cease functioning, as Guilders flee and vendors
• Any fighters who died during or after the battle are
close up shop a few steps ahead of Enforcer martial law. permanently deleted from the roster.
However, it is easy to implement the Trading Post and Black � If the gang had at least one fighter left on the
Market into the campaign, particularly during the initial
battlefield at the end of the game, any lost fighters’
Insurrection Phase. If you choose to do so, the below two
gear is added back to the gang’s Stash.
Post-Battle Actions can also be taken.
� If the fighter was taken to the doc but subsequently
died (due to lack of funds, or a bad roll), their gear is
(OPTIONAL) ACTION 5: FIND RARE ITEMS added back to the gang’s Stash.
The fighter visits the local Trading Post, making enquiries, � If the gang had no fighters left on the battlefield at
greasing palms, and calling on old contacts. the end of the game, their gear is permanently lost.
• A Law-Abiding fighter who takes this action gains the � Regardless of any circumstances, armour is always
benefit without needing to gamble for it. lost and can never be recovered.
• An Outlaw fighter who takes this action must • Any fighter can be retired at this point – they are
immediately gamble by checking Cool – if failed, they permanently deleted from the roster.
have been discovered and may not access the Trading
� Damnation Phase: Each fighter who “retires”
Post in this Post-Battle Sequence.
grants the gang +1 Meat.
• If a Gang Leader successfully takes this action, they
• Their weapons and equipment is transferred to the
grant a +2 modifier to the Seek Rare Equipment roll
gang’s Stash (except for Armour – no underhiver is
in Step 6, while a Champion grants a +1 modifier.
dumb enough to give that up).
(OPTIONAL) ACTION 6: FIND ILLEGAL ITEMS
(2) RE-EQUIP THE GANG
The fighter is welcomed into the hidden Black Market and its
world of dangerous vendors and shady back-room deals. (INSURRECTION PHASE ONLY)
• An Outlaw fighter who takes this action gains the During the Insurrection Phase, gangs can re-equip
benefit without needing to gamble for it. regularly… but as emergency conditions take hold and the
peril increases, many hive amenities cease operating.
• A Law-Abiding fighter who takes this action must
immediately gamble by checking Intelligence – if The below actions can be taken in any order, and there is no
failed, they are given the cold shoulder and may not limit to how many times each one can be performed.
access the Black Market in this Post-Battle Sequence. (a) VISIT HOUSE VENDOR: The gang can freely buy any
• If a Gang Leader successfully takes this action, they gear stated on their House Equipment List, adding it
to their Stash.
grant a +2 modifier to the Seek Illegal Equipment roll
in Step 6, while a Champion grants a +1 modifier. (b) SELL UNWANTED EQUIPMENT: Any equipment in the
gang’s Stash can be sold for its original value in
credits, minus D6x10 (to a minimum of 5). Note that
weapons cannot be sold – only equipment.
597
DESIGNER’S NOTE: If you have incorporated the Trading (3) DISTRIBUTE GEAR
Post and Black Market rules into the campaign, include the
• If desired, proceed to assign any weapons or gear held
following step:
in the Stash to selected fighters.
(e) VISIT HIVE MARKETPLACE: Make trades as follows: • Remember that many fighters are restricted in what
weapons they can use, and that no fighter can carry
* Purchase Common Items: The gang can freely buy
more than three weapons.
any item listed as “Common” from the Trading Post
list, at the price shown, adding it to their Stash. � Weapons with the Unwieldy trait count as two.
* Purchase from Trading Post: To determine item • Note that once a fighter is given a weapon, they will
availability, roll 2D6 and apply the following modifiers: never relinquish it. They will never sell it or replace it.
That sounds like bad luck to suspicious hive gangers.
� +2 if a Gang Leader took the “Find Rare Items” Post-
Battle Action • Once a fighter has been issued weapons and gear,
� +1 for each Champion who took the “Find Rare update the value on their fighter card accordingly.
Items” Post-Battle Action
(4) UPDATE GANG RATING
� +1 for every 10 points of the gang’s Reputation • Proceed to amend your Gang Rating according to any
� (+X) for any other applicable skill or ability fighters, recruits, or gear that were gained or lost.
The gang can buy any item with a Rarity value equal or • Note that because Gang Rating is not updated until
less than the final score from the Trading Post. This this step, any reference to it prior refers to the old,
roll is only ever made once after each battle. pre-amended value.
� +1 for each Champion who took the “Find Illegal • This should state which gangs fought, who won,
Items” Post-Battle Action whether any Territory was claimed, how many
enemies each gang took Out of Action, and the
� +1 for every 10 points of the gang’s Reputation updated Gang Rating and Wealth values of each gang.
� (+X) for any other applicable skill or ability
The gang can buy any item with an Illegal value equal
or less than the final score from the Black Market.
This roll is only ever made once after each battle.
598
The Uprising Campaign:
Victory in this campaign can be measured in many ways… (1) SCION OF THE IMPERIUM
though simply surviving the effects of starvation, societal Most scenarios won for Order.
collapse, and the brutal mayhem of the Blood God is an
achievement in itself! (2) CHAMPION OF THE DARK GODS
At the campaign’s conclusion, the Arbitrator tallies their Most scenarios won for Chaos.
various statistics and awards Triumphs based on the gangs’
performance. Some reflect the final fate of the hive, the (3) FLESH HARVESTER
ascension of Chaos or restoration of Imperial rule; while
Greatest amount of Meat gained over the campaign
others are more personal, rewarding those gangs with the
(including gathered and consumed).
most impressive reputation, or who outlived the
competition.
(4) ICON OF SALVATION
There are six Triumphs, and a player can earn more than
Most fighters on the Gang Roster at the end of the
one.
campaign.
In the event of a tie, nobody is awarded the Triumph.
(6) SURVIVOR
Fewest deaths suffered over the duration of the campaign.
599
The Uprising Campaign:
• This is effectively the Uprising Campaign in reverse. • In this variant, gangs are pitted against one another in
open warfare, supplied with heavy ordnance by their
• The campaign begins in the Damnation Phase. After a
backers.
week of Downtime, the Insurrection Phase begins.
• The generals directing the carnage are less concerned
• All Territories begin Ruined, and remain so for the
with the hive’s preservation and so actively target
duration of the Damnation Phase.
enemy territories for annihilation.
• During the Insurrection Phase, at the end of each
• Gangs must declare for Order or Chaos when the
campaign week where Order has Ascendency, every
campaign starts – neutrality is not an option.
gang restores one Territory from being Ruined.
• Though gangs many not switch allegiances, they can
• To aid in Helmawr’s pacification of the hive, Order-
still play against gangs on their own side – friendly fire
aligned gangs receive a stipend each cycle,
is almost guaranteed in the close confines of a hive
representing the massive resources being poured into
battlefield!
the hive’s reconquest, and making things more
challenging for those dedicated to the Dark Gods. At • To reflect the massive influx of arms and wargear into
the start of each campaign week, each Order-aligned the hive, all Trading Post items (and Black Market
gang gains 2D6x10 credits. items, if desired) have an availability of Common.
• A new Triumph is available at the end of the • Gangs may choose items from the Trading Post
campaign: Heart of the Rebellion, claimed by the (and/or Black Market) when first creating their gangs.
Chaos-aligned gang with the highest Gang Rating for
• When a gang captures a Territory from an opponent,
their allegiance.
they can choose to destroy it – if so, the Territory is
permanently removed from the campaign.
600
WAR OF THE GODS CANNIBAL KINGDOMS
The hive has fallen and the Dark Gods reign supreme! With Amid the apocalyptic ruins of a broken hive, cannibalistic
Helmawr’s lackeys dealt with, the true contest can begin… madness can seep into survivors’ minds, turning ordinary (if
desperate) hivers into slavering ghoulish creatures.
The only ones still living are the followers of one of the four
major Chaos powers. Their attention now turns to the This could the pulsing urges of the Blood God, or a more
destruction of their rivals; with order having completely subtler power seeking to spread disorder; it could even be the
collapsed, wretched gangs scrape out a savage and half-mad result of some rogue psyker overcome by hunger, projecting a
existence in a wasteland of ruined habs and cannibalised ravenous anguish through the Warp as they slowly starve to
settlements. The signs of Chaos are everywhere, from fell death.
shadow-creatures shambling through the thoroughfares, to
Or perhaps this is simply reflective of the precarious nature of
the mutating effects of the Warp twisting the very bones of
a hive – cut off by endless cycles of ash storms, eating itself
the hive itself.
alive as it loses the ability to feed its citizens…
• This variant represents a hive that has been
• This campaign variant focuses on the despicable
completely consumed by Chaos.
cannibalistic nature of those wretches left in the ruins
• There is no Insurrection Phase – instead, there are two of a fallen hive – one abandoned even by Chaos.
Damnation Phases separated by a period of
• Meat is in short supply! The rules for Starvation are in
Downtime.
effect in the Insurrection Phase, as well as the
• The allegiances of Order, Neutral, and Chaos are not Damnation Phase.
used.
• When a gang receives scenario rewards in the
• Instead, at the start of the campaign gangs must Insurrection Phase, they can choose to take the Meat
declare for one of the four Ruinous Powers: the Lord reward instead of any credit rewards.
of Skin and Sinew, the Architect of Fate, the Plague
• Gangs can purchase Meat from the Trading Post:
God, or the Dark Prince.
� Meat is Rarity (10).
• Gangs may never renounce their allegiance.
� Cost is D3x10 credits per portion.
• Chaos always has Ascendancy. However, at the end of
each campaign week the Ruinous Power with the � Within a single Post-Battle Sequence, the gang
most combined victories counts as being Ascendant cannot purchase more portions of Meat than it has
for the purposes of choosing scenarios. fighters.
• Keep track of how many times each Ruinous Power • When a gang captures Territory from an opponent,
gains Ascendancy – at the end of the campaign, the they must Devour it:
Ruinous Power with the highest total is the winner, � The Territory is permanently removed from the
and claims the hive!
campaign.
• Four new Triumphs are available at the end of the � For the remainder of the current campaign week,
campaign: the devouring gang counts as having fed Meat to all
� Bloodiest Hands: Claimed by the gang with the its fighters, staving off Starvation.
highest Gang Rating of all those dedicated to the
• A new Triumph is available at the end of the
Lord of Skin and Sinew.
campaign: Carrion King / Carrion Queen, claimed by
� Greatest Manipulator: Claimed by the gang with the gang that Devoured the most Territories.
the highest Gang Rating of all those dedicated to
the Architect of Fate.
601
The Uprising Campaign:
LIST OF TERRITORIES
TERRITORY BENEFITS (1) ASH GATE (11-13)
• Each Territory in the Uprising Campaign grants a
The great ash gates connecting a hive to the wastes and are
bonus ability to its controlling gang, called a
loci of trade and contact with the outside world.
“Benefit.”
• The Benefit changes depending on whether or not the • Recruit: Roll D6 – on 4+, gain a free Juve (or
Territory has been Ruined. equivalent). They do not come with any equipment.
BENEFIT (RUINED)
• Starvation: Gain D6 Meat.
602
(3) GUILDER STRONGHOLD (21-23) (*) PRECINCT FORTRESS
The Merchant Guilds manage the exchanges between Houses Each hive zone operates under the watchful eye of an
and are centres for commerce and control in every hive. Enforcer Precinct Fortress – each one an impressive
fortification and symbol of Lord Helmawr’s authority.
BENEFIT (STANDARD)
• Income: D3x10 credits. BENEFIT (STANDARD)
• Income: D6x10 credits.
• Recruit: Roll D6 – on 3+, gain a free Ganger (or
equivalent). They come with up to 40 creds’ worth of • Recruit: Roll D6 – on 4+, gain a free Palanite
equipment, chosen from the House Equipment List. Patrolman. They do not come with any equipment.
• Recruit: Roll D6 – on 3+, gain a free Ganger (or • Recruit: Roll D6 – on 3+, gain a free Palanite
equivalent). They do not come with any equipment. Patrolman Rookie. They do not come with any
equipment.
603
(8) SLAVE PITS (44-46) (11) WALL OUTPOST (61-63)
Pit fighting is common throughout the underhive, both as The Wall separates the Spire, and its nobles, from the rest of
entertainment and a means to hone fighting skills. the hive. It is heavily fortified, and those living within its
shadow benefit from the trade that passes through it.
BENEFIT (STANDARD)
• Income: D6x10 credits. BENEFIT (STANDARD)
• Income: 2D6x10 credits.
• Training: Roll D6 for each fighter in the gang – on 6,
they gain +D3 bonus XP. • Finer Things: Reduce the cost of any equipment
worth 100 credits or more by -25 credits.
BENEFIT (RUINED)
• Starvation: Gain D3 Meat. BENEFIT (RUINED)
• Finer Things: The gang may re-roll one Scavenging
• Training: Roll D6 for each fighter in the gang – on 6,
roll after a battle.
they gain +D3 bonus XP.
• Scavenging: Gain 1 Scavenging roll.
BENEFIT (RUINED)
• Starvation: Gain D3 Meat.
604
CAMPAIGN INTRODUCTION WE'RE CALLING YOU OUT, LAWMAN!
The underhives of Necromunda are dangerous at the best of Assault on Precinct-Fortress 17 is a mini-campaign that
times, with countless rival gangs embroiled in bitter wars. follows a gang attack on an isolated underhive outpost.
Some squabble over territory or trading rights, others fight
A mini-campaign offers a middle ground between a one-off
age-old grudges or battle each other for revenge.
skirmish and a full-blown multi-gang campaign – it can
Whatever the cause of these underhive wars, it falls to the usually be played out in a couple of evenings or a single
Enforcers – the lawkeepers of the hive – to maintain a afternoon, while still delivering a fun and story-driven
semblance of order. Equipped with the best weapons and experience – with lots of important tactical decisions.
wargear the hive can offer, they battle to keep the
Assault on Precinct-Fortress 17 features five short, unique
underhive gangs in line – or at least ensure they do not
scenarios linked together by a strong narrative theme, with
interfere with trade and industry.
the opportunity for downtime between each battle.
Sometimes, however, a gang leader gets it into their head
So – will you play as the tooled-up, but outnumbered
that the local Enforcer precinct has stuck its nose into their
lawkeepers, or the savage gangers out for blood?
affairs one time too many – and if they rally support from
other local gangs, it is a dangerous time to be an Enforcer… Precinct-Fortress 17 awaits!
The Enforcers have superior weaponry and sturdy walls, but • The aim is not only to win the scenario, but preserve
the gangers have numbers – and a cunning that only comes sufficient forces for future scenarios.
from a life lived in the savage underhive.
605
SCENARIOS THE BATTLEFIELD: PRECINCT-FORTRESS 17
• The mini-campaign always begins with Intro: Night 1. This mini-campaign uses a unique battlefield setup.
Falls and concludes with Finale: Hold Until Dawn.
2. Enforcers arrange nine Zone Mortalis tiles in a 3x3
• Players should agree whether to play one, two, or grid. This is referred to as “the precinct” – the
three additional scenarios in between the Intro and surrounding edges of the grid are its walls, and as
Finale: such count as impassable terrain.
� Play One (Defender Advantage): The Thunderboys 3. Place one entrance in the middle of each wall.
are under pressure to overwhelm the Enforcers
� Use the wider doors from Necromunda: Underhive.
sooner, with fewer opportunities to overcome their
defences. � These entrances are the only way through the walls.
� Play Two (Balanced): The Thunderboys and 4. Enforcer places up to six doors or obstacles inside the
Enforcers have an equal chance to either hold the precinct.
line, or break through it. � For example, barricades or ammo crates.
� Play Three (Attacker Advantage): The Enforcers
� It is important to make the precinct as defensible as
are under pressure as their resources must be possible – reaching this area is often one of the
stretched further, while the Thunderboys have more
Thunderboys’ objectives.
chances to breach the precinct’s defences.
5. Enforcer nominates a part of the precinct to be the
• If the decision is to play either one or two additional Prison.
scenarios, the Thunderboys choose which ones.
� Separate this from the rest of the precinct using
• If more than one scenario will be played, the walls or markers.
Thunderboys choose the order they will be played in.
� Alternatively, choose one of the nine tiles, counting
its edges as interior walls.
INCLUDING MORE THAN TWO PLAYERS
� Either way, place one additional access door on the
Every additional player in the mini-campaign joins the
Prison.
Thunderboys.
6. Thunderboys place up to four ductways anywhere
The attacking players divide the 3,000 Credits and 20
within the precinct (but not across its walls).
Reputation evenly among themselves, and each builds their
own gang. 7. The area around the precinct is the no-man’s-land of
the underhive – follow standard rules for placing
terrain in this area.
606
DEFENDER’S CREW: CHANCER’S ENFORCERS ENFORCERS SPECIAL RULE: HOME TURF ADVANTAGE
• The remote Precinct-Fortress 17 has only a skeleton • The Enforcers never need to take Bottle Tests.
crew of officers and support staff. • Broken Enforcers fighters gain a +1 modifier when
• Defender has 1,500 credits to create a gang from the attempting to Rally.
Enforcer Gang List.
ENFORCERS SPECIAL RULE: RALLY POINTS
• The Gang Leader is named Captain Torg Chancer. He • The defender knows they are about to fight a
can be given three Advancements at recruitment. desperate battle and has prepared accordingly.
• All Champions can be given two Advancements at • At the beginning of the campaign, the Enforcers have
recruitment. three Rally Points – fall-back points of medical
• The gang can purchase gear from the Trading Post supplies, ammo, and servitors.
valued at Rarity (12) or less. • The centre point of the precinct’s central tile also
• The gang begins with Reputation 20. counts as a Rally Point – this is in addition to the three
in reserve, but it can never be destroyed.
• The gang receives a free Rogue Doc, Ammo Jack, and
Slopper (all of which require a model). • A Rally Point grants the following benefits to the
Enforcers:
� Though free, these Hangers-On do count towards
the gang’s allotment. � MEDICAL ASSISTANCE: Enforcers within 3” of a
Rally Point count as having Assistance when
• The gang cannot include Hired Guns – however, the
attempting Recovery.
Enforcers may be able to conscript some of the scum
and miscreants inhabiting the precinct’s prison. As When a scenario ends, Seriously Injured Enforcers
such, the defender should create one Bounty Hunter within 3” of a Rally Point do not need to test
and two Hive Scum to represent these prisoners. whether they succumb to injury.
607
ATTACKER’S CREW: THUNDERBOYS ALLIANCE CAMPAIGN DEPLOYMENT RULES
• An alliance of Outlaw gangs have gathered together to
ENFORCERS DEPLOYMENT
storm the precinct and kill everyone in their way.
• Every scenario begins with the Enforcers setting up
• Attacker has 3,000 credits to create a gang from any their defence.
gang list (even corrupt Enforcers).
• This involves deploying fighters, setting traps and
• The Gang Leader can be given two Advancements at defences, and placing Rally Points.
recruitment.
• Each scenario has its own guidelines for these steps.
• All Champions can be given one Advancement at
• Unless noted in the scenario, the Enforcers can always
recruitment.
field their entire gang.
• The gang begins with Reputation 20.
• All of the precinct’s Hangers-On must also always be
• The gang can purchase gear from the Trading Post deployed.
valued at Rarity (9) or less, or gear from the Black
Market valued at Illegal (9) or less. THUNDERBOYS DEPLOYMENT
• Their gang can recruit Outlaw Brutes, Bounty Hunters, • Once the Enforcers are set up, the Thunderboys must
and Hired Guns as normal. formulate their attack.
608
CAMPAIGN INJURY RULES POST-BATTLE SEQUENCE: RESPITE
• To emphasise the narrative nature of this mini- After a scenario, carry out the Wrap-Up step of the Post-
campaign, the injury rules for fighters who go Out of Battle Sequence, but disregard the rest.
Action are modified, as below.
The Thunderboys have no further actions to resolve.
INJURIES TO THUNDERBOYS However, the Enforcers resolve a period of Respite, as
• If a Thunderboys Gang Leader or Champion goes Out follows:
of Action (or succumbs to injury after a scenario), they
roll for Lasting Injuries table as normal – then roll D6: (1) CHECK AMMO
• Any of the Enforcers’ weapons with the Scarce trait
� 1-3: No additional effect.
that are currently Out of Ammo do not remove this
� 4-6: The fighter suffers the Lasting Injury as normal, condition between games.
but does not need to enter Recovery.
(2) CHECK INJURIES
• If a Thunderboys Ganger or Juve is taken Out of Action
• Any fighter who would have entered Recovery instead
(or succumbs to injury after a scenario), do not roll for
enters Triage.
Lasting Injury. Instead, roll D6:
• If a Thunderboys Gang Leader or Champion suffers a � REPAIR: The fighter makes emergency repairs to
Critical Injury, they will automatically die unless they the precinct’s defences – either replace one
hired a Rogue Doc – make a Medical Escort action destroyed or damaged door, or add D3 barricades
after the scenario, disregarding the cost. into the precinct.
609
Intro Scenario:
NIGHT FALLS
INTRODUCTION SCENARIO SPECIAL RULES
Whispers of the Thunderboys’ sinister plans have reached
(1) HOWLING ASSAULT
Captain Chancer, and he has begun the process of fortifying
• The Thunderboys automatically have Priority in the
his precinct – but before the Enforcers can man the
first round.
barricades, the assault begins and they must scramble to
hold off the outlaws!
(2) WE’RE BEING FLANKED!
• The Thunderboys may choose to deploy their flanking
ENFORCERS SET DEFENCE crew at the start of round two, three, four, or five,
1. Place the Rally Points anywhere within the precinct. before rolling Priority.
2. Place Traps anywhere within the precinct. • Deploy the entire flanking crew within 2” of one
battlefield edge.
3. All precinct doors begin the battle closed and locked –
note that all the Enforcers have access codes, and so
can move through locked doors without impediment. ENDING THE BATTLE
4. Deploy Gang Leader, Hangers-On, and at least half The game ends after six rounds, or when only one gang has
their fighters in the precinct’s central tile. fighters left on the battlefield.
THUNDERBOYS FORMULATE ATTACK � Include Seriously Injured Enforcers who are within
3” of a Rally Point.
1. Declare how many Assault Waves (if any) the
Thunderboys will commit to this scenario. � Do not include any other Seriously Injured fighters
in this count.
2. Divide fighters into two groups: a main crew and a
flanking crew. • If the Thunderboys have the most fighters, they
choose two tiles adjacent to no-man’s-land to
3. Each crew must have either a Gang Leader or Overrun.
Champion to lead them.
• If the Enforcers have the most fighters (or the gangs
4. Deploy the main crew within 2” of any battlefield are tied), they may take +D3 free Respite actions.
edge.
610
Optional Scenario 1:
3. All precinct doors begin the battle closed and locked – (3) RAGING FLAMES
note that all the Enforcers have access codes, and so
• In each End Phase, roll D6 for every tile with a Blaze
can move through locked doors without impediment.
token – on 4+, place another Blaze token on that tile.
4. Deploy Hangers-On in the precinct’s central tile.
• A fighter who begins, ends, or moves across a tile with
5. Deploy the prisoners: Blaze tokens is affected by the heat and flames (the
below effects are cumulative):
� By default, prisoners are placed in the Prison.
� 1 Blaze token: The fighter counts as -1 Toughness,
� If they were released in the last scenario, prisoners
unless they have a Respirator. Line of sight into, out
can instead be deployed within 6” of any Enforcer
of, and through the tile is reduced to 6”
fighter, as part of their gang.
2 Blaze tokens: If the fighter begins or ends their
6. The rest of the gang can be deployed anywhere within
activation on the tile, roll to see if they are set on
the precinct.
fire. If the fighter begins AND ends their move on a
burning tile, they must test twice!
THUNDERBOYS FORMULATE ATTACK
� 3 Blaze tokens: The tile is fully ablaze. Fighters
1. Declare how many Assault Waves (if any) the cannot voluntarily enter it. Fighters who begin their
Thunderboys will commit to this scenario. activation on it automatically become Broken –
2. Choose a crew of ten fighters. taking a free Running for Cover (Double) action
towards the nearest non-burning tile.
3. The Thunderboys can either deploy their crew
anywhere in no-man’s-land – or within an Overrun
precinct tile, provided that no fighter is within the ENDING THE BATTLE
Enforcer gang’s line of sight. The game ends after four rounds, or when only one gang
has fighters left on the battlefield.
SCENARIO OUTCOME
• Work out how many precinct tiles have Blaze tokens:
611
Optional Scenario 2:
INFILTRATION
INTRODUCTION SCENARIO SPECIAL RULES
The Thunderboys have cut the precinct’s power, plunging it
(1) CREEPING KILLERS
into darkness! Under cover of shadows, the outlaws send in
• The Thunderboys automatically have Priority in the
crew of eager assassins to take out Chancer and his
first round.
specialists…
(2) BLACKOUT
ENFORCERS SET DEFENCE • This scenario uses the Pitch Black rules.
1. Place the Rally Points anywhere within the precinct.
• Rally Points count as areas of emergency lighting. Any
2. Place Traps anywhere within the precinct. fighter within 4” of one gains the Revealed condition.
3. All precinct doors begin the battle closed and locked – (3) KNIFE TO MEET YOU, LAWMAN
note that all the Enforcers have access codes, and so
• This scenario uses the Sneak Attack rules.
can move through locked doors without impediment.
• The Enforcers are expecting an assault, but don’t
4. Deploy Hangers-On in the precinct’s central tile.
know the Thunderboys have breached the precinct –
5. Deploy the prisoners: all fighters on the Enforcer’s gang is a Sentry (until the
alarm is raised).
� By default, prisoners are placed in the Prison.
• When attempting to spot enemies, the pitch-black
� If they were released in the last scenario, prisoners
darkness means the Thunderboys count as being in
can instead be deployed within 6” of any Enforcer
full cover when more than 3” from a Sentry.
fighter, as part of their gang.
612
Optional Scenario 3:
THE CHALLENGE
INTRODUCTION SCENARIO SPECIAL RULES
The Thunderboys leader stands outside the precinct, calling
(1) LET’S DO THIS, OUTLAW
out Captain Chancer with a howling challenge. Chancer
• The Enforcers automatically have Priority in the first
accepts, hoping to buy time for reinforcements to reach his
round.
beleaguered troopers… but both sides have a few tricks up
their sleeve should things go bad…
(2) THROWDOWN
• In the first game round, the only fighters who gain the
ENFORCERS SET DEFENCE Ready condition are Enforcers Captain Chancer, and
1. Place the Rally Points anywhere within the precinct. the challenging Thunderboys leader.
2. Place Traps anywhere within the precinct. • At the start of each round from the second onwards,
each gang increases the number of fighters to gain the
3. Choose one of the precinct’s entrances – this door
Ready condition by +1.
starts open. Deploy the Gang Leader just outside it.
• Once a fighter gains the Ready condition for the first
4. All other doors in the precinct begin the battle closed
time, they automatically gain the Ready condition in
and locked (all Enforcers have the access codes, and
each subsequent round.
so can move through locked doors without
impediment). • In this scenario, fighters can only use weapons with
the Melee trait until one of the following occurs:
5. Deploy at least half the gang, and all Hangers-On
within the precinct’s central tile. � A Gang Leader is Seriously Injured or taken Out of
Action.
6. Deploy all remaining anywhere inside the precinct
that is within 12” of the Gang Leader. � The two challenging Gang Leaders are more than
12” apart.
7. Deploy the prisoners:
THUNDERBOYS FORMULATE ATTACK battlefield edge and at least 12” from any enemies – or
in any Overrun tile, at least 6” from any enemies.
1. Declare how many Assault Waves (if any) the
Thunderboys will commit to this scenario.
ENDING THE BATTLE
2. Deploy the Gang Leader in no-man’s-land, 6” from the
The game ends after four rounds, or until a Gang Leader
Enforcers’ Gang Leader, facing them.
goes Out of Action.
3. Deploy at least half the gang anywhere in no-man’s-
land that is within 12” of the Gang Leader.
SCENARIO OUTCOME
4. The rest of the gang acts as Reinforcements.
• If a Gang Leader ended the battle Seriously Injured,
the opposing gang may Overrun or Reclaim a tile.
613
Finale Scenario:
3. All precinct doors begin the battle closed and locked – � Do count Seriously Injured Enforcers who are within
note that all the Enforcers have access codes, and so 3” of a Rally Point.
can move through locked doors without impediment.
� Do not count any other Seriously Injured fighters.
4. Deploy the Gang Leader, at least half the gang, and all
• If the Thunderboys have more fighters on a tile than
Hangers-On within the precinct’s central tile.
the Enforcers, they have captured it – the Enforcers
5. Deploy all remaining anywhere inside the precinct. must fall back:
6. Deploy the prisoners: � All Rally Points in the tile are destroyed.
� By default, prisoners are placed in the Prison. � All defenders on the tile must use their activations
to move to a friendly tile, if possible – if they cannot,
� If they were released in the last scenario, prisoners
they instead become Broken, making a free
can instead be deployed within 6” of any Enforcer
Running for Cover (Double) action towards the
fighter, as part of their gang.
nearest friendly tile.
SCENARIO OUTCOME
Refer to the next section to determine the outcome, and the
fate of Precinct-Fortress 17…
614
FINAL OUTCOME: VICTORY & DEFEAT
• The battle for Precinct-Fortress 17 is a brutal,
desperate, all-or-nothing affair – neither the Enforcers
nor the Thunderboys will offer expect any quarter.
615
CAMPAIGN INTRODUCTION BUILDING SETTLEMENTS
This campaign focuses on gangs trying to create functioning • In the Outlander Campaign, each gang begins with a
settlements from amid the rubble and ruins – attracting piece of turf and some raw materials to get a
new settlers and green hivers, while at the same time settlement started.
denying resources to their rivals. • As the campaign progresses, each gang can develop
As the campaign progresses and the gangs lay claim to its settlement in the same way it might develop
these remote reaches of the underhive, the area reaches a fighters or buy equipment.
tipping point – either it will take its place among the power • Gangs can fight over vital materials, such as raw
structures of the towns and settlements of the wider hive, or promethium, plasteel, or luminous fungi – or even raid
be wiped from existence beneath the boot of Lord Helmawr. each other’s settlements to impede enemy growth.
� Expansion Phase: three weeks • They track results, keep players informed, and
monitor the development of everyone’s settlements.
• There is no single winner of the campaign – rather, at
the conclusion of the seventh week, gangs are • They also keep each campaign phase running to time
awarded Triumphs based on their achievements. and generally encourage participants to fight battles
and have a good time.
GANGS IN THE CAMPAIGN
• This campaign is compatible with the latest version of
Necromunda, so any gang can be used.
616
SETTING UP THE CAMPAIGN GANG ATTRIBUTES
The Arbitrator takes charge of organisation. This is best In the Outlander Campaign, every gang tracks the following
done in a single session joined by everyone playing in the three attributes:
campaign. • Gang Rating: The total cost of every fighter in the
• Set Start and End Dates: The Uprising Campaign gang (including alternative loadouts). Gang Rating
should last a total of seven weeks. measures the gang’s size and access to resources.
• Found Gangs: All players should run their gangs past • Wealth: The total cost of every fighter in the gang plus
the Arbitrator, who must ensure they fit the narrative the value of anything in its Stash.
and playstyle the group wants. • Reputation: “Rep” is a measure of the gang’s
• Found Settlements: Follow the process below. standing and power in their section of the hive. It
starts at 1, and can never drop below 1.
FIGHTER ATTRIBUTES
NOTE: THE BADZONES Each fighter in a gang also tracks their own attributes:
Many of the sites that settlements are built in border – or
• Experience: Fighters spend “XP” to purchase
occupy – dangerous badzones.
Advancements, becoming stronger or more capable.
If the Arbitrator wishes, it can be extremely rewarding to
• Advancements: A record of the improvements made
incorporate the “Badzone Environments” and “Badzone
to a fighter’s profile. The more Advancements a fighter
Events” into the Outlander campaign.
has, the more expensive any future ones will be.
617
STARTING A SETTLEMENT SETTLEMENT LOCATIONS
• Each gang maintains its own settlement that it must • There are five different outlands locations a gang can
grow and protect construct their settlement in.
• At the start of the campaign, these settlements are • Each one has Benefits and Drawbacks.
little more than badzone camps, scraping out an
• Each one also has the following three important
existence away from the more populous regions of the
characteristics:
underhive.
� Defence: Used when the settlement is attacked by
• With the right materials and time, they can become
providing Benefits to its owning gang.
burgeoning hubs of trade and civilisation in the
lawless wilderness. � Resources: The location’s natural wealth, used to
determine the number of production-related
SETTLEMENT ROSTER structures that can be built.
• Each player must keep a Settlement Roster, tracking � Toxicity: A reflection of how dangerous the local
their Materials gathered and Structures built. environment is. This is the underhive outlands – so
• It also tracks the Benefits each settlement grants to every location is toxic in its own way, and even the
its owning gang. most forgiving location is still a difficult place to
create a town.
CHOOSING WHERE TO FOUND • Each gang must choose one of the following locations
• The first thing a gang must do is choose where to to build their settlement.
found their settlement – see opposite.
618
STRUCTURES EXPANDING THE SETTLEMENT
• A settlement is effectively a collection of Structures • During each Post-Battle Sequence, the gang can
that provide the gang with Benefits at the start of choose to expand their settlement if they have the
each campaign week. Materials to do so.
• There are types of Structures: • There is no limit to the number of Structures a gang
can construct at once.
� Buildings: These Structures generate specific
bonuses for the gang. • The gang must meet the Structure’s requirements in
order to build it – there is always a cost in Materials,
� Defences: If the settlement is attacked, these
but there may be other prerequisites as well, such as
Structures may be deployed on the battlefield.
recruiting a specific Hanger-On or needing a different
� Supply: These Structures generate Materials Structure to be built first.
(Power, Sustenance, and Salvage), which are
• Multiple Structures may be constructed systematically
essential for the creation of other Structures.
within the same Post-Battle Sequence to ensure they
• A Structure has up to four components: meet the requirements needed.
� Type: The kind of building it is – that is, either
CONSTRUCTION LIMITS
Building, Defence, or Supply.
• The number of Structures that can be built in a
� Benefits: The special abilities it grants to the gang. settlement is determined by its starting location.
� Costs: The Materials that must be paid. � A settlement may not have more Defence Structures
� Prerequisite: Some Structures require the presence than its Defence rating.
of others before they can be built. � A settlement may not have more Building Structures
• Every settlement starts with two Structures: an than its Toxicity rating.
Isotopic Fuel Rod and a Water Still. � A settlement may not have more Supply Structures
• These are both Supply Structures, generating the than its Resources rating.
Materials that a gang begins the campaign with.
• These Materials can be spent to build new Structures MAPS AND ENVIRONMENTS
even prior to the gang’s very first battle. It is not necessary for the Arbitrator to map out exactly
where the gangs’ settlements lie in relation to each other,
MATERIALS they may wish to create a map showing the region of the
outlands being fought over.
• Materials are used to build Structures.
The advantages to having a map is that the Arbitrator can
• They represent such things as power cells, useful use it to demonstrate the rise and fall of different
scrap, algae or fungal farms, and other vital underhive settlements, sending copies to the players each cycle so
commodities.
they can see if new settlements have appeared, old ones
• They are gained in two ways: as scenario rewards, or have vanished, or new trade routes opened up.
as a Benefit from a Structure. These maps can be as simple or as complex as the Arbitrator
• Once a Material is gained, it is recorded on the wishes – ranging from names connected by lines, right up to
Settlement Roster until spent. detailed grid or hex maps showing all manner of
information from underhive perils to infrastructure!
• There are three types of Materials:
Another use for maps is helping players and Arbitrator
� Power: Fuel in whatever form the gang can find it,
choose opponents, and the environments they might fight
important for all types of Structures.
in. Players can see which gangs are next to their settlement
� Sustenance: Food and water for the residents who and the kind of terrain they might have to battle it out in.
come to live and work in the settlement. This can inform the terrain used for the next battlefield and
whether a gang needs to travel through hostile territory to
� Salvage: Any kind of useful building materials or
reach their intended target.
mechanics. Though used in most Structures, this is
especially important for Defences.
619
The Outlander Campaign:
620
The Outlander Campaign:
PRE-BATTLE SEQUENCE
The following steps take place before each battle, while
RESCUE MISSIONS
both players are present:
• If one gang has Captured one or more enemy fighters,
PRE-BATTLE SEQUENCE their owner may instead challenge the captor to play
1 Make a Challenge either a Rescue Mission or Public Execution scenario.
2 Recruit Hired Guns • If this challenge is accepted, this scenario is
3 Determine Scenario automatically used for the battle.
4 Set Up the Battlefield
• If the challenge is refused, the Captive is automatically
5 Choose Crews released back to their home gang.
6 Gang Tactics & Bonuses
• To begin a game, one player must challenge another – • The default methods are outlined in the “Battlefield
who must accept. Setup” section.
621
The Outlander Campaign:
POST-BATTLE SEQUENCE
(2) RECEIVE REWARDS
After a game, both players complete the following:
• On 11+, one enemy has been Captured – chosen � Action 2: Medical Escort
randomly from those participating but excluding any � Action 3: Find Rare Items
who were killed (obviously).
� Action 4: Find Illegal Items
OTHER EFFECTS
• Any other events that happen “at the end of the
battle” occur now.
622
ACTION 1: SELL CAPTIVES ACTION 4: FIND ILLEGAL ITEMS
The fighter offloads their prisoners to the tender mercies of The fighter is welcomed into the hidden Black Market and its
the Guilders in exchange for some cold hard creds. world of dangerous vendors and shady back-room deals.
• The fighter can sell any number of Captives from any • An Outlaw fighter who takes this action gains the
number of gangs as a single Post-Battle Action. benefit without needing to gamble for it.
• A Captive can only be sold if their gang has had a • A Law-Abiding fighter who takes this action must
chance to rescue them. immediately gamble by checking Intelligence – if
failed, they are given the cold shoulder and may not
• Each Captive is worth half the value on their fighter
access the Black Market in this Post-Battle Sequence.
card, in credits (rounding up to the nearest 5).
• If a Gang Leader successfully takes this action, they
• For all intents and purposes, the Captive is now lost to
grant a +2 modifier to the Seek Illegal Equipment roll
their gang. Their owning player must remove them
in Step 6, while a Champion grants a +1 modifier.
from their Gang Roster.
• If a Gang Leader successfully takes this action, they • Sell Unwanted Gear: Any equipment in the Stash can
grant a +2 modifier to the Seek Rare Equipment roll be sold – delete it, and gain credits equal to its value
in Step 6, while a Champion grants a +1 modifier. minus D6x10, to a minimum of 5.
623
• HOUSE LIST: Purchase Common Gear: Freely
(4) UPDATE GANG RATING
purchase anything from the gang’s personal
• Proceed to amend your Gang Rating according to any
Equipment Lists, and/or any item with a “Common”
fighters, recruits, or gear that were gained or lost.
value from the Trading Post. Add items to the Stash.
• Note that because Gang Rating is not updated until
• TRADING POST: Purchase Rare Gear: To determine
this step, any reference to it prior refers to the old,
the availability of items, roll 2D6 and apply the
pre-amended value.
following modifiers (a gang only ever makes this roll
once after each battle):
(5) REPORT RESULTS TO ARBITRATOR
� +2 if a Gang Leader took the “Find Rare Items” Post- • Proceed to inform the Arbitrator about the battle so
Battle Action that they can update the campaign stats.
� +1 for each Champion who took the “Find Rare • This should state which gangs fought, who won,
Items” Post-Battle Action whether any Territory was claimed, how many
� +1 for every 10 points of the gang’s Reputation enemies each gang took Out of Action, and the
updated Gang Rating and Wealth values of each gang.
� (+X) for any other applicable skill or ability
The gang can buy any item with a Rarity value equal or
less than the final score from any Trading Post list.
The gang can buy any item with an Illegal value equal
or less than the final score from any Black Market list.
624
The Outlander Campaign:
Victory in this campaign can be measured in many ways – (1) LORD OF THE BADZONES
noting that building a prosperous settlement and keeping it The gang’s settlement has the most Structures.
alive is no small achievement in itself.
At the campaign’s conclusion, the Arbitrator tallies their (2) OUTLAND RAIDER
various statistics and awards Triumphs based on the gangs’ The gang won the most Settlement Raid, Stealth Attack and
performance. Some reflect the size and strength of the Market Mayhem scenarios as the attacker.
settlements they built, or the damage done to enemy
outposts; while others are more personal, rewarding those (3) OUTLAND DEFENDER
gangs with the most impressive reputation, or who outlived
The gang won the most Settlement Raid, Stealth Attack and
the competition.
Market Mayhem scenarios as the defender.
There are six Triumphs, and a player can earn more than
one. Note that the Arbitrator needs to track and record
(4) SCAVENGER
certain game outcomes to determine a Triumph.
The gang won the most Gunk Tank, Mining Expedition and
In the event of a tie, nobody is awarded the Triumph. The Big Score scenarios.
625
The Outlander Campaign:
• A Structure has four components: Type, Benefits, � Cost: -5 Power, -10 Salvage
Cost, and (sometimes) Prerequisite.
� Prerequisite: Scrap Market (Building).
• Each Territory in the Uprising Campaign grants a
bonus ability to its controlling gang, called a
“Benefit.” (2) BULLET HALL (Building)
626
(7) DOC’S CLINIC (Building) (14) MINEFIELDS (Defence)
� Benefit: During the Post-Battle Sequence, remove up � Benefit: When playing a scenario as the defender,
to three fighters from Recovery. place up to 3 traps anywhere on the battlefield, at least
� Cost: -20 Power, -10 Sustenance, -10 Salvage. 6” from the enemy deployment zone.
� Cost: -10 Power, -10 Salvage.
� Prerequisite: Rogue Doc Hanger-On.
627
(21) WALLS AND GATES (Defence) (23) WATER STILL (Supply)
� Benefit: When playing a scenario as the defender, � Benefit: +10 units of Sustenance.
place walls around the gang’s deployment area (see
� Cost: -15 Power.
Expanded Terrain Rules for Walls and Gates).
� Cost: -50 Salvage.
(24) WORKSHOP (Building)
(22) WATCHTOWER (Defence) � Benefit: Reduce the Materials cost of Defence
Structures by 50% (rounding up).
� Benefit: When playing a scenario as the defender,
� Cost: -20 Power, -10 Sustenance, -10 Salvage.
place a watchtower in the the gang’s deployment area
(see Expanded Terrain Rules for Watchtowers). � Prerequisite: Ammo-Jack Hanger-On.
� Cost: -20 Salvage.
628
CAMPAIGN INTRODUCTION CONTROLLING ROADS
In this campaign, gangs aim to seize control of road • In the Ash Wastes Campaign, gangs have the goal of
networks, battling each for one stretch of the wastes at a controlling as many road networks as they can, to
time until they can connect one settlement, hive, or enrich both themselves and their faction.
landmark to another – and benefit from the trade flowing • To complete this goal – and connect two important
between them, all while fending off their rivals, surviving Ash Wastes locations – a gang must control a special
the harsh environment, and braving the changing seasons. Territory called a Road Section.
629
SETTING UP THE CAMPAIGN GANG ATTRIBUTES
The Arbitrator takes charge of organisation. This is best In the Ash Wastes Campaign, every gang tracks the
done in a single session joined by everyone playing in the following three attributes:
campaign. • Gang Rating: The total cost of every fighter in the
• Set Start and End Dates: The Ash Wastes Campaign gang (including alternative loadouts). Gang Rating
should last a total of seven weeks. measures the gang’s size and access to resources.
• Found Gangs: All players should run their gangs past • Wealth: The total cost of every fighter in the gang plus
the Arbitrator, who must ensure they fit the narrative the value of anything in its Stash.
and playstyle the group wants. • Reputation: “Rep” is a measure of the gang’s
• Determine Starting Roads and Trade Routes: Follow standing and power in their section of the hive. It
the process below. starts at 1, and can never drop below 1.
630
STARTING ROADS & TRADE ROUTES MAPS & ENVIRONMENTS
• Gangs begin with two randomly-determined Road • By default, the Ash Wastes Campaign takes place in
Sections. the Cinderak Crater. A map is provided for reference
(see over the page), showing the connectivity of Road
• Each Road Section links two or more places to one
Sections and Trade Routes.
another, and can be used to claim a Trade Route.
• Arbitrators may of course create their own map for the
• It is the Arbitrator’s decision on how many Road
campaign. The advantage of a map is that it can show
Sections to include in the campaign – which should
the opening and demise of different Trade Routes.
primarily be based on the number of players.
• Maps can also help gangs choose opponents for
ROAD SAFETY battles, and environments they might fight in.
• The Arbitrator randomly draws two Road cards for • When a gang receives its income at the start of the
each gang (or generates them using the table). campaign cycle, they also gain a bonus for each Trade
Route they control. This will differ depending on
• Once a Road Section has been assigned, remove it
whether the gang are Raiders or not.
from the deck.
631
632
ASH WASTES ROAD SECTIONS
D66 ROAD SECTION CONNECTS LOCATION INCOME
SANCTIONED ROADS
11 Crater’s Shadow Ironcrag – Grave Run Deep Wastes 2D6 creds
12 Grave Run Crater’s Shadow – Storm Road Deep Wastes D6 creds
13 Storm Road Grave Run – Ash Storm Observatory Near Wastes 2D6 creds
14 Iron Ridge Ash Storm Observatory – Light’s End Near Wastes D6 creds
15 Tubeway One Radfalls – The Dive Deep Wastes 2D6 creds
16 Near Reaches Rust Deeps – Far Reaches Deep Wastes 2D6 creds
21 Far Reaches Near Reaches – Spine Ridge Deep Wastes 3D6 creds
22 Deeps Rust Deeps – Krok Pass Near Wastes 2D6 creds
23 Krok Pass Deeps – Crater’s Edge Deep Wastes D6 creds
24 Low Road Six Holes – Witherwell Deep Wastes D6 creds
25 High Road Witherwell – Cogway Near Wastes 2D6 creds
26 Cogway High Road – Cinderak City Near Wastes 2D6 creds
31 Fiveways Ash Storm Observatory – Clearway Near Wastes 2D6 creds
32 Clearways Fiveways – The Flats Near Wastes 3D6 creds
33 The Flats Clearway – Cinderak City Near Wastes 3D6 creds
34 Ore Road Spider Mines – Ore Pass Deep Wastes 3D6 creds
35 Ore Pass Ore Road – Cinderak City Near Wastes 2D6 creds
36 Outcasts Passage Radfalls – Cinderak City Near Wastes 3D6 creds
41 Blades Cut Brokebone Fighting Pits – Klassmar’s Choice Deep Wastes 2D6 creds
42 Klassmar’s Choice Blades Cut – Cinderak City Near Wastes D6 creds
43 The Baked Expanse Rust Deeps – The Hilt Near Wastes 2D6 creds
44 The Hilt The Baked Expanse – The Wyrd Near Wastes 3D6 creds
45 The Wyrd The Hilt – Bullet Gate Near Wastes 2D6 creds
46 Bullet Gate The Wyrd – Cinderak City Near Wastes 2D6 creds
UNSANCTIONED ROADS
51 The Radlight Expanse Light’s End – Spider Mines Wild Wastes 3D6 creds
52 Freedom Passage Spider Mines – Radfalls Wild Wastes 2D6 creds
53 Helot’s Path Radfalls – Brokebone Fighting Pits Wild Wastes 2D6 creds
54 Khimerix Caves Brokebone Fighting Pits – Beast Run Wild Wastes 3D6 creds
55 Beast Run Khimerix Caves – Gark’s End Deep Wastes 2D6 creds
56 Gark’s End Beast Run – Rust Deeps Near Wastes D6 creds
61 Edge Road Crater’s Edge – Shimmer Falls Deep Wastes D6 creds
62 Shimmer Falls Edge Road – Six Holes Wild Wastes 2D6 creds
63 Raider’s Refuge Six Holes – Night Passage Wild Wastes 2D6 creds
64 Night Passage Raider’s Refuge – Ironcrag Wild Wastes 2D6 creds
65 The Twin’s Pass Ironcrag – Cracked Canyon Wild Wastes 2D6 creds
66 Cracked Canyon The Twin’s Pass – Witherwell Wild Wastes 3D6 creds
633
ASH WASTES TRADE ROUTES
TRADE ROUTE NAME START & END LOCATIONS TRADING BONUS RAIDING BONUS
Shadows Ridge Ironcrag – Ash Storm Observatory Income: 3D6x10 creds Income: 2D6x10 creds
Beaten Path Rust Deeps – Cinderak City Income: 3D6x10 creds Income: 3D6x10 creds
Dawn Run Light’s End – Cinderak City Income: 4D6x10 creds Income: 5D6x10 creds
Scrap Way The Dive – Cinderak City Income: 2D6x10 creds Income: 3D6x10 creds
634
The Ash Wastes Campaign:
� Season determines the Game Effects that will take • A Road is 6”-8” wide and runs from one end of the
place during the battle. battlefield to the other.
635
SCENARIO SPECIAL RULE: ROLLING ROADS REINFORCEMENTS
• This rule has also been added to the list of special • A fighter or vehicle who becomes Left Behind (i.e. as
rules in Part XIII: Scenarios. part of the “Rolling Roads” rules) might become a
Reinforcement, if they meet the conditions.
• Battles in the Ash Wastes are not static affairs. Bikes,
trucks, and vehicles careen across the desolate • All reinforcements arrive in the End Phase.
landscape, swerving between ruins and rubble as they • Reinforcements are deployed within 3” of the Trailing
try to kill each other. Edge. If the battlefield has Open Sides, they can
• A Rolling Roads scenario takes place across a fast- instead be deployed within 3” of these.
moving landscape where the gangs must struggle to • Reinforcements arrive in the exact same state as they
keep pace – all while continuing to fight. left play – including Wounds suffered, being Out of
• If a scenario uses Rolling Roads, this includes all of the Ammo, being affected by a condition, etc.
below sub-rules. � The only exception is that Stalled vehicles
automatically become Mobile.
BATTLEFIELD SIZE
Ideally, a Rolling Roads battlefield should be 6’x4’,
•
CLOUDS OF ASH
though varying this can make for an exciting
experience! • As the gangs race across the landscape, they kick up
huge clouds of obscuring ash.
DIRECTION OF TRAVEL • If an activated fighter or vehicle moves a distance
• One end of the battlefield is always designated the further than the baseline Movement characteristic on
“Leading Edge.” Sometimes the scenario will specify its profile, all ranged attacks against it suffer a -1
this, other times it is randomly determined. modifier until its next activation.
� Impassable Sides: No fighter or vehicle may exit • (1) Move Battlefield: Every fighter and vehicle, and
the battlefield via the Sides. If a vehicle is forced to every single piece of terrain on the battlefield all
hit the Sides, it counts as colliding with impassable moves 8” towards the Trailing Edge.
terrain. Any fighter, vehicle, or terrain piece that contacts the
� Cliff Sides: If a fighter or vehicle moves off the Side, Trailing Edge is immediately removed from play.
they immediately go Out of Action.
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• (2) Resolve Left Behind: Any model whose base is not • (3) Add New Terrain & Obstacles: More of the road
fully on the battlefield is removed from play – they ahead comes into view – roll D3-1 to see how many
become Left Behind. pieces of new terrain appear.
What happens to them depends on several factors • If the result is zero, no new terrain is placed.
when they were Left Behind: Otherwise, proceed as follows:
� Seriously Injured Fighter: The fighter is � Alternate placing terrain, starting with the gang
permanently removed from the battle and cannot that has Priority.
rejoin it. Roll D6 – on 1-2, they must also roll for
� A player may choose any available, suitable piece of
Lasting Injury.
terrain they wish.
� Stalled Vehicle: The vehicle may not attempt to
� If the “Visibility (X”)” rules are not in effect, terrain
rejoin the battle this round. In the following End
must be placed touching the Leading Edge, at least
Phase, check Intelligence – if passed, the vehicle
3” from any fighter, vehicle, or other piece of terrain.
changes its status to Mobile and immediately joins
the gang’s Reinforcements. � If the “Visibility (X”)” rules are in effect, place terrain
anywhere on the battlefield at least X” closer to the
� Fighter/Vehicle has Movement of 7” or more:
Leading Edge than any fighter or vehicle (it must
Check Intelligence – if passed, they immediately
still be 3” away from any model or terrain piece).
rejoin the gang’s Reinforcements.
� If this is not possible, terrain can be placed touching
� Fighter or Vehicle Not Covered by the Above: They
the Leading Edge, as above.
are permanently removed from the battle and
cannot rejoin it. � If circumstances prevent terrain from being placed
within these guidelines, it is not placed at all.
If a fighter or vehicle Left Behind fails to rejoin the
battle in one round, they can keep trying in future
rounds.
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The Ash Wastes Campaign:
• Region determines the nature of the Battlefield • Tamer than most, the Near Wastes have more
Surface. settlements and scavengers and tend to be more
developed, with transport hubs and roads criss-
• Roll D6 on the below table to determine the Region • Thermal bleed from the hive makes the environment
and apply its effect to the Battlefield Surface: less unpleasant to live in.
DEEP WASTES: Rolling Ash • Fighters on the Battlefield Surface are subject to
The Battlefield Surface is baked ash flats, the “Horrors in the Dark” special rule.
movement kicking up great clouds of dust.
BROKEN GROUND: The Battlefield Surface is covered
• Counts as open terrain. in cracks and small fissures.
3-5
• Fighters and vehicles that move more • Counts as difficult terrain for vehicles.
3-4 than 6” in their activation count as being
in partial cover until their next activation. OPEN GROUND: The Battlefield Surface is mostly
• If the Sentries rules are being used, 6-8 hardpan.
fighters and vehicles that move more than • No additional effects.
6” in their activation automatically raise
the alarm.
ROCKY FIELDS: The Battlefield Surface is littered with
small rocks and stones.
WILD WASTES: Shifting Dunes
The Battlefield Surface is a deep layer of toxic 9-11 • Counts as difficult terrain for vehicles.
dust and ash.
• If a fighter has not moved, they count as being in
• Counts as difficult terrain. partial cover.
5-6
• Fighters and vehicles that do not move
during their activation automatically suffer SUNKEN RUINS: The Battlefield Surface lies over
a Wound or lose a Hull point as they 12 ancient ruins.
begin to sink. • Counts as both difficult and dangerous terrain.
D6 REGION
1-2 The battle occurs in a Near Wastes region.
3-4 The battle occurs in a Deep Wastes region.
5-6 The battle occurs in a Wild Wastes region.
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DEEP WASTES (D6: 3-4) WILD WASTES (D6: 5-6)
• Far from the hives, the Deep Wastes are Necromunda’s • The trackless, hazardous haunts of the Wild Wastes
abandoned and forgotten places – fallen hives, are avoided by all but the most experienced – or
shattered mountains, and dry seabeds haunted by foolhardy.
ghosts and scavengers.
• Deep in the Wild Wastes are some of Necromunda’s
• Occasional remote settlements eke out an existence, most utterly deadly – and bizarre – environments.
but travellers do not linger amid the constant howl of
• Existing equally in both the furthest reaches of the
the ceaseless, scouring winds.
planet and beneath the shadows of a hive city, the
• Without the shelter of the towering hives, the Deep Wild Wastes are a terrible, constant reminder of the
Wastes are prone to deadly storms and other dangers. toxic nature of the planet.
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The Ash Wastes Campaign:
SEASON OF ASH: Ash Clouds • The “Visibility (24”)” rule is in effect for this battle.
Thick, heavy clouds press down upon the 9-11
• Any fighter who is not wearing armour, or who has
5-6 battlefield. an armour save of 6+ automatically suffers a
• The “Visibility (12”)” rule is in effect for Strength 2, AP 0, Damage 1 hit at the end of their
this battle. activation.
CHOOSING A SEASON: ADVANCED METHOD • The “Visibility (18”)” rule is in effect for this battle.
• After rolling Priority in each round, alternate
• Roll D6 to determine the Season, then roll 2D6 on its
placing a total of four Blast (3”) markers anywhere
specific table: on the Battlefield Surface.
12
D6 REGION • Each marker Scatters 3D6” immediately when
placed.
1-2 The battle occurs during the Season of Flame.
• A fighter or vehicle who begins, ends, or moves
3-4 The battle occurs during the Changing Seasons. across these markers during their activation roll
D6 – on 4+, they become subject to the Blaze
5-6 The battle occurs in a Season of Ash.
condition.
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CHANGING SEASONS (D6: 3-4) SEASON OF ASH (D6: 5-6)
• The time between the great seasons can be fleeting, • When the planet tilts away from its star, temperatures
and the inhabitants of the Ash Wastes learn early that plummet viciously and massive storms brew in their
these so-called lesser seasons cannot be trusted. wake.
• A variety of strange and deadly weather patterns • During this season, deadly winds blow ceaselessly
afflict the planet during this time. across the planet, some storms violent enough to
engulf whole continents.
• This can range from rust storms that fill the air with
broken remnants of long-dead hives, billowing clouds • Life becomes increasingly perilous as visibility drops
of radioactive dust released from high atmosphere, or to nothing and landmarks vanish beneath mountains
even perpetual night as the skies thicken with ash. of ash… yet the time is also ripe for scavenging, as
that hidden by old storms is revealed by the new.
RAD STORM: Radiation levels rise, turning the GREAT STORM: A mighty, howling ash storm descends.
battlefield into a death trap.
• The “Pitch Black” rules are in effect for this battle.
12 • In the End Phase, before making Bottle tests, any
• At the start of each round, randomly determine a
fighter who is outside a vehicle or enclosed
battlefield edge.
structure suffers a Flesh Wound.
� A fighter or vehicle who moves towards this
12 edge counts every 1” moved as 2”.
� A fighter or vehicle who moves away from this
edge counts every 2” moved as 1”.
� In the End Phase, every fighter and vehicle on
the battlefield is moved D6” away from this
edge (roll once and apply to all).
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The Ash Wastes Campaign:
• This Phase follows the gangs as they attempt to set up Territories are never staked during Side Battles – and while
their Trade Routes and disrupt those of their rivals. fighters can gain XP and Lasting Injuries, gangs do not gain
credits or Reputation.
• At the start of each campaign week, the gangs receive
income from their Road Sections and Trade Routes. Instead, the Arbitrator should create a special reward for
the victor, such as an unpredictable piece of archaeotech, a
� Note that this is different to gaining income from
unique drug, or a custom Tactics card.
Territories in the Post-Battle Sequence.
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The Ash Wastes Campaign:
PRE-BATTLE SEQUENCE
(3) DETERMINE SCENARIO
The following steps take place before each battle, while
both players are present:
• Roll D6 to determine the scenario:
PRE-BATTLE SEQUENCE
� 1: The gang with the most Road Sections chooses
1 Make a Challenge
which scenario to play. On a tie, roll off. If the
2 Recruit Hired Guns
scenario uses an Attacker and Defender, the gang
3 Determine Scenario who chooses the scenario is the attacker.
4 Set Up the Battlefield
� 2-5: The scenario played depends on the region the
5 Choose Crews
nominated Road Section is located in – see below.
6 Gang Tactics & Bonuses
7 Deployment � 6: The gang with the fewest Road Sections chooses
which the scenario to play. On a tie, roll off. If the
scenario uses an Attacker and Defender, the gang
(1) MAKE A CHALLENGE who chooses the scenario is the attacker.
• To begin a game, one player must challenge another. NEAR WASTE ROAD SECTION
• The challenger must nominate one Road Section that 2 Play the Looters scenario.
will be staked on the outcome of the battle. 3 Play the Settlement Raid scenario.
� During the Season of Flame, it is any unclaimed 4 Play the Settlement Showdown scenario.
Road Section.
5 Play the Bone Road Death Race scenario.
� In Downtime, for a Side Battle, disregard this step –
no Road Section is staked.
DEEP WASTE ROAD SECTION
� During the Season of Flame, it is a Road Section
2 Play the Fuel Hunt scenario.
controlled by their opponent.
3 Play the Breakdown scenario.
• The other player must then either accept or refuse the
challenge. 4 Play the Rescue Mission scenario.
5 Play the Cargo Run scenario.
• If refused, the challenger automatically takes control
of the nominated Road Section.
• If accepted, the players proceed to arrange a battle. If WILD WASTE ROAD SECTION
either gang fails to attend, they forfeit and their 2 Play the Beast scenario.
opponent takes (or keeps) control of the staked Road
3 Play the Incoming Storm scenario.
Section.
4 Play the Ambush scenario.
• Note that player understanding is encouraged here –
real life does sometimes intrude on hobby time. Most 5 Play the Wasteland Encounter scenario.
people will happily reschedule a game if need be, but
if this becomes habit, it may be necessary for an
Arbitrator to step in and enforce a forfeit. RESCUE MISSIONS
• If one gang has Captured one or more enemy fighters,
(2) RECRUIT HIRED GUNS their owner may instead challenge the captor to play
• Each gang may spend credits to recruit Hired Guns. either a Rescue Mission or Public Execution scenario.
• For both Advancements and then recruitment, players • If this challenge is accepted, this scenario is
automatically used for the battle.
should proceed in order of their Gang Rating, lowest
to highest (roll off in the event of a tie). • If the challenge is refused, the Captive is automatically
released back to their home gang.
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(4) SET UP THE BATTLEFIELD
• Proceed to set up the battlefield, following any special
instructions for the scenario.
(7) DEPLOYMENT
• Many scenarios provide specific instructions on how
each gang deploys.
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The Ash Wastes Campaign:
POST-BATTLE SEQUENCE
After a game, both players complete the following:
OTHER EFFECTS
POST-BATTLE SEQUENCE • Any other events that happen “at the end of the
1 Wrap-Up battle” occur now.
2 Reassign Road Sections • Fighters for either gang who were previously in
3 Receive Rewards Recovery are now cleared to participate again
4 Spend XP on Advancements (meaning Gang Leaders and Champions will be able to
5 Resolve Post-Battle Actions take Post-Battle Actions shortly).
6 Update Gang Roster • Be sure to shake hands and congratulate your
7 Report Results to Arbitrator opponent – many players would suggest that is the
most important step!
CLAIMING SCRAP
• If only one gang has fighters left on the battlefield,
they will grab what they can from Wrecked vehicles
before departing.
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(5) RESOLVE POST-BATTLE ACTIONS ACTION 3: DISPOSE OF CAPTIVES (OUTLAW ONLY)
• Each fighter with the Gang Hierarchy (X) rule (and who Life is hard enough, and they’re just another mouth to feed.
is not in Recovery or Captured) can make one post- • The fighter can dispose of any number of Captives
battle action. from any number of gangs as a single Post-Battle
• These actions are carried out one at a time, in any Action.
order but in view of the opponent. Unless explicitly • A Captive can only be disposed of once their gang has
stated, the same action can be taken more than once. had the opportunity to rescue them.
• In addition to those below, more Post-Battle Actions • The owning gang must delete the now-dead Captive
might become available via other means: from the Gang Roster.
� Action 1: Sell Captives
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ACTION 5: NEGOTIATE REPAIRS ACTION 4: FIND ILLEGAL ITEMS
The fighter goes looking for a semi-reliable Chop Shop. The fighter is welcomed into the hidden Black Market and its
world of dangerous vendors and shady back-room deals.
• Choose one of the gang’s vehicles that has suffered
Lasting Damage. • An Outlaw fighter who takes this action gains the
benefit without needing to gamble for it.
• The cost of repairs is determined by rolling D6 on the
below table. • A Law-Abiding fighter who takes this action must
immediately gamble by checking Intelligence – if
• If the gang cannot or will not pay, the Lasting Damage
failed, they are given the cold shoulder and may not
is not removed.
access the Black Market in this Post-Battle Sequence.
D6 REPAIR RESULT
• If a Gang Leader successfully takes this action, they
ALMOST LIKE NEW: The repairs cost 50% of the grant a +2 modifier to the Purchase Illegal Gear roll in
vehicle’s Cost (rounding up to the nearest 5). Step 6, while a Champion grants a +1 modifier.
Include Upgrades in this calculation, but not weapons or
1-3
gear.
(5) UPDATE GANG ROSTER
Replace each existing Lasting Damage result with a
“Persistent Rattle” result. Resolve each of the below steps, in order.
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(2) VISIT TRADING POST & BLACK MARKET (3) DISTRIBUTE GEAR
The below actions can be taken in any order, and unless • If desired, proceed to assign any weapons or gear held
specified, more than once. in the Stash to selected fighters.
• Recruit Fighter: Gain a new fighter from the Gang • Remember that many fighters are restricted in what
List, paying their cost in credits. weapons they can use, and that no fighter can carry
more than three weapons.
• Recruit Hangers-On: Gain a new Hanger-On, paying
their cost in credits. Remember, the gang must have � Weapons with the Unwieldy trait count as two.
sufficient Rep to allow this hire.
• Note that once a fighter is given a weapon, they will
• Sell Unwanted Gear: Any equipment in the Stash can never relinquish it. They will never sell it or replace it.
be sold – delete it, and gain credits equal to its value That sounds like bad luck to suspicious hive gangers.
minus D6x10, to a minimum of 5.
• Once a fighter has been issued weapons and gear,
• HOUSE LIST: Purchase Common Gear: Freely update the value on their fighter card accordingly.
purchase anything from the gang’s personal
Equipment Lists, and/or any item with a “Common” (4) UPDATE GANG RATING
value from the Trading Post. Add items to the Stash. • Proceed to amend your Gang Rating according to any
fighters, recruits, or gear that were gained or lost.
• TRADING POST: Purchase Rare Gear: To determine
the availability of items, roll 2D6 and apply the • Note that because Gang Rating is not updated until
following modifiers (a gang only ever makes this roll this step, any reference to it prior refers to the old,
once after each battle): pre-amended value.
The gang can buy any item with a Rarity value equal or
less than the final score from any Trading Post list.
The gang can buy any item with an Illegal value equal
or less than the final score from any Black Market list.
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The Ash Wastes Campaign:
Victory in this campaign can be measured in many ways – (1) ROAD MASTER
noting that setting up a functional Trade Route is an The gang with the longest unbroken chain of Road Sections.
achievement in itself, and if the gang can hold it, they can
live in modest wealth. (2) AS FAR AS THE EYE CAN SEE
At the campaign’s conclusion, the Arbitrator tallies their The gang with control of the most Road Sections.
various statistics and awards Triumphs based on the gangs’
performance. Some reflect the size and strength of the (3) ROAD OF CORPSES
length and wealth of their Trade Routes, or the damage
The gang that killed the most enemies during the campaign.
done to their rivals; while others are more personal,
rewarding those gangs with the most impressive reputation,
or who outlived the competition. (4) LET IT BURN
The gang that wrecked the most enemy vehicles during the
There are five Triumphs, and a player can earn more than
campaign.
one. Note that the Arbitrator needs to track and record
certain game outcomes to determine a Triumph.
(5) DO YOU KNOW WHO I AM!?
In the event of a tie, nobody is awarded the Triumph.
The gang with the highest Rep.
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PLAYING A SKIRMISH
INTRODUCTION TO SKIRMISH GAMES FIGHTER DESIGNATIONS
Though Necromunda is best played as part of a campaign, As in a campaign, every fighter in a gang has a rank (e.g.
the rules easily support one-off Skirmish games – complete Bruiser), and belongs to a category (e.g. Ganger). They
with extra skills, characteristic increases, access to weird should also be given a personal name.
and wonderful gear, and even Hangers-On and Hired Guns.
GANGER SPECIALISTS
There is a lot of fun to be had in building a gang for a
The number of Specialists allowed in a gang should be
Skirmish – deciding what to include and what to leave out,
decided by the players or the event organiser.
choosing interesting skills, creating names and backstories
for the fighters, and so on.
ADDITIONAL SKILLS
This section is largely a guide – players should focus on In Skirmish games, it is a good idea to grant certain fighters
deciding the details between themselves. some free additional skills (alongside the usual starting
Also included here is some guidance on running a skills available to Gang Leaders and Champions).
tournament of Skirmish games. These rules will help to This works well with the increased credit budget and access
create more interesting gangs, which in turn enhances the to Rare and Illegal items, creating the feel of an established,
experience for everyone involved. veteran gang for use in a stand-alone game.
At the end of the section, you will find recommendations for How this is worked out is of course up to the players or
tournament scoring, plus some example rules packs that event organiser.
can be used either in your own Skirmish games, or by event
However, as a general rule gangs should choose a number
organisers of a one-day or two-day event.
of skills based on their credit value:
Generally, creating a gang in a Skirmish is the same as doing • 1,300-1,500 credits: Six Primary skills
so in a campaign, though with some key differences. • 1,500+ credits: Five Primary skills and one Secondary
skill.
CREDIT BUDGET
As usual, players spend a budget of credits on fighters, These additional skills should be spread among Gang
weapons, and gear. Leaders, Champions, Prospects, Juves, and Specialists.
In a Skirmish, this is agreed upon by the players – an Note that these additional skills do not increase Gang
amount between 1,250 and 2,000 credits is recommended. Rating.
• Weapons & Equipment: By default, gangs purchase There should be a sensible limit to how many skills a fighter
gear from their House Equipment List. However, can take. As a rule of thumb:
players might agree to also use items from the Trading • LEADER: One starting skill, and up to two additional
Post and/or Black Market – agree on a maximum skills.
Rare/Illegal value available, if so.
• CHAMPION: One starting skill, and up to one
• Hired Guns & Hangers-On: Skirmish gangs can additional skill.
include these characters at founding.
• PROSPECTS: One skill.
� Reputation still governs how many can be included.
• JUVES: One skill.
� Also note that many scenarios require a minimum
number of fighters in a crew, and Hired Guns and • SPECIALIST GANGERS: One skill.
Hangers-On do not count towards this.
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CHARACTERISTIC INCREASES early, when founding the gang. You can be quite specific
when agreeing on fighter numbers, should you wish.
Skirmish gangs are allowed a number of free characteristic
increases. However, in an event or tournament, the organiser should
not avoid using scenarios that specify exact crew sizes –
Again, there are many ways to do this, but as a rule – the
part of the fun lies in selecting the best crew ahead of a
number of characteristic increases should equal half the
game!
number of additional skills (rounded down). This makes 2-3
increases the norm. ZONE MORTALIS VS SECTOR MECHANICUS
Any fighter can be given a maximum of one characteristic Players sitting down to a Skirmish game have the freedom
increase. This does not increase Gang Rating. to play over Zone Mortalis or Sector Mechanicus terrain as
desired, but event organisers may have to consider the
In a stand-alone Skirmish game (or during an event or Generally, if venue space is limited, Zone Mortalis is
tournament), Gang Attributes work differently. probably the better choice given its fast and frenetic pace.
By also implementing a lower budget for gang creation,
• GANG RATING: This will never fluctuate, as the gang organisers can run smaller, quicker games.
will not change between games.
For longer events, or those with more space or resources,
• REPUTATION: Rather than starting with 1 Rep as in a Sector Mechanicus games can be introduced.
campaign, Skirmish players should decide whether to
start with 5, 10, or 15. For example, an organiser may decide to have one day
dedicated to Zone Mortalis and one to Sector Mechanicus –
Rep determines how many Hangers-on and Brutes a allowing the greatest amount of time to change tables and
gang can include; it also provides an ideal tiebreaker set up for the following day. Trying to use a lunch break to
in tournaments. change dozens of tables from one terrain type to another is
In an event or tournament, starting Rep should be the best avoided!
same for every gang present.
HOME TURF AND RESCUING CAPTIVES
If an event or tournaments uses Rep gains and losses, Some scenario rules need consideration:
a loss does not mean the gang must lose any Hangers-
On or Brutes. • If a scenario uses Home Turf Advantage, roll off to
determine which gang is the one fighting on their
• WEALTH: Primarily an event or tournament tool, this home turf.
provides another useful tie-breaker. Every gang starts
with zero Wealth and increases it based on scenario • If players decide to play the Rescue Mission scenario,
rewards. roll off to determine who is the rescuer, and who is the
defender (either choose or randomly determine a
fighter from the rescuer’s gang to be the Captive).
SKIRMISH CONSIDERATIONS
Any scenario can be used for to a skirmish game, but there ARBITRATED GAMES AND CAMPAIGN EVENTS
are some important things to consider with a few of them. Skirmish games need not be limited to two players building
a gang and playing a scenario; groups of three or more can
When playing a stand-alone Skirmish game, ensure the
experiment with Campaign rules alongside Skirmish games.
entire gang you have founded can be used – this might
mean ignoring the crew size stated by the scenario. After all, There is a lot of fun to be had playing out a stand-alone
the gangs are going to be well-matched, simply due to how game under the watchful eye of an Arbitrator, who may
they have been created. control certain elements within the game, such as terrain
effects, groups of hive denizens or wandering monsters.
If players feel that one side is too disadvantaged due to
differing numbers of fighters, this should be addressed
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Playing a Skirmish:
TOURNAMENT PLAY
INTRODUCTION TO TOURNAMENT PLAY
SECOND ROUND ONWARDS
• After the first round, the draw should use the Swiss
Tournament play is distinct from other ways of playing in a
pairing system.
few ways – and contrary to what you may think, outrageous
competitiveness is rarely one of them! • This means that players will battle opponents with the
same tournament score – and/or the number of wins,
Tournaments let players come together to play several
draws, or losses in each round.
games across a day or weekend, catching up with old
friends, and making new ones. • This eventually leads to two (or sometimes more)
It is certainly true that especially towards the end of the potential winners, all equally matched and facing off –
while elsewhere, players battle opponents on a similar
event the action can become quite intense, with players
competing for the eternal fame and glory of a tournament score to them.
win. For the most part however, games are played in the • This ensures that final standings reflect performance,
spirit of a friendly competition. and that players will have games against those
Of course it is nice to win, but by using the “Resurrection” opponents who are most similar to them, something
format, in campaign play players are generally free from the which in turn enhances the experience for all.
emotion of seeing a beloved Champion bite the dust.
Tournament games can often be played with more abandon TOURNAMENT SCORING
than might be dared in a campaign game – and it is • In a stand-alone Skirmish, the winner and loser is
tremendous fun to play so boldly, unconcerned about a simply determined by following the scenario rules.
fighter’s long term health!
• This is also true in a tournament, but organisers need
a way to track players’ success over the course of the
RESURRECTION FORMAT event. This is done using Tournament Points (TPs):
In tournament play, casualties are handled in a different � Win: +3 TPs
way, referred to as the Resurrection Format:
� Draw: +1 TPs
• When a fighter goes Out of Action, do not roll for
� Lose: +0 TPs
Lasting Injury.
• Organisers might wish to award players bonus TPs for
• The fighter is simply removed from play for the rest of
meeting certain criteria (for example, a gang who wins
the battle.
by a large margin or loses by a very close margin, a
• In future battles, they return healthy with all their gang who successfully takes a Captive, and so on).
skills and characteristics intact.
TOURNAMENT TIEBREAKERS
THE DRAW • Organisers should be aware that ties will happen, and
In a tournament, it is important for players to know who the tournament may end with players on equal TPs.
their opponents will be in each round. Equally, players with
• Generally, this will not matter (after all, coming equal
equal wins and/or losses should face-off in each round.
24th is better than coming 25th!) but a tiebreaker will
THE FIRST ROUND be required if this happens among the top players.
• The first round should be a random draw. • Reputation goes up and down over a tournament and
• Organisers may wish to intervene to avoid ‘mirror therefore works as an excellent tiebreaker.
matches’ between two gangs of the same House or • If this is not sufficient, Wealth should be the secondary
regular opponents. tiebreaker.
• Either way, the first round should ideally always be a • Between Rep and Wealth, ties in a tournament should
fun game against someone new. be quite rare.
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Playing a Skirmish:
CAMPAIGN-BASED EVENTS
INTRODUCTION EXAMPLE RULE PACK: ONE-DAY EVENT
An event does not need to be a competitive tournament –
FOUNDING A GANG
there is a lot of fun in running a campaign-based event.
• Composition: 1,250 credits to create a gang
A campaign event is effectively a series of interlinked games consisting of 8-12 fighters, with up to three Specialists.
tied together by an interesting narrative or story.
• Leaders And Champions: Gain a free starting skill at
Skirmish gangs are used to keep things speedy, keep all recruitment, as usual.
participants on an equal footing, and let players focus on
• Equipment: Purchased from the gangs’ House list,
the unique elements of the event.
and/or from the Trading Post up to a value of Rare (9).
The organiser takes on the role of the Arbitrator. It is their
role to emphasise the narrative driving the games, and they • Hired Guns And Hangers-On: May be recruited freely.
should let their imagination run wild in this regard – if Hired Guns do not count towards the minimum
players focus too heavily on individual results or developing number of fighters – but Hired Guns and Hangers-On
both count towards the maximum number of fighters.
their gangs, this sense of narrative can be lost.
MAP-BASED EVENTS
• As an expansion to the House War option above,
players can be grouped into smaller clans controlling
areas of a custom map.
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EXAMPLE RULE PACK: TWO-DAY EVENT
FOUNDING A GANG
GANG ATTRIBUTES
All gangs start with the following Attributes:
FIGHTER ATTRIBUTES
Fighters may be given additional skills as follows:
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Trading Post List:
RANGE ACCURACY
MUNDANE WEAPONS PRICE RARITY
S L S L Str AP D Ammo Traits
Axe 10 Common - E - - S+1 - 1 - Disarm, Melee
Chainaxe 30 Rare (9) - E - +1 S+1 -1 1 - Disarm, Rending, Melee
Cleaver 25 Common - E - - S+1 -1 1 - Disarm, Melee
Chainsword 25 Rare (8) - E - +1 S -1 1 - Parry, Rending, Melee
Digi-Laser 25 Rare (10) E 3” - - 1 - 1 6+ Digi, Versatile, Melee
Flail 20 Common - E - +1 S+1 - 1 - Entangle, Melee
Heavy Club 15 Common - E - - S - 2 - Concussion, Melee
Maul (Club) 10 Common - E - - S +1 2 - Melee
Servo-Claw 35 Rare (10) - E - - S+2 - 2 - Melee
Spud-Jacker 15 Common - E - - S+2 - 1 - Knockback, Melee
Stiletto Sword 35 Rare (9) - E - - - -1 - - Parry, Toxin, Melee
Sword 20 Rare (6) - E - +1 S -1 1 - Parry, Melee
Whip 15 Common E 3” -1 - S - 1 - Entangle, Versatile, Melee
RANGE ACCURACY
POWER & SHOCK PRICE RARITY
S L S L Str AP D Ammo Traits
Las Cutter 85 Rare (10) E - +1 - 9 -3 2 6+ Versatile, Scarce, Melee
Power Axe 35 Rare (8) - E - - S+2 -2 1 - Power, Disarm, Melee
Power Claw 55 Rare (11) - E - - S -1 2 - Power, Pulverise, Melee
Power Hammer �� 45 Rare (8) - E - - S+1 -1 2 - Power, Melee
Power Maul 30 Rare (8) - E - - S+2 -1 1 - Power, Melee
Power Pick 40 Rare (8) - E - - S+1 -3 1 - Power, Pulverise, Melee
Power Sword 50 Rare (9) - E - - S+1 -2 1 - Power, Parry, Melee
Shock Baton 30 Rare (8) - E - - S+1 - 1 - Shock, Parry, Melee
Shock Stave 25 Rare (9) E 2” - - S - 1 - Shock, Versatile, Melee
Thunder Hammer �� 70 Rare (11) - E - - S+1 -1 3 - Power, Shock, Melee
RANGE ACCURACY
TWO-HANDED PRICE RARITY
S L S L Str AP D Ammo Traits
Chain Glaive �� 60 Rare (7) E 2” -1 - S+2 -2 2 - Unwieldy, Melee
Greatsword �� 40 Rare (10) E 1” - +1 S+1 -1 1 - Sever, Unwieldy, Versatile, Melee
Heavy Rock Cutter �� 135 Rare (9) - E - - S+4 -4 3 - Unwieldy, Melee
Heavy Rock Drill �� 90 Rare (9) - E - - S+2 -3 2 - Pulverise, Unwieldy, Melee
Heavy Rock Saw �� 120 Rare (9) - E - - S+2 -3 2 - Rending, Unwieldy, Melee
Polearm �� 30 Rare (9) - E - -1 S+2 - 2 - Unwieldy, Melee
Two-Handed Axe �� 25 Common - E - -1 S+2 - 2 - Unwieldy, Melee
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Two-Handed Hammer �� 35 Common - E - -1 S+1 - 3 - Knockback, Unwieldy, Melee
Trading Post List:
PISTOLS
RANGE ACCURACY
PRICE RARITY
WEAPON S L S L Str AP D Ammo Traits
Autopistol 10 Common 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
⬥ Fragmentation Rounds 10 Rare (8) 4” 12” +1 - 3 -1 1 4+ Rapid Fire (1), Limited, Sidearm
⬥ Manstopper Rounds 10 Rare (8) 4” 12” +1 - 4 - 1 4+ Rapid Fire (1), Limited, Sidearm
Bolt Pistol 45 Rare (8) 6” 12” +1 - 4 -1 2 6+ Sidearm
Combi-Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
+ Hand Flamer 65 Rare (10) - T - - 3 - 1 5+ Blaze, Template
+ Plasma Pistol
– Low 50 Rare (10) 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
– Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Combi-Bolt Pistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
+ Hand Flamer 110 Rare (11) - T - - 3 - 1 5+ Blaze, Template
+ Plasma Pistol
– Low 80 Rare (11) 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
– Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Combi-Stubber 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
+ Plasma Pistol
– Low 40 Rare (8) 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
– Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Grav Pistol 70 Rare (11) 6” 12” +1 - * -1 2 5+ Blast (3”), Concussion, Graviton Pulse
Hand Flamer 75 Rare (8) - T - - 3 - 1 5+ Blaze, Template
Laspistol 10 Common 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Needle Pistol 30 Rare (9) 4” 9” +2 - 4 -1 - 6+ Silent, Toxin, Scarce, Sidearm
Plasma Pistol
⬥ Low 50 Rare (9) 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
⬥ Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
Reclaimed Autopistol 5 Common 4” 12” +1 - 3 - 1 5+ Rapid Fire (1), Sidearm
Stub Gun 5 Common 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
⬥ Dum Dum Rounds +5 Rare (7) 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
Web Pistol 90 Rare (9) - T - - 4 - - 6+ Web, Silent, Template
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Trading Post List:
BASIC WEAPONS
RANGE ACCURACY
PRICE RARITY
WEAPON S L S L Str AP D Ammo Traits
Autogun 15 Common 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Boltgun 55 Rare (8) 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Combat Shotgun
⬥ Salvo Fire 70 Rare (7) 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
⬥ Shredder Blast - T - - 2 - 1 4+ Scattershot, Template
⬥ Firestorm Shells 30 Rare (8) - T - - 5 -1 1 6+ Blaze, Limited, Template
Lasgun 15 Common 18” 24” +1 - 3 - 1 2+ Plentiful
Reclaimed Autogun 10 Common 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
Sawn-Off Shotgun (Scatter Ammo) 15 Common 4” 8” +2 - 3 - 1 6+ Scattershot, Plentiful
⬥ Solid Ammo +5 Common 4” 8” - -2 4 - 2 6+ Knockback, Plentiful
Shotgun
⬥ Executioner Ammo +20 Rare (9) 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
⬥ Inferno Ammo +15 Rare (8) 4” 16” +1 - 4 - 2 5+ Blaze, Limited
⬥ Scatter Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
30 Common
⬥ Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Throwing Knives 10 Common Sx2 Sx4 - -1 S -1 - 5+ Silent, Toxin, Scarce
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Trading Post List:
SPECIAL WEAPONS
RANGE ACCURACY
PRICE RARITY
S L S L Str AP D Am Traits
WEAPON
mo
Combi-Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1), Combi
+ Flamer 110 Rare (10) - T - - 4 -1 1 5+ Blaze, Unstable, Template
+ Grenade Launcher (Frag) 30 Rare (7) 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
+ Krak Grenades +25 Rare (8) 6” 24” -1 - 6 -2 2 6+
+ Stun Rounds +20 Rare (8) 6” 24” - - 2 -1 1 4+ Rapid Fire (1), Concussion
Combi-Bolter 12” 12” +1 - 4 -1 2 6+ Rapid Fire (1), Combi
+ Flamer 180 Rare (8) - T - - 4 -1 1 5+ Blaze, Unstable, Template
+ Grenade Launcher (Frag) 60 Rare (8) 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
+ Krak Grenades +25 Rare (8) 6” 24” -1 - 6 -2 2 6+
+ Stun Rounds +20 Rare (8) 6” 24” - - 2 -1 1 4+ Rapid Fire (1), Concussion
+ Melta 170 Rare (12) 6” 12” +1 - 8 -4 3 4+ Melta, Combi, Scarce
+ Needler 90 Rare (10) 9” 18” +1 - - -1 - 6+ Silent, Toxin, Combi, Scarce
+ Plasma Gun
- Low 115 Rare (10) 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Combi, Scarce
- Maximal 6” 24” +1 - 7 -2 3 5+ Unstable, Combi, Scarce
Flamer 140 Rare (7) - T - - 4 -1 1 5+ Blaze, Template
Grav Gun 120 Rare (11) 9” 18” +1 - * -1 2 5+ Blast (3”), Graviton Pulse, Concussion
Grenade Launcher
⬥ Frag Grenades 65 Rare (8) 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
⬥ Choke Gas Grenades +35 Rare (9) 6” 24” -1 - - - - 5+ Blast (3”), Gas, Limited
⬥ Photon Flash Grenades +15 Rare (9) 6” 24” - - - - - 5+ Blast (5”), Flash
⬥ Scare Gas Grenades +45 Rare (10) 6” 24” -1 - - - - 6+ Blast (3”0, Fear, Gas, Limited
⬥ Smoke Gas Grenades +15 Common 6” 24” -1 - - - - 4+ Blast 3”), Smoke
⬥ Stun Rounds +25 Rare (8) 6” 24” - - 2 -1 1 4+ Rapid Fire (1), Concussion
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Trading Post List:
HEAVY WEAPONS
RANGE ACCURACY
PRICE RARITY
WEAPON S L S L Str AP D Ammo Traits
Harpoon Launcher �� 110 Rare (9) 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Heavy Bolter �� 160 Rare (10) 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
Heavy Flamer �� 195 Rare (10) - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
Heavy Stubber �� 130 Rare (7) 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Lascannon �� 155 Rare (10) 24” 48” - +1 10 -3 3 4+ Knockback, Unwieldy
Mining Laser �� 125 Rare (9) 18” 24” - -1 9 -3 3 3+ Unwieldy
Missile Launcher ��
⬥ Frag Missile 165 Rare (10) 24” 48” +1 - 4 -1 1 6+ Blast (5”), Knockback, Unwieldy
⬥ Krak Missile 24” 48” +1 - 6 -2 3 6+ Unwieldy
Multi-Melta �� 180 Rare (11) 12” 24” +1 - 8 -4 3 4+ Blast (3”), Melta, Unwieldy, Scarce
Plasma Cannon ��
⬥ Low 130 Rare (11) 18” 36” +1 - 6 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal 18” 36” +1 - 8 -2 3 5+ Blast (3”), Unstable, Unwieldy, Scarce
Seismic Cannon ��
⬥ Short Wave 140 Rare (10) 12” 24” - -1 6 -1 2 5+ Rapid Fire (1), Knockback, Seismic, Unwieldy
⬥ Long Wave 12” 24” -1 - 8 - 1 5+ Rapid Fire (2), Knockback, Seismic, Unwieldy
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Trading Post List:
GRENADES
RANGE ACCURACY
PRICE RARITY
WEAPON S L S L Str AP D Ammo Traits
Anti-Plant Grenade 30 Rare (7) - Sx3 - - - - - 4+ Blast (3”), Defoliate, Grenade
Blasting Charge 35 Rare (8) - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Choke Gas Grenade 50 Rare (9) - Sx3 - - - - - 5+ Blast (3”), Gas, Grenade
Demolition Charge 50 Rare (12) - Sx3 - - 6 -3 3 * Blast (5”), Single Shot, Grenade
Flare Grenade 20 Common - Sx3 - - - - - 4+ Blast (5”), Flare, Grenade
Frag Grenade 30 Common - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Gunk Bomb 40 Common - Sx2 - - 2 - - 5+ Blast (3”), Gunk, Grenade
Incendiary Charge 40 Rare (7) - Sx3 - - 3 - 1 5+ Blast (5”), Blaze, Grenade
Krak Grenade 45 Rare (8) - Sx3 - -1 6 -2 2 4+ Demolitions, Grenade
Melta Bomb 60 Rare (11) - Sx3 - -1 8 -4 3 6+ Demolitions, Grenade
Photon Flash Grenade 15 Rare (9) - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
Plasma Grenade 90 Rare (10) - Sx3 - - 5 -1 2 4+ Blast (3”), Unstable, Grenade
Scare Gas Grenade 45 Rare (10) - Sx3 - - - - - 6+ Blast (3”), Gas, Fear, Grenade
Smoke Grenade 15 Common - Sx3 - - - - - 4+ Blast (3”), Smoke, Grenade
Stun Grenade 15 Rare (8) - Sx3 - - 2 -1 1 4+ Blast (3”), Concussion, Grenade
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Trading Post List:
• Any weapons with the Scarce trait may disregard this � Gas Trap: Centre the Blast (5”) marker over the
while within 1” of an Ammo Cache. trap. Roll D6 for any fighter it touches – if the score
is equal or higher than their Toughness, roll an
Injury die and apply the result (no armour save
permitted).
• Note that a fighter can also equip and carry traps into
battle. A fighter carrying a trap can take the following
action:
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Trading Post List:
SPECIALIST AMMO
[NOTE: All ammo options retain the Range values of their parent weapon]
ACCURACY
PRICE RARITY
S L Str AP D Ammo Traits
AUTO WEAPONS Autopistol, Autogun, Reclaimed Variants, Combi-Variants, Heavy Stubber
⬥ Fragmentation Rounds 10 Rare (8) +1 - 3 -1 1 4+ Rapid Fire (1), Limited, Sidearm
⬥ Manstopper Rounds 10 Rare (8) +1 - 4 - 1 4+ Rapid Fire (1), Limited, Sidearm
⬥ Plantbuster Rounds 15 Rare (9) +1 - 3 - 1 4+ Rapid Fire (1), Defoliate, Scarce, Sidearm
⬥ Phosphor Rounds 10 Rare (8) +1 - 3 - 1 4+ Rapid Fire (1), Flare, Scarce, Sidearm
⬥ Rad Rounds 20 Rare (9) - - 3 - 1 4+ Rapid Fire (1), Rad-Phage, Scarce, Sidearm
BOLT WEAPONS Bolt Pistol, Boltgun, Enforcer Boltgun, Combi-Variants, Storm Bolter, Heavy Bolter
⬥ Gunk Shells 15 Common - - 4 - 1 6+ Gunk, Limited, Sidearm
GRENADE LAUNCHERS Any Grenade Launcher (only profiles marked [❖] may be used in Combi-Variants, gaining the “Single Shot” trait if so
⬥ Anti-Plant Grenades ❖ 40 Rare (7) -1 - - - - 4+ Blast (3”), Defoliate [Combi: Single Shot]
⬥ Choke Grenades 35 Rare (9) -1 - - - - 5+ Blast (3”), Gas, Limited
⬥ Flare Grenades ❖ 30 Common -1 - - - - 4+ Blast (3”), Flare [Combi: Single Shot]
⬥ Photon Flash Grenades 15 Rare (9) - - - - - 5+ Blast (5”), Flash
⬥ Plasma Grenades 100 Rare (12) -1 - 5 -1 2 6+ Blast (3”), Unstable
⬥ Scare Gas Grenades 45 Rare (10) -1 - - - - 6+ Blast (3”), Fear, Gas, Limited
⬥ Smoke Grenades 15 Common -1 - - - - 4+ Blast (3”), Smoke
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Trading Post List:
WEAPON TRAITS
This section describes the different effects that might be
applied to different weapons.
(1) ARC (FRONT / LEFT / RIGHT / REAR / ALL ROUND)
WEAPON TRAITS
• Thisweapon canbe fitted to a vehicle, and mustbe
1 Arc (X) 33 Melta positioned onone of the stated arcs.
22 Gas 54 Sidearm
(5) BURROWING
23 Graviton Pulse 55 Silent • This weapon can make a regular attack or an indirect
24 Grenade 56 Single Shot attack. Regular attacks are resolved as normal.
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(6) CHEM DELIVERY (12) DEMOLITIONS
• This weapon can fire any chem in the attacker’s • This grenade can be used against terrain targets (such
possession. This does not cost a dose of that chem. as locked doors or scenario objectives).
• When this weapon is fired, the attacker declares which • To do so, the attacker makes single attack that hits
chem they are firing. automatically – the attacker then moves D6” away
from the target before the effect is resolved as normal.
• If this weapon successfully hits a target, roll D6 – if the
result is equal or higher than their Toughness (or a
(13) DIGI
natural 6), they immediately experience the effects of
• When the owner resolves close combat attacks or a
the chem.
ranged attacks using a pistol, resolve these as normal.
• This weapon cannot target friendly fighters.
• They may then make an additional attack for every
(7) COMBI weapon they have with the Digi trait.
• Combi-weapons have two profiles. When fired, the • Being covertly hidden inside a ring or glove, this
attacker picks which one to use. weapon does not count towards the maximum
number a fighter can carry.
• When one of the weapon’s profiles checks Ammo, roll
twice and apply the lowest result. • A fighter can possess a maximum of ten weapons with
the Digi trait.
• Ammo is tracked separately for each profile – if one
runs out, the other can still fire.
(14) DISARM
(8) CONCUSSION • If this weapon hits on a natural 6, the target can only
make unarmed Reaction attacks in response.
• Targets hit lose -2 Initiative until the end of the round
(to a minimum of 6+).
(15) DRAG
(9) CREW OPERATED • If this weapon successfully hits a target, the attacker
can choose to drag them.
• Thisweapon isfitted to a vehicle and isoperated by
that vehicleʼs crew. • If so, roll D6 – if the result is equal or higher than the
target’s Strength, they are pulled D3” towards the
• Assuch,it can be fired duringthe vehicleʼs activation,
attacker.
andusesthe crewʼs Ballistic Skill characteristic.
• The target stops if they hit an obstacle of any type.
• TheUnwieldy trait hasno effect on this weapon.
• If the target impacts another fighter, both are dragged
(10) CURSED the remaining distance.
• If this weapon successfully hits a target, resolve its
• If the weapon also has the Impale trait, only the final
effects normally.
target can be dragged.
• Target then checks Willpower – if failed, they gain the
Insane condition. (16) ENTANGLE
• Targets hit by this weapon cannot use the Parry trait
(11) DEFOLIATE against it.
• Carnivorous Plants hit by this weapon automatically
• If this weapon rolls a natural 6, the target suffers a -2
gain D3 Damage tokens.
modifier to their Reaction attacks.
• Brainleaf Zombies wounded by this weapon are
removed from play if the Out of Action result is rolled (17) FEAR
on the Injury die (rather than ignoring this result, as • If an attack from this weapon would result in an Injury
they usually would). roll, the target instead tests Nerve with a -2 modifier.
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(18) FIRESTORM (X) (22) GAS
• Thewielder may roll additional Firepower dice – up to • If this weapon hits a target, do not roll to wound.
the trait’s (X) value. Instead, roll D6 – if the result is higher than the target’s
Toughness (or a natural 6), immediately roll the Injury
• Theclosest target struck bythis weapon suffers hits
die and apply the result.
equal to the result of all Firepower die rolled, rather
than just 1. • The target may not attempt an armour save.
• A separate Ammocheck is required for each Ammo • This weapon never causes a target to become Pinned.
result onthe Firepower dice:
HOUSE RULE: The above rules have no effect against
�1 FailureinTotal: TheweapongoesOutof Ammo. inorganic targets such as doors, walls, or terrain.
�2+Failures inTotal: Theweapon hasjammedand
cannot beusedfor the rest of the battle. (23) GRAVITON PULSE
(19) FLARE • If this weapon hits a target, do not roll to wound.
• If this weapon successfully hits a target, they gain the • Instead, roll D6 – if the result is higher than the target’s
Revealed condition if the Pitch Black rules are in Strength, they lose -1 Wound (a natural 6 always fails).
effect.
• After resolving hits, keep the Blast marker in place.
• If this weapon has both the Flare and Blast traits, then
• Any fighter moving through the Blast marker must
after resolving the final position of the Blast marker,
spend 2” of movement for every 1” they move.
leave it in place.
• Remove the Blast marker in the End phase.
• While a fighter is touching this Blast marker, they have
the Revealed condition. (24) GRENADE
� In each End Phase, roll D6 – on 4+, the flare goes out • Grenades are unique in that they are purchased as
and the Blast marker is removed. equipment (and so are not counted towards a fighter’s
three-weapon limit) but treated as ranged weapons.
(20) FLASH
• A fighter can throw a grenade via the Shoot (Basic)
• If this weapon hits a target, do not roll to wound.
action. Grenades only have a Long range, which is
• Fighters: The target checks Initiative instead – if determined by multiplying the fighter’s Strength by
failed, they gain the Blinded condition. the amount on its profile.
• Vehicles: The target checks Handling instead – if • Grenades always require an Ammo check after being
failed, they gain the Blinded condition. thrown – there is no need to roll the Firepower die.
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(27) HUNTING (31) LIMITED
• When a fighter takes the Aim (Basic) action with this • This trait represents ultra-rare ammunition and
weapon, they gain a +2 modifier to hit, rather than the grants a weapon a new attack profile.
usual +1.
• If this profile goes Out of Ammo, it can never be
(28) IMPALE reloaded – instead, it is immediately and permanently
deleted from the weapon.
• If this weapon inflicts an unsaved wound, its projectile
continues forward and may hit other targets. • The weapon can still use any other profiles it has.
• Trace a straight line – from the attacker, through the (32) MELEE
target, up to the weapon’s maximum range.
• This weapon can be used to make close combat
• Any fighters within 1” of this line (friendly or enemy) attacks.
are at risk.
(33) MELTA
• Roll D6 for the first potential target – on 3+, resolve an
• If this weapon hits a target in Short range and reduces
attack against them, with a -1 modifier to Strength.
them to zero wounds, the target automatically goes
• Continue for each additional potential target, with Out of Action.
each successful hit losing another point of Strength. If
Strength reaches zero, no further targets can be hit. (34) PAIRED
• The wielder doubles their attacks following a
(29) KNOCKBACK successful Charge (Double) action, instead of gaining
• If a successful roll to hit is equal or higher than the the usual +1.
target’s Strength, they are pushed 1” directly away
• At all other times, the wielder counts as dual-wielding
and Pinned.
this weapon, gaining +1 Attack.
• If the target impacts terrain (or another fighter), they
stop and the attack gains +1 Damage. HOUSE RULE: Paired weapons may not be combined
with third arms.
• If the target’s base moves over an edge (partially or
fully), check Initiative – if failed, they fall.
(35) PARRY
� Blast Weapons: Roll D6 for each target to
• When Engaged in combat, the wielder can force their
substitute the hit roll – knock-backed targets are
opponent to re-roll one successful close combat
pushed 1” directly away from the centre of the
attack.
marker.
• If dual-wielding two weapons with this trait, the
� Close Combat Weapons: After pushing the target,
wielder can force their opponent to re-roll two
the attacker can either follow up (moving,
successful close combat attacks.
remaining Engaged and in base contact) or not
(remaining in place and becoming Active). If the (36) PHASE
attack occurred across a barricade, the attacker
• No armour save can be made against this weapon.
cannot follow up.
• This applies to both Gang Armour and Field Armour.
(30) LANCE
• Note that any armour saves granted by a special rule
• If this weaponis wieldedby afighter with the Mounted
or ability are still permitted.
condition, they gain +1Strength when taking the
Charge(Double) action, or as part of a Drive By. (37) PLENTIFUL
• When the wielder makes a Reload (Simple) action, the
weapon automatically passes its Ammo check.
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(38) POWER (43) RAPID FIRE (X)
• If this weapon hits a target on the roll of a natural 6, • When rolling to hit, the wielder may roll additional
the attack gains +1 Damage and the target cannot Firepower die – up to the trait’s (X) value.
attempt an armour save.
• If this weapon hits a target, it inflicts the number of
• This weapon is immune to the effects of the Parry hits shown across all Firepower dice.
trait, unless that weapon also has the Power trait.
• Multiple hits can be assigned to multiple targets.
(39) POWER PACK Allocate all hits prior to making wound rolls.
• Thisweapon does not count towards the maximum � The original target always takes the first hit.
numberthe fighter is carrying. � Each additional hit may be assigned to an
• A fighter can only carry a maximumof two weapons alternative target within 3” of the original.
with thistrait.
� Alternative targets must be within the attacker’s
• If this weaponalsohasthe Melee trait, it grantsthe range and line of sight.
fighter +1Attack.
� Alternative targets must be no harder to hit than the
(45) RENDING
• If this weapon wounds a target on the roll of a natural
6, the attack gains +1 Damage.
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(46) SCARCE (54) SIDEARM
• This trait represents special ammunition and grants a • This weapon can make ranged attacks, and can also
weapon a new attack profile. make a single attack in close combat.
• If this profile goes Out of Ammo, it can never be • The die representing this weapon’s close combat
Reloaded – the rare, specialist ammo has run dry and attack must be clearly identified to the opponent.
cannot be used for the remainder of the battle (it can
• If the weapon has an Accuracy modifier, this only
still be used in future battles).
applies to its ranged attack.
• The weapon can still use any other profiles it has.
(55) SILENT
(47) SCATTERSHOT • If the “Sneak Attack” rules are in effect, this weapon
• For each attack that hits a target, roll D6 – resolve that does not trigger a test to raise the alarm.
many wound rolls, instead of just one.
• If the “Pitch Black” rules are in effect, attacking with
(48) SEISMIC this weapon does not confer the Revealed condition.
• Targets hit by this weapon are always Pinned, even if (56) SINGLE SHOT
they have an ability or effect that usually lets them
• This weapon can only be used once per battle.
avoid this.
• This shield can be used in melee and has a close • Fighters may move freely through the smoke;
combat weapon profile. however, it blocks line of sight – so attacks cannot be
made into, out of, or through it.
• The user increases their armour save by +2 against
melee attacks inside their vision arc. • Leave the Blast marker in place after resolving the hit.
The effects persist as long as the smoke does.
• The user increases their armour save by +1 against
ranged attacks inside their vision arc. • In each End Phase, roll D6 – on a 4+, the smoke is
removed.
� If the user lacks a facing (for example, because they
are Prone), none of the above rules can be used. (58) TEMPLATE
(51) SHIELD BREAKER • This weapon uses the teardrop-shaped Flame
template to determine its hits.
• This weapon ignores the effects of the Shield trait.
• As the weapon does not specify a target when
• If a target attempts an armour save with Field Armour
attacking, it bypasses the rules for target priority,
against this weapon, they must roll two dice and apply
disregards cover, and can hit hiding targets who are
the lowest result.
hiding (i.e. Prone behind cover).
(52) SHOCK
• If this weapon hits a target on a natural 6, do not roll
to wound – it automatically succeeds.
(53) SHRED
• If this weapon wounds a target on a natural 6, the
attack’s Armour Penetration is doubled.
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(59) TOXIN (63) VERSATILE
• If this weapon hits a target, do not roll to wound. • This trait grants an attack range to weapons with the
Melee trait.
• Instead, roll D6 – if the result is higher than the target’s
Toughness (or a natural 6), they may attempt an • If a target is within the weapon’s Long range, the
armour save – if failed, roll the Injury die and wielder can attack them – and because the two
immediately apply the result. fighters do not count as Engaged, the enemy cannot
makeReaction Attacks.
• Note that this weapon never reduces a target’s
Wounds. • There are two exceptions to this:
HOUSE RULE: The above rules have no effect against � Enemy also has a Versatile weapon: The enemy
inorganic targets such as doors, walls, or terrain. can make Reaction attacks if they also have a
Versatile weapon – and your fighter is within their
(60) TWIN-LINKED weapon’s Long range.
• The weapon may re-roll any Ammo dice when it � Enemy has Sidearm weapon: The enemy can make
attacks.
a single Reaction Attack with a Sidearm weapon –
applying any Accuracy modifiers for Short range
(61) UNSTABLE
(this is an exception to the usual rules for Sidearms
• When the wielder makes an Ammo check for this in melee).
weapon, a roll of 1-3 means the weapon
catastrophically overheats – the wielder goes Out of (64) WEB
Action.
• Targets wounded by this weapon may not attempt an
� If the wielder survived, the roll serves dual purpose armour save, and do not roll for Injury.
to see whether the weapon went Out of Ammo.
• Instead, the target gains the Webbed condition.
� The attack is then resolved against the target as
normal.
(62) UNWIELDY
• Ranged: The wielder treats the Shoot (Basic) action as
Shoot (Double).
671
Trading Post List:
WEAPON ACCESSORIES
ACCESSORY RULES (1) GUNSHROUD
The following rules apply to every weapon accessory: • FITTED TO: Pistols, Basic Weapons.
• Accessories can only be fitted to ranged weapons. • EFFECTS: The weapon gains the Silent trait.
WEAPON ACCESSORIES PRICE RARITY • EFFECT 1: The weapon treats full cover as partial, and
partial cover as open (this does not stack with the
1 Gunshroud 20 Rare (8) Trick Shot skill).
2 Hotshot Las-Pack 20 Common • EFFECT 2: The weapon ignores smoke clouds.
3 Infra-Sight 40 Rare (8)
• EFFECT 3: If the “Pitch Black” rules are in effect, the
4 Las-Projector 35 Rare (9) weapon can spot targets up to 12” away, instead of 3”.
(5) MONO-SIGHT [ ]
(SPECIAL) PSI-AMPLIFIER • FITTED TO: Basic, Special, & Heavy Weapons.
• FITTED TO: Close Combat Weapons. • EFFECTS: If the owner takes the Aim (Basic) action,
• OBTAINING: This item can only be obtained via the this weapon gains a +2 modifier to hit, rather than +1.
Psi-Attune Post-Battle Action:
(6) SUSPENSOR
� PSI-ATTUNE: The fighter must roll 2D6 and apply
• FITTED TO: Heavy Weapons.
the same modifiers as the Trade Post-Battle Action.
• EFFECTS: Attacking with this weapon becomes a
If the result is (15) or higher, the Psi-Amplifier is
(Basic) action rather than (Double).
obtained and immediately fitted to a weapon.
• EFFECTS: The weapon gains the Force trait. (7) TELESCOPIC SIGHT [ ]
• FITTED TO: Pistols, Basic & Special Weapons.
672
Underhive Armoury
GANG ARMOUR
GANG ARMOUR PRICE RARITY (5) HEAVY CARAPACE ARMOUR
1 Flak Armour 10 Common • The wearer gains a 4+ armour save.
2 Hardened Flak Armour 20 Rare (10) � Against attacks that hit within the wearer’s front
vision arc, this increases to 3+.
3 Hardened Layered Flak Armour 35 Rare (11)
� Against attacks using a Blast marker, treat the
4 Hazard Suit 10 Rare (10)
central hole as the origin of the attack.
5 Heavy Carapace Armour 100 Rare (11)
� If the wearer has no facing (e.g. because they are
6 Layered Flak Armour 20 Rare (8) Prone), they do not increase the save.
7 Light Carapace Armour 80 Rare (10) • The wearer loses -1 Initiative.
8 Mesh Armour 15 Common • When taking the Charge (Double) action, the wearer
loses -1 Movement.
673
Equipment Rules:
FIELD ARMOUR
FIELD ARMOUR RULES (1) CONVERSION FIELD
The following general rules apply to all forms of field • If an attack hits the wearer, roll D6 before rolling
armour: wound – on 5+, the hit is disregarded.
• Only onetype of field armourcan beworn at a time.
• If so, every fighter (friend or enemy) within 3” of the
• Field armour can be combinedwith standard armour. wearer gains the Blind condition.
• If a fighter is wearing standardarmourandfield • The wearer is unaffected by the flash and does not
armour, andthey must attempt an armour save, they gain the Blind condition.
mustchoosein advance which type they will use to do
so. (2) DISPLACER FIELD
• If a fighter is wearing standardarmourandfield • If an attack hits the wearer, roll D6 – on 4+, the hit is
armour, and they musttake multiple simultaneous disregarded.
armour saves,they can vary which armourtype to use • If so, the wearer immediately Scatters a number of
for each attempt. inches equal to the attack’s Strength.
FIELD ARMOUR PRICE RARITY � Against Template Weapons: If the wearer is still
touching the template after being displaced, the hit
1 Conversion Field 60 Rare (11)
is still ignored.
2 Displacer Field 70 Rare (12)
� Against Weapons with no Strength: The displacer
3 Refractor Field 50 Rare (10) field has no effect.
674
Equipment Rules:
BIONICS
BIONICS RULES BIONICS AND CHARACTERISTIC ADVANCES
• A fighter can suspend the effects of a Lasting Injury by • The effects of bionics are separate to the effects of
installing a bionic on that location. Advancements.
• A fighter can install any number of bionics, in any • If a fighter decreases a characteristic due to a Lasting
combination of mundane and improved. Injury, they can improve it with an Advancement and
repair the original injury with a bionic (thereby gaining
• A fighter cannot have the same bionic installed more
both improvements).
than once at any gi time.
• Bionics cannot take a fighter’s characteristics beyond
MUNDANE BIONICS their maximum.
• Mundane bionics increase one characteristic by +1,
negating part or all of the Lasting Injury’s effect. BIONICS AND RECOVERY
• If a Lasting Injury sent a fighter into Recovery, this
• This means that for Lasting Injuries that decrease two
applies even if they repair it with a bionic.
characteristics, installing a mundane bionic requires
the fighter to choose which characteristic to repair.
DAMAGED BIONICS
IMPROVED BIONICS • If a fighter suffers a Lasting Injury in a location they
have replaced with a bionic, there is a chance the
• Improved bionics simultaneously increase two
prosthesis may protect them – roll D6:
characteristics by +1.
� 1-3: The Lasting Injury is applied as normal.
• Only those Lasting Injuries that reduce two
characteristics have the option for an improved � 4+: The bionics take the hit – roll another D6:
bionic.
� On 1, the bionic is damaged beyond repair. Delete it
from the fighter’s profile. With the bionic gone, they
must reapply the effects of the original Lasting
Injury and the effects of the new Lasting Injury.
REPLACES
BIONIC PRICE RARITY EFFECT
INJURY
1 Aortic Superchargers Enfeebled 65 Rare (13) +1 Toughness
2 Bionic Eye Eye Injury 45 Rare (13) +1 Ballistic Skill
3 Bionic Arm Hand Injury 45 Rare (13) +1 Weapon Skill
4 Bionic Leg Hobbled 25 Rare (12) +1 Movement
5 Cortex-Cogitator
⬥ Mundane Head Injury 15 Rare (11) +1 Intelligence or Willpower
⬥ Improved 30 Rare (12) +1 Intelligence & Willpower
6 Lobo Chip
⬥ Mundane Humilitated 20 Rare (11) +1 Leadership or Cool
⬥ Improved 45 Rare (12) +1 Leadership & Cool
7 Skeletal Enhancers Spinal Injury 50 Rare (10) +1 Strength
675
Trading Post List:
PERSONAL EQUIPMENT
PERSONAL EQUIPMENT PRICE RARITY (1) ARCHAEOTECH DEVICE
• When this item is first assigned to a fighter, roll D6 to
1 Archaeotech Device 120 Rare (13)
determine its effect (below).
2 Armoured Undersuit 25 Rare (7)
• If ever transferred to another fighter, they must check
3 Bio-Booster 35 Rare (8)
Intelligence the first time they activate it – if passed,
4 Bio-Scanner 30 Rare (8) they may use it normally from now on. If failed, they
5 Blind Snake Pouch 60 Rare (12) must wait until the next battle to try again.
26 Web Solvent 25 Rare (8) HOLO PROJECTOR: The device creates a holographic
27 Wild Snake 30 Common decoy of the fighter to fool their enemies.
676
(2) ARMOURED UNDERSUIT (9) GRAPNEL LAUNCHER
• May be worn in conjunction with another form of • An Active fighter with a grapnel launcher can make the
armour (excluding Field Armour), or on its own. following action:
• If worn in conjunction with other armour, the wearer � GRAPNEL (Double): Move up to 12” in a straight
improves their existing armour save by +1. line, in any direction, vertically or horizontally. The
user may not move through any obstructions.
• If worn alone, the wearer gains a 6+ armour save.
(10) GRAV-CHUTE
(3) BIO-BOOSTER
• The user never suffers damage for dropping to a lower
• The first time the user rolls an Injury, roll one less die.
level, regardless of whether they jump or fall.
• If only one die would be used, instead roll two and
choose which result to apply. (11) GUILDER CARTOGRAPH
• During deployment, the gang may place four loot
(4) BIO-SCANNER caskets anywhere on the battlefield.
• If the Sneak Attack rules are in effect and the user is
• If the Badzone rules are in effect, the gang may alter
acting as a Sentry, they gain a +1 modifier when rolling
the Environment chosen at the start of the battle by
to spot an attacker.
immediately discarding it and generating a new one.
• The user can attempt to spot an attacker who is not
� If both gangs have a Guilder Cartograph, roll off –
within their vision arc.
only the winner may use this ability.
(5) BLIND SNAKE POUCH • After each battle in which the gang used their Guilder
• The user gains the Dodge skill. Cartograph, roll D6 – on 4+ its information is outdated
and it is permanently deleted from the Gang Roster.
• If the user already has the Dodge skill, it succeeds on
5-6, rather than the usual 6. (12) INDUSTRIAL RESPIRATOR
• If an enemy attacks via the Overwatch skill, the dodge • If the user is hit by a weapon with the Gas trait, they
always succeeds on a 4+. count as +3 Toughness.
677
(14) MEDICAE KIT (18) RESPIRATOR
• When the user provides assistance to a friendly fighter • If the user is hit by a weapon with the Gas trait, they
attempting Recovery, roll an additional Injury die and count as +2 Toughness.
choose which one to apply.
(19) SECOND BEST
(15) PHOTO GOGGLES • The owner may take the following action:
• If the Pitch Black rules are in effect, the user can spot
� TAKE A SWIG (Simple): Discard 1 Flesh Wound and
enemies up to 12” away, rather than 3”.
gain an Intoxication marker (which remains until
• The user can see through smoke clouds. the end of the game).
• If the user is hit by a Flash weapon, they suffer a -1 • The effects of the booze depend on how many
modifier to Initiative when rolling to determine Intoxication markers the fighter has:
whether they become subject to the Blind condition.
� Feeling Good: The fighter applies a +1 modifier to
(17) RADCOUNTER Cool checks, and a -1 modifier to hit with ranged
weapons.
• The fighter can never be the random target of a
Badzone Event unless there are no other fighters to � Getting Unsteady: The fighter applies a +2 modifier
choose from. to Cool checks, and a -2 modifier to hit with ranged
weapons.
(17) RATSKIN MAP In addition, if they make two consecutive Move
• The gang may use the Ratskin Map when rolling to (Simple) actions, check Initiative after the second –
determine which scenario will be played. if failed, they fall Prone.
� If both gangs have a Ratskin Map, roll off – only the � Blind Drunk: The fighter applies a +3 modifier to
winner may use this ability. Cool checks, a -3 modifier to hit with ranged
• The very first time a Ratskin Map is used, roll D6 to weapons, and a -1 modifier to hit with close combat
determine its information. attacks.
• This result is permanent and applies to any future If the they make a Move (Simple) action, instead of
battles in which the Ratskin Map is used. the usual rules, they Scatter D6”.
2
WORN AND INCOMPLETE: After rolling to determine the (20) SERVO-HARNESS – FULL
scenario, you may add or subtract 1 from the result.
• The user gains +2 Strength and +1 Toughness, which
TREASURE MAP: Roll D6: may take them above their maximum characteristics.
• 1-5: It’s a false lead – treat the map as “Fake,”
• When making ranged attacks with an Unwieldy
3 above.
weapon, the user treats the Shoot (Double) action as
• 6: Somehow, it’s genuine. If the gang wins the Shoot (Basic).
scenario, gain D6x20 bonus credits.
• This item cannot be combined with any other type of
ANCIENT AND FADED: After rolling to determine the Servo-Harness or Servo-Claw.
4
scenario, you may add or subtract up to 2 from the result.
678
(21) SERVO-HARNESS – PARTIAL (26) WEB SOLVENT
• The user gains +2 Strength and +1 Toughness, which • When the user attempts Recovery while subject to the
may take them above their maximum characteristics. Webbed condition, roll an additional Injury die and
choose which one to apply.
• The user loses -1” Movement and -1 Initiative.
• When the user provides assistance to a friendly fighter
• When making ranged attacks with an Unwieldy
who is attempting Recovery while subject to the
weapon, the user treats the Shoot (Double) action as
Webbed condition, roll two additional Injury dice and
Shoot (Basic).
choose which one to apply.
• This item cannot be combined with any other type of
Servo-Harness or Servo-Claw. (27) WILD SNAKE
• The owner may take the following action:
(22) SKINBLADE
� TAKE A SWIG (Simple): Discard 1 Flesh Wound and
• If the user is Captured after a battle, the Skinblade
gain an Intoxication marker (which remains until
allows them to attempt an escape. Roll D6:
the end of the game).
� 1-2: The attempt is unsuccessful and they remain a
• The effects of the booze depend on how many
Captive.
Intoxication markers the fighter has:
� 3-4: They successfully make a dangerous escape –
� A Good Buzz: The fighter applies a +2 modifier to
their Capture does not occur, but they must roll for
Cool checks, and a -1 modifier to hit with ranged
Lasting Injury.
weapons.
� 5-6: They achieve a daring and hair-raising escape!
� Seeing Double: The fighter applies a +3 modifier to
Their Capture does not occur, but the Skinblade is
Cool checks, and a -1 modifier to hit with ranged
deleted from their Fighter card.
weapons.
(23) STIMM-SLUG STASH When the fighter declares a target for a ranged
• Once per game, the user can choose to take their attack, identify all fighters within 6” of this target.
Stimm-Slug Stash at the start of their activation. Randomly determine one of them – this is the actual
target the fighter must attack.
• They immediately discard one Flesh Wound, and until
the end of this round, they gain +2” Movement and +2 Snake Courage! The fighter automatically passes
Strength and Toughness. Cool checks and applies a -2 modifier to hit with
ranged weapons.
• In the End Phase of this round, roll D6 – on 1, they
suffer overload. Roll an Injury die and apply the result. • Finally, roll D6 – on 4+, the bottle is now empty.
Remove the Second Best from the fighter’s card.
(24) STRIP KIT
• When the user checks Intelligence to operate a door
terminal or bypass the lock on a loot casket, they gain
a +2 modifier.
679
Trading Post List:
STATUS ITEMS
[NOTE: These items may only be equipped by Gang Leaders and Champions]
(1) EXOTIC FURS
PERSONAL EQUIPMENT PRICE RARITY • When the owner makes a Trade Post-Battle Action,
1 Exotic Furs 50 Rare (12) they may apply one of the following modifiers to
themselves:
2 Gold-Plated Gun 40 Rare (10)
� Increase the Rarity value of items at the Trading
3 Gun Skull 65 Rare (12)
Post by +1.
4 Master-Crafted Weapon Special Rare (10)
� Increase the Illegal value of items at the Black
5 Medi-Skull 80 Rare (12)
Market by +1.
6 Mung Vase 2D6x10 Rare (12)
7 Opulent Jewellery 80 Rare (11)
(2) GOLD-PLATED GUN
• Any weapon on a fighter’s profile may be upgraded
8 Sensor Skull 60 Rare (12)
with gold plating – note this on its profile.
9 Uphive Raiments 50 Rare (10)
• The owner gains +1 Leadership.
680
(4) MASTER-CRAFTED WEAPON (6) MUNG VASE
• When a fighter purchases a new weapon, they can • This item is not issued to a fighter – instead, it is kept
choose to upgrade it to be master-crafted. in the gang’s Stash.
• To apply the upgrade, increase the weapon’s cost by • The Mung Vase decreases Hired Gun recruitment fees
25% (rounding up to the nearest 5). by D6x10 credits (to a minimum of 10).
� Existing weapons cannot be retroactively upgraded � If a Hired Gun is recruited, roll D6 after the battle –
by paying the 25%. on 1, they steal the vase. Remove both Hired Gun
and Mung Vase from the Gang Roster.
� However, a fighter can replace an existing weapon
with a master-crafted version of the same thing – • If the Gang Leader is killed, remove the vase from the
paying the full cost again (plus 25%) and Gang Roster (nobody else knows where it’s hidden).
transferring the original to the gang’s Stash.
• The Mung Vase may be sold during any Post-Battle
� This is an exception to the usual restrictions against Sequence – roll D6 to determine its value:
fighters discarding existing weapons.
D6 VALUE
� As grenades are equipment and not weapons, they
DISMAL FAKE: A truly sad knock-off, worth D3x5
cannot be master-crafted. 1
credits.
• Once per battle, the owner may re-roll a failed hit roll.
PASSABLE FAKE: A nice conversation piece,
2-3
(5) MEDI-SKULL worth D6x10 credits.
• When the owner attempts Recovery, they may roll an IMPRESSIVE FAKE: A fine example of the
additional Injury die and choose which result to apply. 4-5
counterfeiter’s art, worth D6x20 credits.
• A Medi-Skull is a type of servo-skull. It counts as
OUTSTANDING FAKE: Check Intelligence for the
equipment, but is represented by a separate model.
Gang Leader – if failed, count this as an
6
• All servo-skulls have the following rules: Impressive Fake. If failed, they realise what they
have just in time – the vase is worth D6x50 credits.
� The skull must remain within 2” of its owner at all
times, automatically moving with them (including
leaving the battlefield). (7) OPULENT JEWELLERY
� It ignores terrain, never falls, and never gives away • When the fighter takes the Medical Escort Post-Battle
its owner’s position. It cannot be Engaged or Action, they may re-roll the dice to determine the
targeted with ranged attacks. doc’s treatment fee.
� If it falls under a Blast marker or Flame template,
roll D6 – on 4+, the skull is hit:
681
(8) SENSOR SKULL
• When the Sensor Skull’s owner takes the Aim (Basic)
action, the they gain a +2 modifier to hit, instead of
the usual +1.
682
Trading Post List:
VEHICLE UPGRADES
BODY UPGRADES PRICE RARITY BODY UPGRADES
1 Ablative Armour 15 Rare (7) (1) ABLATIVE ARMOUR
2 Crash Cage 15 Common • The vehicle treats the first non-Glancing hit it suffers to
its Body as a Glancing hit.
3 Escape Hatches 10 Common
683
(10) TRANSPORT BED (13) WEAPON HARPOINT
• Fighters on a transport bed do not have to test whether • The vehicle gains an additional Weapon Hardpoint.
they fall when the vehicle moves.
• It must be immediately assigned with either the Crew
• The number of fighters that can fit on a transport bed is Operated or Passenger Operated trait.
determined by the physical size of the bed itself.
• It must be immediately assigned to a vision arc.
• Therefore, a transport bed must be clearly defined on
the vehicle’s model itself. (14) WEAPONS STASH
• The vehicle counts as an Ammo Cache.
• This Upgrade cannot be taken by a Walker.
This is the maximum number of fighters that can (2) ANTIGRAV GENERATORS
embark on the vehicle. • The vehicle becomes a Skimmer – this Locomotion
type replaces whatever rule it previously had.
• A transport cage must have at least one clearly visible
access point. • Van Saar gangs treat this as Rare (8).
• At the start of a battle, once the vehicle has been
deployed, subsequent fighters can be deployed (3) EMERGENCY BRAKE
embarked in its transport cage. • When the vehicle moves due to a Loss of Control test,
Fighters cannot start embarked aboard a vehicle halve the distance.
684
ENGINE UPGRADES
(1) ARCHAEOTECH AUTOMANTIC REACTOR
• Gain +2” Movement.
685
Gang Vehicles:
VEHICLE WARGEAR
VEHICLE WARGEAR PRICE RARITY (4) CALTROP LAUNCHER
1 Boarding Ramp 15 Common • The vehicle can make the following action:
2 Body Spikes 10 Common LAY CALTROP (Basic): The vehicle moves forward in
a straight line, up to its Movement characteristic –
3 Booby-Trapped Fuel Tanks 10 Rare (9)
no turns can be made.
4 Caltrop Launcher 20 Rare (7)
At any point during this move, it may place up to 3
5 Flare Launchers 10 Common caltrop markers within 1” of its Rear arc.
6 Headlights 15 Common Any time a vehicle with Wheeled Locomotion moves
within 1” of a caltrop marker, it must make a Loss
7 Kill Switch 15 Rare (7)
of Control test with an additional -2 modifier.
8 Minelayer 35 Rare (8)
– Additional Mines 20 each Rare (7)
(5) FLARE LAUNCHERS
• The vehicle can make the following action:
9 Smoke Launchers 20 Common
LAUNCH FLARES (Basic): Every fighter and vehicle
10 Wheel Scythes 20 Common
within 12” (including this one) gains the Revealed
condition until the End Phase.
(1) BOARDING RAMP
(6) HEADLIGHTS
• If a fighter attempts to jump from this vehicle to
• The vehicle can turn its headlights on or off at the start
another within 3”, they gain a +1 modifier to their
of its activation – they remain in that state until its next
Initiative.
activation.
(2) BODY SPIKES • While the vehicle’s headlights are on, all fighters within
12” of its Front arc (including this vehicle itself) gain the
• When a fighter moves on or across this vehicle, they
Revealed condition.
must check Initiative – if failed, they suffer a Strength 3,
AP 0, Damage 1 hit (though they are not Pinned).
(7) KILL SWITCH
• This does not apply if the fighter is moving on or across
• If the vehicle is Wrecked, subtract -1 from its Lasting
the vehicle’s Transport area.
Damage roll.
686
(9) SMOKE LAUNCHERS
• The vehicle can make the following action:
LAUNCH SMOKE (Basic): Place three markers within
2” of the vehicle. These have the same effect as
smoke grenades.
687
688
Black Market List:
IMPERIAL WEAPONS
RARITY / RANGE ACCURACY
PRICE
ILLEGAL S L S L Str AP D Ammo Traits
CLOSE COMBAT WEAPONS
Lightning Claw 70 Rare (11) - E - +1 1 -2 1 - Power, Parry, Rending, Melee
Power Fist 100 Rare (11) - E - - S+3 -3 3 - Power, Pulverise, Unwieldy, Melee
PISTOLS
Inferno Pistol 145 Rare (12) 6” 9” - - 8 -3 2 6+ Melta, Scarce, Sidearm
BASIC WEAPONS
Arc Rifle 100 Rare (13) 9” 24” +2 -1 5 - 1 6+ Rapid Fire (1), Blaze, Shock
Stake-Crossbow 60 Rare (9) 5” 15” +1 - 3 - 1 4+ Hexagrammatic, Primitive, Silent
SPECIAL WEAPONS
Storm Bolter 95 Rare (12) 12” 24” +1 - 4 -1 2 6+ Rapid Fire (2), Scarce
HEAVY WEAPONS
Autocannon �� 160 Rare (10) 24” 48” - - 7 -2 2 4+ Rapid Fire (1), Knockback, Unwieldy
Grav Cannon �� 140 Rare (10) 20” 80” -1 +1 * -1 2 5+ Blast (5”), Graviton Pulse, Concussion, Unwieldy
Mole Launcher �� 100 Rare (11) 20” 60” -1 - 6 -2 1 5+ Blast (3”), Burrowing, Concussion, Unwieldy
GRENADES
Phosphor Canister 40 Rare (10) - Sx3 - -1 4 -3 2 5+ Blast (3”), Blaze, Scarce, Grenade
689
Black Market List:
XENOS WEAPONS
RARITY / RANGE ACCURACY
PRICE
WEAPON ILLEGAL S L S L Str AP D Ammo Traits
CLOSE COMBAT WEAPONS
Xenarch Death Arc 75 Illegal (9) E 5” +1 - 3 - 1 2+ Rapid Fire (2), Shock, Versatile, Plentiful, Melee
BASIC WEAPONS
Kroot Long Rifle
⬥ Ranged 30 Rare (10) 12” 24” +1 - 4 - 1 4+ Knockback, Plentiful
⬥ Close Combat E 2” - - S+1 - 1 - Disarm, Versatile, Melee
Rak’Gol Razor Gun 60 Illegal (11) 6” 20” - -1 - -2 1 6+ Rapid Fire (2), Toxin
Sling Gun 55 Rare (11) 6” 12” +2 - 4 -2 1 5+ Rapid Fire (1), Scarce
SPECIAL WEAPONS
Hrud Fusil
⬥ Low Power 120 Illegal (9) 9” 18” - - 6 -1 2 5+ Rapid Fire (1), Scarce
⬥ Maximal Power 12” 24” +1 - 8 -2 3 5+ Unstable, Scarce
Necrotic Beamer
⬥ Ranged 110 Illegal (12) 6” 12” - -1 6 -1 3 6+ Melta, Scattershot, Scarce
⬥ Close Combat E 3” +1 - 3 - 3 - Melta, Versatile, Melee
Neural Flayer
⬥ Short Burst 90 Illegal (13) - T - - - - - 4+ Concussion, Flash, Template
⬥ Full Burst - T - - - - - 6+ Concussion, Flash, Gas, Fear, Pulverise, Template
Yu’vath Puzzle Box 150 Illegal (15) 3” 6” +2 - 2 -1 1 3+ Rapid Fire (3), Scattershot, Unwieldy
HEAVY WEAPONS
Demiurg Energy Drill �� 100 Illegal (9) 3” 9” +2 - 7 -4 2 6+ Impale, Unwieldy, Scarce
GRENADES
Mindflect Shard 50 Illegal (10) - Sx3 - - 3 -1 1 4+ Blast (5”), Cursed, Grenade
690
Black Market List:
CORRUPTED WEAPONS
RARITY / RANGE ACCURACY
PRICE
WEAPON ILLEGAL S L S L Str AP D Ammo Traits
CLOSE COMBAT WEAPONS
Desire’s Needle 50 Illegal (9) - E - +1 - -1 1 - Toxin, Chem Delivery, Power, Melee
Goredrinker Axe 20 Illegal (9) - E - - +3 -1 2 - Rending, Reckless, Melee
Hex’iron Blade 25 Illegal (9) - E - - +1 -3 1 - Cursed, Parry, Melee
Tenebrous Scourge 60 Illegal (10) E 3” - - S+3 - 1 - Power, Entangle, Versatile, Melee
Whisperbane Knife 30 Illegal (11) - E - +1 S - 1 - Scattershot, Backstab, Melee
PISTOLS
Withertouch Pistol 55 Illegal (13) 6” 9” - - 3 - 1 6+ Melta, Silent, Sidearm
BASIC WEAPONS
Warpstorm Bolter 60 Illegal (10) 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1), Cursed, Scarce
SPECIAL WEAPONS
Balefire Thrower 120 Illegal (9) - T - - 4 -1 2 5+ Blaze, Cursed, Template
Kai Hellspear 90 Illegal (12) 6” 18” - - 3 -3 1 3+ Impale, Pulverise, Rending
GRENADES
Shard Grenades 30 Illegal (9) - Sx3 - - 2 -2 1 4+ Blast (5”), Cursed, Rending, Grenade
691
Black Market List:
SPECIALIST AMMO
[NOTE: All ammo options retain the Range values of their parent weapon]
RARITY / ACCURACY
PRICE
ILLEGAL S L Str AP D Ammo Traits
AUTO WEAPONS Autopistol, Autogun, Reclaimed Variants, Combi-Variants
⬥ Static Rounds 10 Illegal (9) +1 - 3 - 1 4+ Rapid Fire (1), Shield Breaker, Shock, Limited, Sidearm
⬥ Warp Rounds 15 Illegal (10) +1 - 3 - 1 4+ Single Shot, Cursed, Limited, Sidearm
BOLT WEAPONS Bolt Pistol, Boltgun, Enforcer Boltgun, Combi-Variants, Storm Bolter, Heavy Bolter
⬥ Gas Shells 25 Rare (11) +1 - - - 1 6+ Single Shot, Blast (3”), Gas, Limited
⬥ Shatter Shells 15 Rare (9) +1 - 3 -1 1 6+ Blast (3”), Limited
LAS WEAPONS Laspistol, Lasgun, Las Carbine, Las Sub-Carbine, Long Las, Suppression Laser
⬥ Focusing Crystal 30 Rare (10) +1 - 3 -2 1 3+ Unstable
STUB WEAPONS
Stub Gun, Combi-Variants
⬥ Static Rounds 10 Illegal (9) +1 - 3 - 1 4+ Rapid Fire (1), Shield Breaker, Shock, Limited, Sidearm
⬥ Warp Rounds 15 Illegal (10) +1 - 3 - 1 4+ Single Shot, Cursed, Limited, Sidearm
Heavy Stubber
⬥ Static Rounds 15 Illegal (10) - +1 4 -1 1 4+ Knockback, Shield Breaker, Shock, Limited
⬥ Warp Rounds 20 Illegal (11) - +1 4 -1 1 4+ Knockback, Cursed, Limited, Single Shot
Stub Cannon
⬥ Static Rounds 10 Illegal (9) - - 5 - 1 3+ Knockback, Shield Breaker, Shock, Limited
⬥ Warp Rounds 15 Illegal (10) - - 5 - 1 3+ Knockback, Cursed, Limited, Single Shot
692
Black Market List:
GANG ARMOUR
GANG ARMOUR PRICE
RARITY / (3) ARMOURWEAVE
ILLEGAL
• The wearer gainsan armour save of 5+,which can
1 Ablative Overlay 20 Common never be reduced lower than 6+.
2 Archaeo-Carapace 120 Rare (12) • Note that any attack that disallowsarmoursavesalso
ignores Armourweave.
3 Armourweave 20 Illegal (9)
4 Ceramite Shield 40 Rare (8) (4) CERAMITE SHIELD
5 Gutterforged Cloak 15 Common • If the user is Standing, they gain +2to their armour
save andignorethe effects of the Melta trait against
6 Mantle Malifica 75 Illegal (13)
any attack that originateswithin their line of sightand
7 Reflec Shroud 30 Rare (8) vision arc.
8 Scrap Shield 15 Common HOUSERULE: If the armour save is successful, the user
is not Pinned.
693
Black Market List:
CHEMS
OBTAINING CHEMS
RARITY / • Each purchases of a chem grants one dose. Multiple
CHEMS PRICE doses can be purchased at once.
ILLEGAL
1 Frenzon 20 Rare (9) • Once a chem has been purchased, the gang has
established a steady supplier:
2 Ghast 30 Illegal (9)
� As long as the supply lasts, the gang counts this
3 Icrotic Slime 35 Rare (10)
chem as being Common.
4 Kalma 15 Common
� Each time the gang wishes to purchase a chem from
5 Obscura 30 Illegal (8) their supplier, you must first roll D6.
6 ‘Slaught 30 Rare (10) � On 1, the supplier has vanished or been killed – the
7 Spur 35 Rare (11) chem is no longer Common.
694
(1) FRENZON (3) ICROTIC SLIME
PRIMARY EFFECTS: PRIMARY EFFECTS:
• The user gains the Nerves of Steel, True Grit, • In order, the user checks Movement, Strength,
Unstoppable, and Berserk skills. Toughness, Initiative, Attacks, and Cool.
• The user’s weapons all gain the Reckless trait. • For each check passed, passed, improve that
characteristic by D3.
• When activated, unless they are Engaged or Seriously
Injured, the user must make at least one action SIDE EFFECTS:
moving towards the nearest enemy. • The user’s Leadership, Intelligence and Willpower are
decreased to 10+ (unless already lower).
• The user must always attempt a Charge (Double)
action if possible. • After the battle, roll 2D6:
� 1: The user gains the Insane condition. � 2-11: The user’s action is wasted.
� 2-5: The user gains a random wyrd power from the � 12+: The user may act normally, and the chem has
table below. no further effect on them for the rest of the battle.
� 6: The user gains the Insane condition and a • During the Rescue Mission scenario, the defending
random wyrd power from the table. gang can force their captive to take kalma.
SIDE EFFECTS:
• After the battle, the user must check Willpower – if
failed, they permanently reduce Willpower by 1.
695
(5) OBSCURA (7) SPUR
PRIMARY EFFECTS: PRIMARY EFFECTS:
• The user’s Movement changes to D6”. • The user gains +2” Movement and changes their
Initiative to 2+.
� They must move the full distance rolled.
SIDE EFFECTS:
� If they make base contact with an enemy, they
• In each End Phase, roll 2D6 and add the user’s
become Engaged.
Toughness – on 10+, the chem has worn off and its
� If they move over an edge, they automatically fall. effects no longer apply.
The user’s weapons all gain the Reckless trait.
(8) STINGER MOULD
•
• In the End Phase, the user may roll 2D6 and add their PRIMARY EFFECTS:
Toughness – on 12+, the obscura’s effects wear off. • If the user rolls for Lasting Injury while under the
• During the Rescue Mission scenario, the defending influence of stinger mould, they may ignore any result
gang can force their captive to take obscura. other than Memorable Death (66).
• After any battle, the user can pay 2D6x10 credits for
anti-addiction chems, removing these side effects.
(6) ‘SLAUGHT
PRIMARY EFFECTS:
• The user changes their Weapon Skill and Initiative to
2+, and gains +1 Attack.
SIDE EFFECTS:
• After the battle, the user checks Toughness – if failed,
they become addicted to ‘slaught.
696
Black Market List:
PERSONAL EQUIPMENT
(1) ARCHAEOTECH DEVICE
RARITY /
PERSONAL EQUIPMENT PRICE • When this item is first assigned to a fighter, roll D6 to
ILLEGAL
determine its effect (below).
1 Archaeotech Device 120 Rare (13)
• If ever transferred to another fighter, they must check
2 Blindsnake Pouch 60 Rare (12)
Intelligence the first time they activate it – if passed,
3 Cameleoline Cloak 35 Rare (9) they may use it normally from now on. If failed, they
must wait until the next battle to try again.
4 Chrono Crystal 500 Illegal (14)
5 Cred Sniffer 35 Rare (8) D6 EFFECT
6 Data-Thief 35 Illegal (10) “UH-OH”: The fighter accidentally triggers the thing while
7 Falsehood 40 Rare (9) 1 messing around, suffering D6 Strength 2, AP 0, Damage 1
hits, The device is ruined – permanently delete it.
8 Forged Guilder Seal 55 Illegal (11)
VIEWER: The device can remote-view through walls and
9 Frenzon Collar 30 Rare (9) objects – the fighter gains access to the following action:
10 Guilder Cartograph 70 Rare (11)
2 • SCAN (Simple): Apply the Revealed condition to
11 Halo Device 250 Illegal (14) one enemy within 18”. Alternatively, if the owner is
acting as a Sentry, instead roll D6 – on a 6, they
12 Hexagrammatic Fetish 35 Rare (10)
automatically raises the alarm.
13 Holochromatic Field 100 Illegal (9)
CUTTING BEAM: The device can focus a cutting beam of
14 Industrial Respirator 60 Rare (7) intense power on a stationary object – the fighter gains
access to the following action:
15 Isotropic Fuel Rod 60 Rare (10) 3
• LASER CUT (Double): The device inflicts a
16 Lho-Sticks 5 Common
Strength 8, AP 0, Damage 3 hit on a door, loot
17 Lock-Punch 10 Common casket, or other viable terrain piece within 1”.
20 Mnemonic Inload Spike 100 Illegal (12) When the user takes a Move (Simple) or Charge (Double)
4 action, they may ignore all terrain, move unrestricted
21 Photo-Lumens 20 Common between levels, and can never fall.
22 Psi-Grub 50 Illegal (12) They cannot ignore impassable terrain or walls, nor end
their move overlapping an obstacle.
23 Radcounter 50 Rare (9)
24 Ratskin Map 100 Rare (9) HOLO PROJECTOR: The device creates a holographic
decoy of the fighter to fool their enemies.
25 Sanctioning Writ 25 Illegal (10)
26 Suspensor Harness 40 Rare (9) • The user gains a 4+ armour save against ranged
attacks, which is not modified by Armour Piercing.
27 Threadneedle Worms 45 Illegal (13) 5
• If this armour save is failed, the projector shuts down
28 Xenoculum 80 Illegal (12) and cannot be used for the rest of the game.
697
(2) BLIND SNAKE POUCH (8) FORGED GUILDER SEAL
• The user gains the Dodge skill. • When the owner makes the Trade Post-Battle Action
at the Trading Post, they decrease Rarity for
• If the user already has the Dodge skill, it succeeds on
themselves by -2 – and reduce the cost of any items
5-6, rather than the usual 6.
they purchase by 3D6 credits, to a minimum of 10.
• If an enemy attacks via the Overwatch skill, the dodge
• If a double 1 or double 6 is rolled, the item is still
always succeeds on a 4+.
purchased – but the Forged Guilder Seal is deleted
(3) CAMELEOLINE CLOAK from the owner’s profile and their gang is declared
Outlaw.
• If the wearer has not moved this round, ranged
attacks against them suffer a -2 modifier to hit. (9) FRENZON COLLAR
(4) CHRONO-CRYSTAL • The user is permanently under the effects of the
frenzon chem.
• The opportunity to acquire one of Bald Bryen’s
Chrono-crystals is vanishingly rare… and possessing • At the start of the battle, the gang must nominate a
one not only earns the enmity of Rust Town’s participating Gang Leader or Champion to be the
infamous mayor, but may lead to the owner Controller for all the gang’s Frenzon Collars.
encountering the Ordo Chronos some time in the
• When the Controller makes a Group Activation, they
future (or perhaps the past…).
may include any friendly fighter wearing a Frenzon
• A Chrono-Crystal has no predetermined rules. It is up Collar, regardless of their position on the battlefield.
to the Arbitrator to detail how it can be used.
� The Controller must still abide by the limit of their
• Alternatively, it is worth a tidy sum if sold. Group Activation (X) ability.
698
(12) HEXAGRAMMATIC FETISH (16) LHO-STICKS
• Once purchased, immediately roll D6 to determine the • The user is considered particularly ‘cool’ by the more
fetish’s effects: gullible members of their gang.
� 1: It’s rubbish, though it can be sold on to some • A friendly fighter with Intelligence 8+ or worse may
other unsuspecting rube. Delete the fetish from the use the user’s Cool in place of their own, if they are
owner’s profile and gain back 3D6 credits located within 6” and line of sight.
• This increases to +4 if they also wear a Hazard Suit. The target counts as +2 Strength for every other
member of their gang in base contact.
• Once per game, when the user activates, they may
declare they are using the respirator’s air supply –
until the start of their next activation, they gain the
following abilities:
699
(19) MALEFIC ARTEFACT (20) MNEMONIC INLOAD SPIKE
• The first time this sinister artefact is assigned to a • The user must immediately roll for Lasting Injury. If
user, immediately roll D6 to determine what it is. they survive, they gain one skill of their choice from
either the Agility, Brawn, Combat, Cunning, Ferocity,
• If ever transferred to another fighter, they must check
Leadership, Savant or Shooting set.
Intelligence the first time they activate it – if passed,
they may use it normally from now on. If failed, they • The spike is then deleted from the user’s profile.
must wait until the next battle to try again.
(21) PHOTO-LUMENS
D6 EFFECT • If the Pitch Black rules are in effect, the user has
visibility to targets within 12”, rather than the usual
CURSED: The fighter does something to the artefact they 3”.
weren’t supposed to – they begin the next game with the
1
Insane condition. The artefact mysteriously vanishes – • While in Pitch Black, the user always counts as having
permanently delete it. the Revealed condition.
WHISPER VOX: Hidden truths issue forth, revealing the (22) PSI-GRUB
intentions of those nearby. The fighter gains the Overwatch • If the owner uses a wyrd power – or is targeted by one
2
skill. If they already have this skill, whenever they use it,
– they gain +1 Psi-Grub token after resolving the
they may first take a free Aim (Basic) action.
effect.
VOID GATE: The artefact is a gateway to a yawning • The owner can take the following action:
darkness – the fighter gains access to the following action:
� TAP PSI-GRUB (Basic): Roll D6 – if the result is
3 • UNLEASH THE VOID (Double): All fighters within
equal or lower than the fighter’s Psi-Grub tokens,
6” (friend or enemy) can only take a single action
the psi-grub is triggered.
when they activate this round.
The fighter immediately resolves one of their wyrd
ETHERIC LANTERN: The artefact is a beacon to for the powers, automatically passing their Willpower
denizens of the Warp – the fighter gains access to the check. They then remove all Psi-Grub tokens.
following action:
4 • When the owner gains their sixth Psi-Grub token, the
• IGNITE LANTERN (Double): All Seriously Injured alien parasite explodes! Remove all tokens, then
fighters within 12” (friend and enemy) must check
delete the Psi-Grub from the owner’s profile.
Toughness – if failed, they go Out of Action.
(23) RADCOUNTER
CHRONOSCOPE: Time works oddly around the artefact,
alternately speeding or slowing. When the fighter activates, • The fighter can never be the random target of a
roll D6: Badzone Event unless there are no other options.
700
(24) RATSKIN MAP (27) THREADNEEDLE WORMS
• The gang may use the Ratskin Map when rolling to • The owner can take the following action:
determine which scenario will be played.
� CAN OF WORMS (Basic): Roll D6 on the below table,
� If both gangs have a Ratskin Map, roll off – only the resolve the effect, then delete the Threadneedle
winner may use this ability. Worms from the owner’s profile.
• The very first time a Ratskin Map is used, roll D6 to D6 THREADNEEDLE WORMS
determine its information.
THE WORMS TURN: The fighter spills worms all over
• This result is permanent and applies to any future 1 themselves. Roll the Injury die and immediately apply
battles in which the Ratskin Map is used. the result.
D6 MAP TYPE A FEW LIVE WORMS: Place the Blast (5”) marker
2-3 anywhere within D6”. Roll an Injury die for each fighter
FAKE: Instead of rolling to determine the scenario, the under the marker.
1 enemy gang may choose it. Permanently delete the
Ratiskin Map.
A FEW MORE LIVE WORMS: Place the Blast (5”)
WORN AND INCOMPLETE: After rolling to determine the marker anywhere within D6”, then place two additional
2 4-5
scenario, you may add or subtract 1 from the result. Blast (5”) markers anywhere in contact with the first.
Roll an Injury die for each fighter under the markers.
TREASURE MAP: Roll D6:
A CAN FULL OF WORMS: Roll an Injury die for every
• 1-5: It’s a false lead – treat the map as “Fake,” 6 fighter on the battlefield, treating Out of Action results
3 above. as Seriously Injured.
• 6: Somehow, it’s genuine. If the gang wins the
scenario, gain D6x20 bonus credits.
701
(28) XENOCULUM
• The first time this strange alien device is assigned to a
user, immediately roll D6 to determine what it is.
D6 EFFECT
GHOST FORM: The device allows its user to briefly slip out
of sequence with reality – when the fighter activates, they
may choose to enter ghost form until their next activation.
In ghost form, they ignore all terrain, ignore the effects of
falling, and are immune to all attacks except for wyrd powers.
3
However, they also cannot make attacks or interact with the
battlefield in any way.
Each time the fighter wishes to enter ghost form, roll D6 – on
4+, the device’s charge expires and it may not be used for the
rest of the battle.
702
Black Market List:
STATUS ITEMS
(2) MUNG VASE
RARITY /
PERSONAL EQUIPMENT PRICE • This item is not issued to a fighter – instead, it is kept
ILLEGAL
in the gang’s Stash.
1 Harrier Skull 40 Rare (8)
• The Mung Vase decreases Hired Gun recruitment fees
2 Mung Vase 2D6x10 Rare (12)
by D6x10 credits (to a minimum of 10).
� It ignores terrain, never falls, and never gives away IMPRESSIVE FAKE: A fine example of the
4-5
its owner’s position. It cannot be Engaged or counterfeiter’s art, worth D6x20 credits.
targeted with ranged attacks.
OUTSTANDING FAKE: Check Intelligence for the
� If it falls under a Blast marker or Flame template, Gang Leader – if failed, count this as an
roll D6 – on 4+, the skull is hit: 6 Impressive Fake. If successful, they realise what
they have just in time – the vase is worth D6x50
▪ Roll another D6 – on 1, it is permanently credits.
destroyed and deleted from its owner’s profile.
703
704
Gang Vehicles:
1. HIRE A CREW
• There are two basic crew types available to all gangs:
the Scum Racer and the Guild of Coin Haulier.
705
Gang Vehicles:
SKILLS
• Primary Skills: Shooting, Driving
706
Gang Vehicles:
VEHICLE LIST
WOLFQUAD
(VEHICLE) – 70 credits to purchase WOLFQUAD EQUIPMENT LIST
M Front Side Rear HP Hnd Sv BODY UPGRADES
8” 3 3 3 2 5+ 5+
• Reinforced Armour………..………………………. 20
• Speed Fins…….………………………….……….. 10
AVAILABILITY:
• Any gang (except Ash Waste Nomads) can include a
Wolfquad. DRIVE UPGRADES
• All-Wheel Steering……………………….……….. 10
LOCOMOTION: Wheels. • Emergency Brake…………………………………. 10
UPGRADE SLOTS: Body (1), Drive (1), Engine (2). HEAVY WEAPONS
EQUIPMENT: • Heavy Flamer……………………………………… 195
• A Wolfquad may purchase items from the • Heavy Stubber………...………...………...……….130
Wolfquad Equipment List. • Mining Laser……………………………………….. 125
SPECIAL RULES:
• Agile: When taking a Vehicle Move (Simple) action,
the Wolfquad can make two turns instead of the
usual one.
707
RIDGERUNNER
(VEHICLE) – 95 credits to purchase RIDGERUNNER EQUIPMENT LIST
M Front Side Rear HP Hnd Sv BODY UPGRADES
7” 5 4 4 3 7+ 5+ • Speed Fins…………………..…………………….. 10
• Escape Hatches………………………….……….. 10
AVAILABILITY: • Crash Cage………………………………………… 15
• Any gang (except Ash Waste Nomads) can include a
Ridgerunner.
DRIVE UPGRADES
LOCOMOTION: Wheels. • All-Wheel Steering……………………….……….. 10
• Emergency Brake…………………………………. 10
WEAPON HARDPOINTS: Two (one on the hull, one on the • Redundant Drive System………………………….15
rear platform).
• Tyre Claws…………………………………………. 10
• A weapon mounted on the hull gains the Crew
Operated and Arc (Front) traits.
ENGINE UPGRADES
• A weapon mounted on the rear platform gains the • Engine Shell………………………………………...15
Passenger Operated and Arc (Front) traits. • Gas Promethium Engine…………………………..25
UPGRADE SLOTS: Body (2), Drive (3), Engine (3). HEAVY WEAPONS
• Mining Laser……………………………………….. 125
EQUIPMENT:
• Missile Launcher (Frag & Krak Missiles)………...165
• A Ridgerunner may purchase items from the
• Mortar………………………………………………. 115
Ridgerunner Equipment List.
• Twin-Linked Heavy Stubber……………………... 145
• During a campaign, the Ridgerunner may purchase
additional items from this list, the Trading Post,
and the Black Market.
WARGEAR
• Headlights………………………………………….. 15
• A Ridgerunner can only use Basic, Special or Heavy • Flare Launchers…………………………………… 10
weapons.
• Kill Switch…………………………………………...15
• A Ridgerunner can only install Upgrades from the
Ridgerunner Equipment List.
708
ROCKGRINDER
(VEHICLE) – 145 credits to purchase ROCKGRINDER EQUIPMENT LIST
M Front Side Rear HP Hnd Sv BODY UPGRADES
5” 7 7 6 4 8+ 4+ • Ablative Armour…………..……………………….. 15
• Escape Hatches………………………….………...10
AVAILABILITY: • Rockgrinder Ram…………………………………. 30
• Any gang (except Ash Waste Nomads) can include a
• Weapons Stash……………………………………. 20
Rockgrinder.
709
CARGO-8 RIDGEHAULER
(VEHICLE) – 230 credits to purchase RIDGEHAULER EQUIPMENT LIST
M Front Side Rear HP Hnd Sv ADDITIONAL TRAILERS
7” 9 8 8 6 7+ 3+ • 0-4 Ridgehauler Trailer..………………………….. 130
AVAILABILITY:
CARGO LOADS
• Any gang (except Ash Waste Nomads) can include a
Cargo-8 Ridgehauler. • Munitorum Armoured Container…………………. 50
• Promethium Tank……………………….………... 30
• The Ridgehauler can only be assigned to a Guild of
Coin Haulier crew.
BODY UPGRADES
LOCOMOTION: Wheels. • Ablative Armour…………..……………………….. 15
• Crash Cage………………………………………… 15
WEAPON HARDPOINTS: One (on the cab). • Escape Hatches………………………….………...10
• A weapon mounted on this Hardpoint gains the • Reinforced Armour…………………………………20
Crew Operated, Arc (Front), and Arc (Right) traits. • Weapons Stash……………………………………. 20
HEAVY WEAPONS
• Heavy Stubber………...……………………………130
WARGEAR
• Booby-Trapped Fuel Tanks……………………….10
• Headlights………………………………………….. 15
• Flare Launchers…………………………………… 10
• Smoke Launchers……………………………… 20
710
RIDGEHAULER TRAILER
CARGO LOAD 1: MUNITORUM ARMOURED CONTAINER
(SPECIAL) – 130 credits to purchase • Weapon Hardpoints: Two (both on the top of the
container). Weapons fitted here gain the Crew Operated
• A Cargo-8 Ridgehauler may have up to four trailers and Arc (All Round) traits.
attached to it. • Supplies Contained: For the duration of the battle, the
• Each trailer increases the Ridgehauler’s HP by +5. Munitorum Armoured Container counts as an Ammo
Cache that can never be exhausted.
• During a battle, the Ridgehauler and its trailers
count as a single model. They can never become
detached from each other (unless a rule
CARGO LOAD 2: PROMETHIUM TANK
specifically states it). • Transport Area: The walkway along the top of the
Promethium tank is a transport bed.
TRANSPORT AREA: Each trailer has a transport bed • High-Pressure Gas: If a Promethium Tank is struck by
along the side of each cargo slot. If no cargo is loaded, a ranged or melee attack, roll D6 and add that
that area becomes a transport bed as well.
weapon’s Strength.
CARGO LOADS: Each trailer may be equipped with a On a 9+, the casing is pierced, releasing a jet of gas.
single cargo load. If so, the below rules apply for the Centre the Blast (5”) marker on the point closest to the
duration of the battle: attacker. Any fighter it touches must check Initiative – if
• Valuable Cargo: At the end of the battle, if the failed, they become Blinded.
Ridgehauler is still on the battlefield (and not
Alternatively, if the attacking weapon had the Blaze
Wrecked), the owning gang gains D3x10 credits per
trait, any fighter that fails their Initiative check suffers a
cargo load being transported.
Strength 4, AP -1, Damage 1 hit with the Blaze trait.
If the vehicle was Wrecked, the enemy gang gains
• Lifeblood of the Wastes: Each surviving Promethium
D6x10 credits for every cargo load being
Tank is worth D6x10 credits to the owning gang when
transported.
resolving the “Valuable Cargo” rule, rather than the
• Trading Run: During a campaign, the usual D3x10 (its value to enemy gangs does not
Ridgehauler’s crew can make a “Trade” Post- change).
Battle Action, if they did not go Out of Action and
• Free Fuel: Flame weapons with may disregard the
the Ridgehauler is not In Repair. The crew counts
Scarce trait while within 3” of a Promethium Tank.
as a Champion for this purpose.
If the weapon does not have this trait in the first place,
• Cargo Options: Each Ridgehauler trailer can carry
it instead gains the Plentiful trait while within 3” of a
either a Munitorum Armoured Container or a
Promethium Tank.
Promethium Tank.
In general, a “flame weapon” is any weapon that has
Each of these cargo types adds additional rules –
the Blaze trait.
see opposite.
711
Gang Vehicles:
WASTELAND WORKSHOP
DESIGNING CUSTOM VEHICLES LIGHT VEHICLE (50 credits base cost)
These rules allow you to create your own vehicle for use in
M Front Side Rear HP Hnd Sv
Necromunda. 7” 3 3 3 1 6+ 5+
THE MOST IMPORTANT RULE LOCOMOTION: Choose either wheels or tracks. If you
• These rules are designed to allow players to use their choose tracks, reduce Movement by -1”.
own creations in the wastes – to help in the bitter
narratives of gang warfare. WEAPON HARDPOINTS: One. Assign it the Crew
Operated or Passenger Operated trait and a single vision
• They are not intended to determine the most powerful
arc (purchase additional vision arcs for +15 credits each).
and dominant vehicle that can possibly be created.
• As such, to create a sound and believable grounding in WEAPON HARDPOINTS: One. Assign it the Crew
the setting, you are encouraged to use existing Citadel Operated or Passenger Operated trait and a single vision
and Forge World kits as a starting point for converting. arc (purchase additional vision arcs for +15 credits each).
712
HEAVY VEHICLE (175 credits base cost) WORKSHOP EQUIPMENT LIST
M Front Side Rear HP Hnd Sv BODY UPGRADES
5” 7 7 7 4 8+ 4+
• Crash Cage………..………………………………..15
• Escape Hatches….………………………….……..10
LOCOMOTION: Choose either wheels or tracks. If you • Extra Armour….………………………….…………25
choose tracks, reduce Movement by -1”.
• Ram….………………………….………………….. 15
WEAPON HARDPOINTS: One. Assign each one the Crew • Transport Bed….………………………….………..15
Operated or Passenger Operated trait. Designate each with
a single vision arc (purchase additional vision arcs for +15
DRIVE UPGRADES
credits each).
• All-Wheel Steering……………………….……….. 10
UPGRADE SLOTS: Body (4), Drive (3), Engine (2). • Emergency Brake………………………………….10
• Tyre Claws…………………………………………. 10
EQUIPMENT:
• This vehicle can purchase items from the Workshop
Equipment List, the Trading Post, and the Black Market.
ENGINE UPGRADES
• Easy Turnover……………………………………... 5
• This vehicle can only equip Basic, Special, or Heavy
• Nitro Burner…………….………………………….. 15
weapons to its Weapon Hardpoints.
• Smoke Vents………………………………………. 25
SPECIAL RULES:
• Jury-Rigged: The vehicle is cobbled together out of BASIC WEAPONS
mismatched parts. When taking the “Negotiate • Autogun…………………………………………….. 15
Repairs” Post-Battle Action, double the repair cost. • Lasgun…………….……………………………….. 15
713
Gang Vehicles:
VEHICLE WEAPONS
[Unless stated in vehicle profile, all of the below gain either the CREW OPERATED or PASSENGER OPERATED trait]
RANGE ACCURACY
PRICE
WEAPON S L S L Str AP D Ammo Traits
Grenade Launcher
⬥ Frag Grenades 65 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback
⬥ Krak Grenades 6” 24” -1 - 6 -2 2 6+
Harpoon Launcher 110 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Heavy Bolter 160 18” 36” +1 - 5 -2 2 6+ Rapid Fire (2), Unwieldy
Heavy Flamer 195 - T - - 5 -2 1 5+ Blaze, Unwieldy, Template
Heavy Stubber 130 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
Lascannon 155 24” 48” - +1 10 -3 3 4+ Knockback, Unwieldy
Mining Laser 125 18” 24” - -1 9 -3 3 3+ Unwieldy
Missile Launcher
⬥ Frag Missile 165 24” 48” +1 - 4 -1 1 6+ Blast (5”), Knockback, Unwieldy
⬥ Krak Missile 24” 48” +1 - 6 -2 3 6+ Unwieldy
Mortar 180 12” 24” +1 - 8 -4 3 4+ Blast (3”), Melta, Unwieldy, Scarce
Storm Bolter 95 12” 24” +1 - 4 -1 2 6+ Rapid Fire (2), Scarce
Twin-Linked Autocannon 185 24” 48” - - 7 -2 2 4+ Rapid Fire (1), Knockback, Twin-Linked, Unwieldy
Twin-Linked Heavy Stubber 130 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Twin-Linked, Unwieldy
Seismic Cannon
⬥ Short Wave 140 12” 24” - -1 6 -1 2 5+ Rapid Fire (1), Knockback, Seismic, Unwieldy
⬥ Long Wave 12” 24” -1 - 8 - 1 5+ Rapid Fire (2), Knockback, Seismic, Unwieldy
714
Gang Vehicles:
VEHICLE UPGRADES
This information is provided for convenience. It is repeated
in the “Trading Post” section of these rules. BODY UPGRADES
BODY UPGRADES (1) ABLATIVE ARMOUR
1 Ablative Armour • The vehicle treats the first non-Glancing hit it suffers to
its Body as a Glancing hit.
2 Crash Cage
• One use per battle.
3 Escape Hatches
4 Explosive Ram (2) CRASH CAGE
5 Extra Armour • The vehicle treats the first non-Glancing hit it suffers to
its Crew as a Glancing hit.
6 Ram
8 Rockgrinder Ram
(3) ESCAPE HATCHES
9 Speed Fins
• When rolling for Lasting Injury for the crew, you may re-
10 Transport Bed roll the result.
11 Transport Cage
(4) EXPLOSIVE RAM
12 Turtle Back
• The first time this vehicle is in a Head-On Collision, the
13 Weapon Hardpoint other target suffers an additional Strength 5, AP -2,
14 Weapons Stash Damage 2 hit along with any others.
DRIVE UPGRADES
(5) EXTRA ARMOUR
1 All-Wheel Steering
• Gain +1 Toughness to all locations.
2 Antigrav Generators
8 Smoke Vents
715
(10) TRANSPORT BED (13) WEAPON HARPOINT
• Fighters on a transport bed do not have to test whether • The vehicle gains an additional Weapon Hardpoint.
they fall when the vehicle moves.
• It must be immediately assigned with either the Crew
• The number of fighters that can fit on a transport bed is Operated or Passenger Operated trait.
determined by the physical size of the bed itself.
• It must be immediately assigned to a vision arc.
• Therefore, a transport bed must be clearly defined on
the vehicle’s model itself. (14) WEAPONS STASH
• The vehicle counts as an Ammo Cache.
• This Upgrade cannot be taken by a Walker.
� Small cages can hold three fighters. • This Upgrade cannot be taken by a Walker or Skimmer.
• Instead, it loses -2 Hull Points and then automatically • This Upgrade can only be taken by a Wheeled vehicle.
rights itself.
716
ENGINE UPGRADES
(1) ARCHAEOTECH AUTOMANTIC REACTOR
• Gain +2” Movement.
717
Gang Vehicles:
VEHICLE WARGEAR
This information is provided for convenience. It is repeated (5) FLARE LAUNCHERS
in the “Trading Post” section of these rules. • The vehicle can make the following action:
6 Headlights • While the vehicle’s headlights are on, all fighters within
12” of its Front arc (including this vehicle itself) gain the
7 Kill Switch Revealed condition.
8 Minelayer
(3) BOOBY-TRAPPED FUEL TANKS At any point during this move, it may place 1 Melta
Trap within 1” of its Rear arc.
• If the vehicle is Wrecked, roll D6 any time a fighter
(friend or foe) comes within 3” of it. This mine cannot be activated until after the vehicle
completes this action.
• On 5+, the vehicle explodes – every fighter and vehicle
within 5” suffers a Strength 6, AP -1, Damage 1 hit with
the Blaze trait. (9) SMOKE LAUNCHERS
• The vehicle can make the following action:
• The vehicle is then removed from play and must make
an additional roll for Lasting Damage. � LAUNCH SMOKE (Basic): Place three markers
(4) CALTROP LAUNCHER within 2” of the vehicle. These have the same effect
as smoke grenades.
• The vehicle can make the following action:
� LAY CALTROP (Basic): The vehicle moves forward in (10) WHEEL SCYTHES
a straight line, up to its Movement characteristic – • If the vehicle moves within 1” of a fighter or vehicle, the
no turns can be made. victim suffers a Strength 3, AP 0, Damage 1 hit and
become Pinned.
At any point during this move, it may place up to 3
caltrop markers within 1” of its Rear arc. • This Wargear can only be taken by a Wheeled vehicle.
720
Gang Companions:
EXOTIC BEASTS
CARYATID
(EXOTIC BEAST) – no recruitment cost – special conditions apply
M WS BS S T W I A Ld Cl WP Int
6” 5+ - 2 2 1 2+ 1 7+ 7+ 8+ 8+
RECRUITMENT
EQUIPMENT • A Gang Leader can have a maximum of one
None – a Caryatid makes unarmed attacks.
Caryatid.
721
GRAPPLEHAWK
(EXOTIC BEAST) – 90 credits to recruit
M WS BS S T W I A Ld Cl WP Int
8” 4+ - 2 3 1 3+ 2 9+ 7+ 9+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Talons - E - - 3 -1 1 - Disarm, Entangle, Melee
� An Exotic Beast automatically Rallies if its In addition, these attacks count as having rolled a
activation ends within 3” of its owner (but does natural 6 for the Disarm and Entangle traits.
not gain XP). Swoop: A Grapplehawk can range further from its owner
• Campaign Play: Exotic Beasts gain XP and Lasting than other Exotic Beasts – it must remain within 9” of its
Injuries as normal, and roll Advancements on the owner, rather than the usual 3”.
Ganger Advancement Table (they can be promoted
to Specialist). They can be taken Captive, and a
Rescue Mission can be mounted for them as
normal. Exotic Beasts cannot work Territories.
722
GYRINX CAT
(EXOTIC BEAST) – 120 credits to recruit
M WS BS S T W I A Ld Cl WP Int
7” 4+ 4+ 2 2 1 2+ 1 9+ 6+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Claws - E - - 2 - 1 - Melee
723
HACKED CYBER-MASTIFF
(EXOTIC BEAST) – 100 credits to recruit
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 3 1 4+ 1 8+ 6+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Savage Jaws - E - - S -1 1 - Rending, Melee
724
NECROMUNDAN GIANT RAT
(EXOTIC BEAST) – 50 credits to recruit
M WS BS S T W I A Ld Cl WP Int
6” 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Chittering Jaws - E - - 3 - 1 - Backstab, Melee
725
Gang Companions:
BRUTES
IRON AUTOMATA
(BRUTE) - 220 credits to recruit
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 5 5 3 5+ 2 8+ 4+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Power Claw - E - - S -1 2 - Power, Pulverise, Melee
Assault Cannon 12” 24” +1 - 5 -1 1 6+ Rapid Fire (2), Scarce
EQUIPMENT RECRUITMENT
• An Iron Automata wields a Power Claw and an • A gang can recruit a maximum of one Iron
Assault Cannon. Automata.
726
“JOTUNN” H-GRADE SERVITOR-OGRYN
(BRUTE) - 210 credits to recruit
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 5 5 3 4+ 2 7+ 6+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Augmetic Fist - E - - +2 -1 2 - Knockback, Melee
Arc Welder - E - - +2 -3 3 - Blaze, Melee
Storm Welder 8” 16” +1 - 5 - 1 3+ Rapid Fire (3), Shock, Reckless, Unstable
Spud-Jacker - E - - S+1 - 1 - Knockback, Melee
727
AWAKENED OGRYN
(OUTLAW BRUTE) - 220 credits to recruit
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 5 5 3 4+ 2 7+ 6+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Augmetic Fist - E - - S+1 -1 2 - Knockback, Melee
Spud-Jacker - E - - S+1 - 1 - Knockback, Melee
728
AWAKENED OGRYN
WYRD POWER LIST
1. IRON ARM (Basic, Continuous Effect)
• While this power is maintained, the psyker gains
an armour save of 5+ against close combat
attacks.
5. CRUSH (Basic)
• Target an enemy or obstacle within 12” and line of
sight, then check Ballistic Skill.
6. TERRIFY (Double)
• Target an enemy within 18”.
729
AMBOT
(BRUTE) - 215 credits to recruit
M WS BS S T W I A Ld Cl WP Int
4” 3+ 5+ 5 5 3 5+ 2 8+ 6+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Tunnelling Claw
-Melee - E - - S -1 2 - Melee
-Ranged 4” 8” - - 6 -2 2 5+ Melta, Scarce, Sidearm
Grav-Fist
-Melee - E - - 5 -1 2 - Pulverise, Melee
-Ranged 6” 12” +1 - * -1 2 5+ Blast (3”), Graviton Pulse, Concussion
EQUIPMENT
• By default, an Ambot wields two Tunnelling Claws.
❖ ORLOCK & CAWDOR AFFINITY
• It has a Respirator and Light Carapace Armour. House Orlock and House Cawdor gangs can recruit an
Ambot for 185 credits, instead of the usual 215.
ADDITIONAL OPTIONS
• Replace one Tunnelling Claw with a Grav-Fist (+90 RECRUITMENT
credits). • A gang can recruit a maximum of two Ambots.
730
SCRAPCODE-CORRUPTED AMBOT
(OUTLAW BRUTE) - 220 credits to recruit
M WS BS S T W I A Ld Cl WP Int
4” 3+ 5+ 5 5 3 5+ 3 8+ 6+ 9+ 10+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Tunnelling Claw
-Melee - E - - S -1 2 - Melee
-Ranged 4” 8” - - 6 -2 2 5+ Melta, Scarce, Sidearm
Grav-Fist
-Melee - E - - 5 -1 2 - Pulverise, Melee
-Ranged 6” 12” +1 - * -1 2 5+ Blast (3”), Graviton Pulse, Concussion
731
MUTATED OGRYN
(OUTLAW BRUTE) - 210 credits to recruit
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 5 5 3 4+ 3 7+ 6+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Open Fist - E - - S -1 1 - Knockback, Melee
Power Maul - E - - S+2 -1 1 - Power, Melee
Horrific Appendages - E - - S -1 2 5+ Pulverise, Rending, Melee
732
OUTLANDS BEASTMASTER
(BRUTE) - 100 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
6” 4+ 4+ 3 3 2 3+ 1 7+ 6+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Stave E 2” - - S - 1 - Shock, Versatile,
Sawn-Off Shotgun Melee
– Scatter Ammo 4” 8” +2 - 3 - 1 6+ Scattershot, Plentiful
– Solid Ammo 4” 8” - -2 4 - 2 6+ Knockback, Plentiful
733
OUTLANDS BEASTMASTER: WASTELAND GIANT RAT
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 1 3+ 1 8+ 7+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Nipping Fangs - E - - S - 1 - Melee
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fanged Maw - E - - - - - - Toxin, Melee
734
OUTLANDS BEASTMASTER: RIPPERJACK
M WS BS S T W I A Ld Cl WP Int
7” 4+ 6+ 3 3 2 3+ 2 8+ 7+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Vile Gullet - E - - S - 2 - Melee
735
SUMP BEAST
(OUTLAW BRUTE) - 200 credits to recruit
M WS BS S T W I A Ld Cl WP Int
3” 4+ 4+ 5 6 4 5+ 2 9+ 4+ 5+ 9+
5” 4+ 5+ 4 5 4 4+ 2 8+ 5+ 6+ 10+
4” 3+ 4+ 5 4 4 4+ 2 9+ 4+ 5+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Rending, Melee
Lashing Tail E 6” - - S -1 1 - Impale, Versatile, Melee
Crushing Claws - E - - S+3 -1 2 - Knockback, Melee
Prehensile Tongue E 2” - - S - 1 - Drag, Versatile, Melee
736
SPECIAL RULES
Many-shaped Horror: When the Sump Beast is
recruited, choose one of the three profiles above
(matching it to the model, as appropriate).
737
Gang Companions:
HANGERS-ON
AGITATOR
(OUTLAW HANGER-ON) - 30 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
738
AMMO-JACK
(HANGER-ON) - 50 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 1 5+ 1 9+ 7+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Combat Shotgun
-Salvo Rounds 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
-Shredder Rounds - T - - 2 - 1 4+ Scattershot, Template
Power Hammer - E - - S+1 -1 2 - Power, Melee
Power Sword - E - - S+1 -2 1 - Power, Parry, Melee
739
BRUTE HANDLER
(HANGER-ON) - 110 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 3 4 1 4+ 1 7+ 6+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Whip E 3” -1 - S+1 - 1 - Shock, Versatile, Melee
REP MAX
SKILLS
0-5 1 • A Brute Handler comes with the Iron Jaw skill at
5-9 2 recruitment:
10-14 3 � IRON JAW: When the Brute Handler is hit by
15-19 4
unarmed close combat attacks, they count as
20-24 5
having +2 Toughness.
Each additional +5 +1
SPECIAL RULES
• Outlaw Types: If the recruiting gang is an Outlaw,
Training: The Brute Handler can train one of the gang’s
the Hanger-On is automatically an Outlaw.
Brutes between battles.
• Support Role: Generally, Hangers-On do not
Choose which Brute will train, and check their Willpower
willingly participate in battles. However, if the
– if failed, the Handler manages to get through their
gang has Home Turf Advantage in the scenario
wilful resistance and the Brute gains +D3 XP.
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting Naturally, the Brute can only receive training if they are
starts and must be included as part of the crew not in Recovery or Captured.
(and counting towards the gang’s fighter limit).
Stern Eye: If a Brute Handler is within 3”, a Brute gains
• Profile Restriction: Hangers-On can only use the may re-roll any failed Leadership, Cool, Willpower, or
weapons and equipment options included on their Intelligence checks and gains the Nerves of Steel skill:
profile – they can never be given any other gear.
� NERVES OF STEEL: When the Brute is hit by a
• Campaign Play: Hangers-On do not gain XP or ranged attack, check Cool – if passed, they may
Advancements – and if they suffer a Lasting Injury choose to not be Pinned.
(roll of 46+), they permanently depart the gang.
Part of the Crew: Unlike other Hangers-On, the Brute
However, they can be taken Captive, and a Rescue
Handler can be selected to join a starting crew like any
Mission can be mounted for them as normal.
other fighter.
Hangers-On cannot work Territories.
However, they remain a Hanger-On – and so cannot gain
XP or Advancements, and will leave the gang if they
suffer a Lasting Injury (roll of 46+).
740
BULLET MERCHANT
(HANGER-ON) - 75 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
741
CADAVER MERCHANT
(OUTLAW HANGER-ON) - 20 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 3 3 1 4+ 1 8+ 6+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Chainaxe - E - +1 +1 -1 1 - Disarm, Rending, Melee
REP MAX
SKILLS
0-5 1
• A Cadaver Merchant comes with the Fearsome skill
5-9 2
at recruitment:
10-14 3
15-19 4 � FEARSOME: If the Cadaver Merchant is targeted
20-24 5 by a Charge (Double) action, the enemy must
Each additional +5 +1
check Willpower after declaring it – if failed,
their activation ends immediately.
• Outlaw Types: If the recruiting gang is an Outlaw,
the Hanger-On is automatically an Outlaw. SPECIAL RULES
• Support Role: Generally, Hangers-On do not Sell the Dead for Profit: When a fighter in the gang
willingly participate in battles. However, if the dies, their corpse can be sold to the Cadaver Merchant
gang has Home Turf Advantage in the scenario in exchange for D3x10 credits.
being played, roll D6 – on 4+, this fighter is unlucky The bodies of Exotic Beasts, Brutes, Hangers-On, and
enough to be hanging around when the fighting Hired Guns cannot be sold.
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit). Special Sources: In an Uprising Campaign, the Cadaver
Merchant can obtain corpses for the gang – granting +1
• Profile Restriction: Hangers-On can only use the bonus Meat in the Post-Battle Sequence.
weapons and equipment options included on their
profile – they can never be given any other gear.
742
CHEM DEALER
(HANGER-ON) - 50 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun - T - - 3 - 1 5+ Blaze, Template
743
DATA-SCRIVENER
(HANGER-ON) - 20 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 7+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Las Sub-Carbine 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Plentiful, Sidearm
744
DOME RUNNER
(HANGER-ON) - 20 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 1 3+ 1 10+ 9+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Fighting Knife - E - - S -1 - - Backstab, Melee
Axe - E - - +1 - 1 - Disarm, Melee
745
FIXER
(HANGER-ON) - 50 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 5+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
• Rep & Recruitment: The maximum number of � FIXER: If the Fixer is not Captured or in
combined Brutes and Hangers-On a gang can Recovery, the gang gains an additional D3x10
recruit is determined by their Reputation: credits after each battle.
746
GANG LOOKOUT
(HANGER-ON) - 20 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 3+ 1 9+ 7+ 5+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Fighting Knife - E - - S -1 - - Backstab, Melee
Axe - E - - +1 - 1 - Disarm, Melee
747
HERETEK
(OUTLAW HANGER-ON) - 40 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 7+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Plasma Gun
-Low 12” 24” +2 - 5 -1 2 5+ Rapid Fire (1), Scarce
-Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Grav Gun 9” 18” +1 - * -1 2 5+ Blast (3”), Graviton Pulse, Concussion
748
‘NARKER
(HANGER-ON) - 30 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 1 4+ 1 7+ 6+ 9+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
• Outlaw Types: If the recruiting gang is an Outlaw, If the gang has a second ‘Narker, this ability compounds
the Hanger-On is automatically an Outlaw. – the gang can increase or decrease the roll by 2.
• Support Role: Generally, Hangers-On do not Note that if both gangs have ‘Narkers, they cancel each
willingly participate in battles. However, if the other out.
gang has Home Turf Advantage in the scenario
being played, roll D6 – on 4+, this fighter is unlucky
enough to be hanging around when the fighting
starts and must be included as part of the crew
(and counting towards the gang’s fighter limit).
749
PROPAGANDIST
(HANGER-ON) - 30 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
• Outlaw Types: If the recruiting gang is an Outlaw, During the Pre-Battle Sequence, the gang may declare it
the Hanger-On is automatically an Outlaw. its Propagandist will spread word of their impending
victory.
• Support Role: Generally, Hangers-On do not
willingly participate in battles. However, if the If the gang wins the battle, they gain +D3 bonus Rep. If
gang has Home Turf Advantage in the scenario they lose, they subtract an additional -1 Rep.
being played, roll D6 – on 4+, this fighter is unlucky Recruiter: When the gang adds a Juve (or equivalent) to
enough to be hanging around when the fighting
the Gang Roster, roll D6 – on 6, the gang gains a second
starts and must be included as part of the crew Juve for free.
(and counting towards the gang’s fighter limit).
750
PROXY
(OUTLAW HANGER-ON) - 25 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 3 4 1 4+ 1 7+ 6+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
• Profile Restriction: Hangers-On can only use the Mutual Connections: The Proxy allows the gang to
weapons and equipment options included on their secure a Guild Alliance or Noble House Alliance. Before
profile – they can never be given any other gear. proceeding, roll D6 – on 6, the Proxy is unsuccessful and
the Alliance is not made.
• Campaign Play: Hangers-On do not gain XP or
Advancements – and if they suffer a Lasting Injury If the Alliance is secured, and the Outlaw gang is ever
(roll of 46+), they permanently depart the gang. required to Test the Alliance, it automatically ends – no
However, they can be taken Captive, and a Rescue roll is made.
Mission can be mounted for them as normal.
Hangers-On cannot work Territories.
751
ROGUE DOC
(HANGER-ON) – 50 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 2 3 1 4+ 1 9+ 8+ 7+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
752
SCABBER
(OUTLAW HANGER-ON) - 40 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shotgun
-Shatter Shells 4” 18” +1 - 3 -1 1 5+ Blast (3”), Limited
-Solid Rounds 8” 16” +1 - 4 - 2 4+ Knockback
753
SLOPPER
(HANGER-ON) - 20 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 2 3 1 3+ 1 9+ 9+ 5+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
754
TECH-MERCHANT
(HANGER-ON) - 80 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Master-Crafted Laspistol 8” 12” +1 - 3 - 1 2+ Master-Crafted, Plentiful, Sidearm
Master-Crafted Las Sub-Carbine 4” 12” +1 - 3 - 1 4+ Master-Crafted, Rapid Fire (1), Plentiful, Sidearm
755
UNDERHIVE TRADER
(HANGER-ON) - 50 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 7+
756
(3) GUN-SMYTH
• Special Ability: Once per Post-Battle Sequence,
when the gang purchases a ranged weapon from
the Trading Post or Black Market, this can be
upgraded with the Master-Crafted trait for free.
• Skills: Marksman:
757
WHISPER MERCHANT
(HANGER-ON) - 60 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 9+ 7+ 8+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
• Profile Restriction: Hangers-On can only use the • Choose Crew (when random crew size applies)
weapons and equipment options included on their
• Receive Rewards (including from Territories)
profile – they can never be given any other gear.
• Seek Rare Equipment
• Campaign Play: Hangers-On do not gain XP or
Advancements – and if they suffer a Lasting Injury • Seek Illegal Equipment
(roll of 46+), they permanently depart the gang.
Each time this ability is used, note it on the Gang Roster.
However, they can be taken Captive, and a Rescue
Once the ability has been used six times, the Whisper
Mission can be mounted for them as normal.
Merchant calls in their debt – the gang must either pay
Hangers-On cannot work Territories.
their hiring fee again, or remove them from the Gang
Roster.
758
Dramatis Personae:
FAMOUS HANGERS-ON
BIGBY CRUMB
(SLOPPER) – 50 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 2 2 1 2+ 1 7+ 7+ 8+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Slop Pot Ladle - E - - S +1 2 - Melee
759
DOCTOR ARACHNOS
(ROGUE DOC) – 100 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 2 8+ 7+ 7+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Medical Mechadendrites E 3” +1 - - -1 - - Toxin, Versatile, Melee
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
760
RAGNIR GUNNSTEIN
(AMMO-JACK) – 100 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
3” 4+ 3+ 3 4 1 5+ 1 9+ 7+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shotgun
-Scatter Ammo 8” 16” +1 - 4 - 2 12”4+ Knockback
-Solid Rounds 4” 8” +2 - 2 - 1 4+ Scattershot
Wrench - E - - S +1 2 - Melee
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
Krak Grenades - Sx3 - - 6 -2 2 4+ Demolitions, Grenade
761
762
HIVE SCUM & BOUNTY HUNTERS
Gangs can engage the services of Hired Guns to pad out
HIVE SCUM
their numbers for a battle, or to make up for some tactical
• Hive Scum are masterless or itinerant wretches willing
shortcoming.
to fight for anyone with coin – whether drunkards and
There are two types of Hired Gun: Hive Scum and Bounty down-and-outs or nomadic, hard-bitten mercenaries
Hunters. they have great value as cannon fodder.
In a campaign, these Hired Guns can be recruited at key • A gang can have up to five Hive Scum at a time.
points; in a Skirmish, they can be recruited at gang creation.
• Hive Scum do not come with any weapons or
Paying a Hired Gun’s hiring fee secures their services for a equipment – this must be purchased as part of their
single battle – to keep them on, they must be paid again. hiring fee.
They are not added to the Gang Roster, but they do require • A major benefit of Hive Scum is that they do not count
a fighter card – they increase both Gang Rating and Crew towards the number of fighters a gang is allowed in a
Rating, the same as any other fighter. scenario.
Hired Guns never gain XP or Advancements, nor suffer
Lasting Injuries.
BOUNTY HUNTERS
• Bounty Hunters are among the toughest and most
dangerous characters in Necromunda – loners who
survive in perilous conditions, making a violent living
pursuing outlaws and mutants through the tunnels
and ruins.
763
HIVE SCUM
30 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
764
BOUNTY HUNTER
80 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3+ 1 7+ 5+ 6+ 6+
3” 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+
4” 3+ 4+ 3 4 1 4+ 2 7+ 6+ 7+ 8+
WYRD POWERS
• A Bounty Hunter may be upgraded to become a
psyker for +35 credits.
765
Dramatis Personae:
RNG ACC
WEAPON S L S L Str AP D Am Traits
Autopistols x2 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
-Manstopper Rounds 4” 12” +1 - 4 - 1 4+ Limited, Rapid Fire (1), Sidearm
766
ESTUS JET
(HIVE SCUM) – 130 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Jet Knife - E - +1 - - 1 - Toxin, Melee
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Throwing Knives Sx2 Sx4 - -1 S -1 - 5+ Toxin, Silent, Scarce
HIVE SCUM RULES • Parry: When attacked in close combat, Estus can
force any enemy to re-roll one successful hit.
• Recruitment: Gangs may recruit up to five Hive
Scum prior to a battle. Hive Scum are retained for
a single battle – they depart afterwards, unless re-
hired.
767
GAEN “THE GUNK QUEEN” GORVOS
(HIVE SCUM) – 150 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Autogun 8” 24” +1 - 3 - 1 4+ Rapid Fire (1)
Throwing Knives Sx2 Sx4 - -1 S -1 - 5+ Toxin, Silent, Scarce
Sword - E - +1 S -1 1 - Parry, Melee
Gunk Bombs - Sx2 - - 2 - - 5+ Blast (3”), Gunk, Grenade
768
GRUB TARGESON
(HIVE SCUM) – 105 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 3+ 3 3 1 4+ 1 8+ 8+ 8+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Shotgun
-Executioner Ammo 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
Frag Grenade - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
EQUIPMENT SKILLS
• Flak Armour. • Backstab: Grub’s Melee weapon gains +2 Strength
when its Backstab trait is used, instead of the
DRAMATIS PERSONAE RULES usual +1.
• Personal Style: Dramatis Personae can only use
• Evade: Ranged attacks against Grub suffer an
the weapons and equipment options included on
additional -1 modifier to hit at Short range, or -2 at
their profile – they can never be given other gear.
Long range (does not apply if he is Engaged,
HIVE SCUM RULES Seriously Injured, or in cover).
Recruitment: Gangs may recruit up to five Hive Scum prior • Infiltrate: During deployment, set Grub aside
to a battle. Hive Scum are retained for a single battle – they instead of placing him.
depart
• afterwards, unless re-hired. Immediately before the start of the first round,
deploy him anywhere on the battlefield that is not
• “You Get What You Pay For”: Once recruited, visible to or within 6” of any enemies.
Hive Scum can always be added to the crew,
regardless of how many fighters the gang is If multiple players have fighters with this skill, take
allowed to bring to a scenario. They do not count turns deploying them (roll off to see who goes
towards the fighter limit. first).
769
JONNY RAZOR
(HIVE SCUM) – 125 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 6+ 3 3 2 5+ 2 8+ 7+ 9+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Bladed Cyber-Arm - E - - S+1 -1 2 - Melee
Throwing Knives Sx2 Sx - -1 S -1 - 5+ Toxin, Silent, Scarce
4
770
JORTH SLITHER
(HIVE SCUM) – 115 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 5+ 3 3 2 5+ 2 8+ 6+ 9+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Throwing Knives Sx2 Sx - -1 S -1 - 5+ Toxin, Silent, Scarce
Shock Baton - 4
E - - S - 1 - Backstab, Shock, Parry, Melee
771
MAD DOG MONO
(HIVE SCUM) – 90 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 1 3+ 1 8+ 7+ 8+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Grabhook E 2” - - S - 1 - Disarm, Versatile, Melee
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
EQUIPMENT SKILLS
• Boilerplate Armour (counts as Furnace Plates), • Dodge: If Mad Dog suffers a wound from a ranged
Respirator or close combat attack, roll D6 – on 6, the attack is
negated, or if it used a Blast marker or Flame
DRAMATIS PERSONAE RULES template, Mad Dog is instead repositioned 2” to try
Personal Style: Dramatis Personae can only use the and avoid the hit.
weapons and equipment options included on their profile –
• Escape Artist: When Mad Dog takes the Retreat
they can
(Basic) action, he gains a +2 modifier to his
• never be given other gear.
Initiative check.
HIVE SCUM RULES
• Recruitment: Gangs may recruit up to five Hive
Scum prior to a battle. Hive Scum are retained for
a single battle – they depart afterwards, unless re-
hired.
772
PSYREENA SKAR
(HIVE SCUM) – 105 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 4 3 2 3+ 2 6+ 5+ 7+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
773
QUEEN LORSHA
(HIVE SCUM) – 100 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 6+ 3 3 2 3+ 2 7+ 6+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Bone Sceptre E 2” -1 - S+1 - 1 - Versatile, Melee
Flensing Knife - E - - S -1 1 - Rending, Melee
774
SCABS
(HIVE SCUM) – 200 credits hiring fee (100 if hired alongside Kal Jericho)
M WS BS S T W I A Ld Cl WP Int
5” 5+ 3+ 3 3 2 3+ 2 7+ 7+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Plasma Pistol
-Low 12” 24” +2 - 5 -1 2 16”5+ Rapid Fire (1), Scarce
-Maximal 12” 24” +1 - 7 -2 3 5+ Unstable, Scarce
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
775
VUNDER GORVOS
(HIVE SCUM) – 145 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 5+ 3 3 2 4+ 1 8+ 7+ 8+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Gold Stub Guns x2 6” 12” +2 - 3 - 1 4+ Gold-Plated, Master-Crafted, Plentiful, Sidearm
Shotgun
-Solid Shot 8” 16” +1 - 4 - 2 Shotgun
4+ Knockback
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
Sword - E - +1 S -1 1 - Parry, Melee
776
Dramatis Personae:
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
-Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang � HEADBUTT (Basic): Choose an Engaged target
can earn creds off the bodies of their enemies: and roll two D6s – if either rolls equal or higher
than their Toughness, they suffer a Strength 5,
� Dead, Not Alive: When an opponent’s fighter
AP 0, Damage 2 hit.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. If both roll lower than the target’s Toughness,
Alyce suffers a Strength 3, AP 0, Damage 1 hit.
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an • True Grit: When Alyce rolls for Injury with multiple
active warrant – gain D6x10 credits. dice, discard one of them – and when she rolls for
Injury with a single die, roll two instead and
After the battle, if neither of these abilities were
choose which result to apply.
used, the Bounty Hunter remains with the gang.
777
WYRD POWERS
• Assail (Basic): Target an enemy in line of sight and
within 12”, then check Ballistic Skill – if passed, the
target is moved D3” in any direction and Pinned.
� +3 Movement.
778
APPOLUS KAGE
(BOUNTY HUNTER) – 305 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 3 2+ 2 7+ 7+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Shotgun
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
-Solid Rounds 8” 16” +1 - 4 - 2 4+ Knockback
-Executioner Ammo 4” 16” -1 +1 4 -2 2 6+ Knockback, Limited
Fighting Knife - E - - S -1 1 - Backstab, Melee
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
EQUIPMENT SKILLS
• Mesh Armour, Respirator, Photo Goggles. • Hip Shooting: If Apollus is Standing and Active,
they may take the following action:
DRAMATIS PERSONAE RULES
� RUN AND GUN (Double): Apollus may move up
• Personal Style: Dramatis Personae can only use
to double their Movement distance, then attack
the weapons and equipment options included on
with a ranged weapon.
their profile – they can never be given other gear.
• True Grit: When Apollus rolls for Injury with
BOUNTY HUNTER RULES multiple dice, discard one of them – when he rolls
• “You Get What You Pay For”: Once recruited, a for Injury with a single die, roll two instead and
Bounty Hunter does not count towards the gang’s choose which result to apply.
fighter limit for a scenario.
779
ARAMISTA DAE CATALLUS
(BOUNTY HUNTER) – 250 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 6+ 3 3 3 3+ 3 7+ 7+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stiletto Sword - E - - - -1 - - Toxin, Parry, Melee
Stiletto Knife - E - - - - - - Toxin, Melee
780
ARBELESTA RAEN CATALLUS
(BOUNTY HUNTER) – 250 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 6+ 2+ 3 3 2 3+ 1 7+ 7+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Needle Long Rifle 24” 48” - +1 - -2 - 6+ Toxin, Silent, Scarce
Needle Pistol 4” 9” +2 - 4 -1 - 6+ Toxin, Silent, Scarce, Sidearm
781
BAERTRUM ARTUROS III
(BOUNTY HUNTER) – 290 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3 2 6+ 5+ 6+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Artisan Needle Pistol 4” 9” +2 - 4 -1 - 4+ Toxin, Silent, Scarce, Sidearm
Stiletto Knife - E - - - - - - Disarm, Toxin, Melee
EQUIPMENT SKILLS
• Light Carapace Armour, Infra-Sight. • Disarm: Baertrum’s Melee weapons gain the
Disarm trait (included in profile).
DRAMATIS PERSONAE RULES
• Nerves of Steel: When Baertrum is hit by a ranged
• Personal Style: Dramatis Personae can only use
attack, check Cool – if passed, he may choose to
the weapons and equipment options included on
not be Pinned.
their profile – they can never be given other gear.
• Escape Artist: When Baertrum takes the Retreat
BOUNTY HUNTER RULES (Basic) action, he gains a +2 modifier to his
• “You Get What You Pay For”: Once recruited, a Initiative check.
Bounty Hunter does not count towards the gang’s
fighter limit for a scenario.
782
BELLADONNA
(NOBLE BOUNTY HUNTER) – 275 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
6” 2+ 5+ 3 3 2 3+ 2 7+ 7+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Power Axe - E - - S+2 -2 1 - Power, Disarm, Melee
Stiletto Knife - E - - - - - - Toxin, Melee
Plasma Pistol
-Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
-Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
EQUIPMENT SKILLS
• Light Carapace Armour. • Combat Master: In close combat, Belladonna
never suffers negative modifiers to hit due to
DRAMATIS PERSONAE RULES enemy interference, and can always grant assists
• Personal Style: Dramatis Personae can only use to friendly fighters, regardless of how many
the weapons and equip ment options included on enemies she is Engaged with.
their profile – they can never be given other gear.
• Berserker: Belladonna gains +2 Attacks when she
BOUNTY HUNTER RULES makes a successful Charge (Double) action, rather
• “You Get What You Pay For”: Once recruited, a than the usual +1.
Bounty Hunter does not count towards the gang’s • True Grit: When Belladonna rolls for Injury with
fighter limit for a scenario. multiple dice, discard one of them – and when she
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang rolls for Injury with a single die, roll two instead
can earn creds off the bodies of their enemies: and choose which result to apply.
783
THE DESERTER
(BOUNTY HUNTER) – 225 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 3 4 2 4+ 2 7+ 6+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Shotgun
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
-Solid Rounds 8” 16” +1 - 4 - 2 4+ Knockback
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
EQUIPMENT SKILLS
• Flak Armour, Armoured Undersuit. • Medicae: When a friendly fighter makes a
Recovery roll and the Deserter assists them, re-roll
DRAMATIS PERSONAE RULES any Out of Action results.
• Personal Style: Dramatis Personae can only use
• Mentor: If a friendly fighter within 6” gains
the weapons and equipment options included on
experience, check the Deserter’s Leadership – if
their profile – they can never be given other gear.
passed, the friendly fighter gains an additional +1
BOUNTY HUNTER RULES experience.
• “You Get What You Pay For”: Once recruited, a • Overseer: If the Deserter is Active, he may take the
Bounty Hunter does not count towards the gang’s following action:
fighter limit for a sce nario.
� ORDER (Double): Choose a friendly fighter
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang within 6” – they may immediately take two free
can earn creds off the bodies of their enemies: actions, exactly as if they had been activated,
� Dead, Not Alive: When an opponent’s fighter and regardless of whether they have the Ready
dies, the gang immediately claims half their condition or not.
value in credits, rounded up to the nearest 5.
784
EYROS SLAGMYST
(ENHANCED BOUNTY HUNTER) – 270 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 3 4 2 5+ 1 5+ 7+ 5+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Fighting Knife - E - - S -1 1 - Backstab, Melee
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
EQUIPMENT SKILLS
• Furnace Plates, Armoured Undersuit, Bio-Booster, • Iron Jaw: When Slagmyst is hit by unarmed close
Medicae Kit, Photo Goggles. combat attacks, he counts as having +2
Toughness.
DRAMATIS PERSONAE RULES
SKILL ALTERNATIVE: Replace the existing
• Personal Style: D ramatis Personae can only use
wording with the following:
the weapons and equipment options included on
their profile – they can never be given other gear. Iron Jaw: If Slagmyst is Seriously Injured in
close combat, roll D6 and add his Toughness
BOUNTY HUNTER RULES (incorporating any modifiers) – on 7+, he
• “You Get What You Pay For”: Once recruited, a converts the Serious Injury to a Flesh Wound.
Bounty Hunter does not count towards the gang’s
fighter limit for a scenario. • Nerves of Steel: When Slagmyst is hit by a ranged
attack, check Cool – if passed, he may choose to
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang not be Pinned.
can earn creds off the bodies of their enemies:
• True Grit: When Slagmyst rolls for Injury with
� Dead, Not Alive: When an opponent’s fighter multiple dice, discard one of them – and when he
dies, the gang immediately claims half their rolls for Injury with a single die, roll two instead
value in credits, rounded up to the nearest 5. and choose which result to apply.
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.
785
FREIKSTORN STRIX
(BOUNTY HUNTER) – 290 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
6” 5+ 4+ 3 3 2 4+ 2 8+ 7+ 8+ 10+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Harpoon Launcher 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Fighting Knife - E - - S -1 1 - Backstab, Melee
EQUIPMENT SKILLS
• Flak Armour, Armoured Undersuit, S.H.O.C.K. Wing • Catfall: When Strix drops from an edge, he halves
(counts as combination Drop Rig, Grapnel the distance for damage purposes (rounding up).
Launcher, and Grav Chute).
When he lands, check Initiative – if passed, he
DRAMATIS PERSONAE RULES remains Standing rather than becoming Pinned
(does not apply if Strix was Seriously Injured).
• Personal Style: Dramatis Personae can only use
the weapons and equipment options included on • Clamber: When Strix climbs, it does not cost extra
their profile – they can ne ver be given other gear. movement. He treats every vertical surface as a
ladder.
BOUNTY HUNTER RULES
• “You Get What You Pay For”: Once recruited, a • Mighty Leap: When attempting to leap a gap, Strix
Bounty Hunter does not count towards the gang’s ignores the first 2” of distance – this means he can
fighter limit for a scenario. freely leap gaps of 2” or less without checking
Initiative.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
can earn creds off the bodies of their enemies: • Sprint: If Strix takes two consecutive Move
(Simple) actions on his turn, the distance for the
� Dead, Not Alive: When an opponent’s fighter second is doubled.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5.
786
GOR HALF-HORN
(BEASTMAN BOUNTY HUNTER) – 235 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 4 4 2 4+ 1 5+ 6+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Chainsword 6” 18” +2 - 5 -3 1 5+ Drag, Impale, Scarce
Fighting Knife - E - - S -1 1 - Backstab, Melee
Shotgun
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
-Solid Rounds 8” 16” +1 - 4 - 2 4+ Knockback
Plasma Pistol
-Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
-Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
EQUIPMENT SKILLS
• Flak Armour. • Berserker: Gor gains +2 Attacks when he makes a
successful Charge (Double) action, rather than the
DRAMATIS PERSONAE RULES usual +1.
• Personal Style: Dramatis Personae can only use
• Bull Charge: When Gor makes close combat
the weapons and equipment options included on
attacks following a successful Charge (Double)
their profile – they can never be given other gear.
action, his Melee weapons gain +1 Strength and
BOUNTY HUNTER RULES the Knockback trait.
• “You Get What You Pay For”: Once recruited, a • Fearsome: If Gor is targeted by a Charge (Double)
Bounty Hunter does not count towards the gang’s action, the enemy must check Willpower after
fighter limit for a scenario. declaring it – if failed, they cannot move and their
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang activation ends immediately.
can earn creds off the bodies of their enemies:
787
GRENDL GRENDLSEN
(SQUAT BOUNTY HUNTER) – 280 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
3” 3+ 4+ 3 4 3 5+ 1 5+ 7+ 5+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Power Hammer - E - - S+1 -1 2 - Power, Melee
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
EQUIPMENT SKILLS
• Flak Armour, Armoured Undersuit. • Combat Master: In close combat, Grendl never
suffers negative modifiers to hit due to enemy
DRAMATIS PERSONAE RULES interference, and can always grant assists to
• Personal Style: Dramatis Personae can only use friendly fighters, regardless of how many enemies
the weapons and equipment options included on he is Engaged with.
their profile – they can never be given other gear.
• Iron Jaw: When Grendl is hit by unarmed close
BOUNTY HUNTER RULES combat attacks, he counts as having +2
• “You Get What You Pay For”: Once recruited, a Toughness.
Bounty Hunter does not count towards the gang’s SKILL ALTERNATIVE: Replace the existing
fighter limit for a scenario. wording with the following:
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang Iron Jaw: If Grendl is Seriously Injured in close
can earn creds off the bodies of their enemies: combat, roll D6 and add his Toughness
� Dead, Not Alive: When an opponent’s fighter (incorporating any modifiers) – on 7+, he
dies, the gang immediately claims half their converts the Serious Injury to a Flesh Wound.
value in credits, rounded up to the nearest 5. • Nerves of Steel: When Grendl is hit by a ranged
� Claiming Bounties: Roll D6 when the gang attack, check Cool – if passed, he may choose to
takes a Captive – on 3+, the gang is cut in on an not be Pinned.
active warrant – gain D6x10 credits.
788
THE HERMAPHAGE MAGOS
(OUTLAW BOUNTY HUNTER) – 310 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 4 3 3 3+ 3 7+ 6+ 5+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Razor-Sharp Talons - E - - S+1 -2 3 - Rending, Melee
• Campaign Play: Bounty Hunters do not gain XP or If they hit terrain or another fighter, they cease
Advancements, never gain Lasting Injuries, and moving and suffer a Strength 3, AP 0, Damage 1
cannot work Territories. hit – if they hit another fighter, that target also
suffers this hit and becomes Pinned.
789
WYRD POWERS
• Force Blast (Basic): Every enemy within 3” is
immediately pushed D3+1” directly away.
790
KROTOS HARK
(EX-GOLIATH BOUNTY HUNTER) – 220 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 3 4 2 4+ 2 7+ 4+ 7+ 4+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stub Cannon 9” 18” - - 5 - 1 3+ Knockback
Fighting Knife - E - - S -1 1 - Backstab, Melee
EQUIPMENT SKILLS
• Furnace Plates, Armoured Undersuit. • Headbutt: If Krotos is Engaged, he can take the
following action:
DRAMATIS PERSONAE RULES
� HEADBUTT (Basic): Choose an Engaged target
• Personal Style: Dramatis Personae can only use
and roll two D6s – if either rolls equal or higher
the weapons and equipment options included on
than their Toughness, they suffer a S+2, AP 0,
their profile – they can never be given other gear.
Damage 2 hit.
BOUNTY HUNTER RULES If both roll lower than the target’s Toughness,
• “You Get What You Pay For”: Once recruited, a Krotos suffers a Strength 3, AP 0, Damage 1 hit.
Bounty Hunter does not count towards the gang’s
fighter limit for a scenario. • Inspirational: If a friendly fighter within 6” checks
Cool and fails, check Krotos’s Leadership – if
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang passed, the Cool check also counts as having
can earn creds off the bodies of their enemies: succeeded.
� Dead, Not Alive: When an opponent’s fighter • Munitioneer: Krotos may re-roll failed any Ammo
dies, the gang immediately claims half their checks for themselves, and for any friendly fighters
value in credits, rounded up to the nearest 5. within 6”.
� Claiming Bounties: Roll D6 when the gang
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits.
791
KAL JERICHO
(UNDERHIVE BOUNTY HUNTER) – 340 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 2+ 3 3 3 2+ 3 7+ 5+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Hotshot Laspistols x2 8” 12” +1 - 4 -1 1 2+ Master-Crafted, Plentiful, Sidearm
Duelling Sabre - E - +1 S -2 1 - Parry, Melee
If one ability was used, roll D6 – on 1-3, the Bounty • Inspirational: If a friendly fighter within 6” checks
Cool and fails, check Kal’s Leadership – if passed,
Hunter leaves; on 4-6, they remain with the gang.
the Cool check also counts as having succeeded.
If both abilities were used, the Bounty Hunter
• Spring Up: If Kal is Pinned when activated, check
departs, happy with their payment.
Initiative – if passed, he may take a free Stand Up
• Gang Rating: Bounty Hunters increase the Gang (Basic) action.
Rating in the same way as any other fighter.
• Step Aside: If an enemy hits Kal in close combat,
• Campaign Play: Bounty Hunters do not gain XP or check Initiative – if passed, one hit is negated. The
Advancements, never gain Lasting Injuries, and remainder are resolved as normal.
cannot work Territories.
This skill may be used any number of times in a
round, but only once per enemy.
792
MORTANNA SHROUD
(SANCTIONED PSYKER BOUNTY HUNTER) – 330 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 1 3+ 2 7+ 7+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang WYRD POWERS
can earn creds off the bodies of their enemies: • Assail (Basic): Target an enemy in line of sight and
within 12”, then check Ballistic Skill – if passed, the
� Dead, Not Alive: When an opponent’s fighter
target is moved D3” in any direction and Pinned.
dies, the gang immediately claims half their
value in credits, rounded up to the nearest 5. If they impact a terrain piece, they stop moving
and suffer a Strength 3, AP 0, Damage 1 hit. If they
� Claiming Bounties: Roll D6 when the gang
hit another fighter, both suffer a Strength 3, AP 0,
takes a Captive – on 3+, the gang is cut in on an
Damage 1 hit, and become Pinned.
active warrant – gain D6x10 credits.
• Hammerhand (Basic, Continuous Effect): While
After the battle, if neither of these abilities were
this power is maintained, the psyker counts as
used, the Bounty Hunter remains with the gang.
being armed with a melee weapon that attacks
If one ability was used, roll D6 – on 1-3, the Bounty with Strength+2, AP -1, Damage 2, and the
Hunter leaves; on 4-6, they remain with the gang. Pulverise trait.
If both abilities were used, the Bounty Hunter • Scouring (Basic): Immediately make a ranged
departs, happy with their payment. attack using the Flame Template, at Strength 2, AP
-2, Damage 1, with the Blaze trait.
• Gang Rating: Bounty Hunters increase the Gang
Rating in the same way as any other fighter.
793
ORTRUUM 8-8
(BOUNTY HUNTER) – 250 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 5+ 5+ 3 3 2 4+ 1 6+ 7+ 5+ 5+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
794
REX SPIRES
(BOUNTY HUNTER) – 315 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 5+ 3 3 2 4+ 1 7+ 7+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Blasting Charges - Sx2 - - 5 -1 2 5+ Blast (5”), Knockback, Grenade
Demolition Charges - Sx2 - - 6 -3 3 - Blast (5”), Single Shot, Grenade
Frag Trap - - - - 3 - 1 - Blast (5”), Knockback, Single Shot
Melta Trap - - - - 8 -4 3 - Blast (5”), Melta, Single Shot
795
THAETOS 23-2
(WYRDLOCK BOUNTY HUNTER) – 285 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 2 3+ 1 7+ 7+ 6+ 7+
796
VANDOTH THE FALLEN
(BOUNTY HUNTER) – 305 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 4 4 3 3+ 3 7+ 5+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Enforcer Boltgun 12” 24” +1 - 4 -1 2 4+ Rapid Fire (1)
Fighting Knife - E - - S -1 1 - Backstab, Melee
797
VORGEN “GUNNER” MORTZ
(BOUNTY HUNTER) – 305 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 5+ 3+ 5 4 3 4+ 3 7+ 5+ 6+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Assault Stubber
-Standard Ammo 20” 40” - -1 4 -1 1 4+ Rapid Fire (2), Unwieldy
- Tracer Ammo 20” 40” - -2 4 -2 2 5+ Rapid Fire (2), Unwieldy, Unstable
Fighting Knife - E - - S -1 1 - Backstab, Melee
798
YAR UMBRA
(VOIDBORN BOUNTY HUNTER) – 230 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 2+ 3 4 2 3+ 1 7+ 5+ 7+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Long Las 18” 36” - +1 4 - 1 4+ Plenfitul
Fighting Knife - E - - S -1 1 - Backstab, Melee
EQUIPMENT SKILLS
• Flak Armour, Infra-Sight (Long Las), Photo • Infiltrate: During deployment, set Yar aside
Goggles, Respirator. instead of placing him.
DRAMATIS PERSONAE RULES Immediately before the start of the first round,
deploy him anywhere on the battlefield that is not
• Personal Style: Dramatis Personae can only use
visible to or within 6” of any enemies.
the weapons and equipment options included on
their profile – they can never be given other gear. If multiple players have fighters with this skill, take
turns deploying (roll off to see who goes first).
BOUNTY HUNTER RULES
• “You Get What You Pay For”: Once recruited, a • Marksman: Yar may disregard the rules for Target
Bounty Hunter does not count towards the gang’s Priority when making ranged attacks – and if his
fighter limit for a scenario. ranged attack hits on a natural 6, weapon Damage
is doubled.
• “We’ll Get Our Bit...”: The Bounty Hunter’s gang
can earn creds off the bodies of their enemies: • Overwatch: If Yar is Standing and Active, he can
discard his Ready condition to interrupt a visible
� Dead, Not Alive: When an opponent’s fighter enemy’s action, by making an out-of-sequence
dies, the gang immediately claims half their Shoot action.
value in credits, rounded up to the nearest 5.
Declare Yar will overwatch as soon as the enemy
� Claiming Bounties: Roll D6 when the gang announces their action, but before carrying it out.
takes a Captive – on 3+, the gang is cut in on an
active warrant – gain D6x10 credits. If the target is Pinned or Seriously Injured, their
activation ends immediately, their action wasted.
After the battle, if neither of these abilities were
used, the Bounty Hunter remains with the gang.
799
YOLANDA SKORN
(VOIDBORN BOUNTY HUNTER) – 230 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 2 3+ 2 7+ 5+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Stiletto Knife - E - - - - - - Toxin, Melee
Stub Gun 6” 12” +2 - 3 - 1 4+ Sidearm
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback, Grenade
EQUIPMENT SKILLS
• Flak Armour, Photo Goggles, Respirator. • Counter-Attack: Yolanda gains +1 Reaction attack
for every one of the enemy’s attacks that failed to
DRAMATIS PERSONAE RULES hit (whether they missed, were parried, or similar).
• Personal Style: Dramatis Personae can only use
• Fearsome: If Yolanda is targeted by a Charge
the weapons and equipment options included on
(Double) action, the enemy must check Willpower
their profile – they can never be given other gear.
after declaring it – if failed, they cannot move and
BOUNTY HUNTER RULES their activation ends immediately.
• “You Get What You Pay For”: Once recruited, a • Parry: In close combat, Yolanda may force an
Bounty Hunter does not count towards the gang’s enemy to re-roll one successful hit.
fighter limit for a scenario.
800
Dramatis Personae:
FAMOUS INDEPENDENTS
LADY CREDO
(OUCAST BOUNTY HUNTER) –250 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 3 2+ 2 5+ 5+ 6+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Power Sabre - E - +1 S+1 -2 1 - Master-Crafted, Power, Parry, Melee
Gold Laspistol 8” 12” +1 - 3 - 1 2+ Master-Crafted, Plentiful, Sidearm
REBEL LORD RULES Friendly Outcasts and Outlaw fighters within 8” of Lady
Credo may use her Leadership and Cool characteristics
Lady Credo may be recruited as a Rebel Lord by any
instead of their own.
gang in a Criminal Alliance with a Fallen House.
Sinestus and Dexterus: Lady Credo’s custom servo-
skulls grant her a 360° vision arc, and count as Photo
Goggles.
SKILLS
• Dodge: If Lady Credo suffers a wound from a
ranged or close combat attack, roll D6 – on 6, the
attack is negated, or if it used a Blast marker or
Flame template, Lady Credo is instead
repositioned 2” to try and avoid the hit.
801
ASHWOOD STRANGER
(OUCAST BOUNTY HUNTER) – 170 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 2+ 3 3 3 3+ 2 8+ 3+ 5+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Custom Stubber 6” 16” +2 - 3 - 1 4+ Plentiful, Sidearm
-Dum Dum Rounds 5” 10” +1 - 4 - 1 4+ Limited, Sidearm
Custom Autopistol 4” 16” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Nomad Blade - E - +1 S -2 1 - Parry, Melee
802
HAGAR FREELORD, MASTER OF THE MERCATOR UMBRUS
(OUTCAST BOUNTY HUNTER) – 180 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 3 3 2 4+ 2 6+ 6+ 7+ 6+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Plasma Pistols x2
-Low 6” 12” +2 - 5 -1 24”
2 5+ Scarce, Sidearm
-Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
803
SCRUTINATOR-PRIMUS SERVALEN
(UNIQUE HIRED GUN) – 240 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 4+ 1 6+ 7+ 6+ 4+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Scrutinator Stub Gun 6” 12” +2 +1 3 - 1 4+ Plentiful, Sidearm
-Excruciator Rounds 6” 12” +1 - 4 - 1 6+ Shock, Sidearm
• Recruitment: This fighter may be retained for a In addition, a psyker within 6” of her may not use wyrd
single battle only. They depart afterwards, unless powers.
re-hired.
Pariah: Servalen is unnerving to those around her. Any
• “You Get What You Pay For”: Once recruited, this fighter within 6” (friend or enemy) suffers a -2 modifier
fighter can always be added to the crew, to Cool checks.
regardless of how many the gang is allowed to
Investigator: A Scrutinator is rarely caught flat-footed.
bring to a scenario. They do not count towards the
Servalen can never be targeted by a Gang Tactic (she
fighter limit.
can still be affected by Gang Tactics that do not target
• Gang Rating: This fighter increases the Gang her specifically).
Rating in the same way as any other.
SKILLS
• Campaign Play: This fighter does not gain XP or
• Got Your Six: Once per round if Standing and
Advancements, never gains Lasting Injuries, and
Active, Servalen can interrupt a visible enemy’s
cannot work Territories.
action with an out-of-sequence Shoot action (this
does not affect her Ready condition in any way).
804
HARDCASE CYBER-MASTIFF
(EXOTIC BEAST) - no hiring fee, always accompanies Scrutinator-Primus Servalen
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 4 1 4+ 2 8+ 6+ 7+ 8+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Shock Bite - E - - S -1 1 - Shock, Rending, Melee
• Profile Restriction: Exotic Beasts may never be Takedown: If Scrutinator-Primus Servalen is Engaged,
issued new weapons or equipment – they can only and her cyber-mastiff is activated within 6” of her, it may
use the ones included in their profile. immediately be moved into base contact with any
enemy she is currently Engaged with. This is a free
• Activation: When its owner activates (including as
action.
part of a Group Activation), all of their Exotic
Beasts also activate. The activations can be
SKILLS
resolved in any order.
• Threat Response: To use this skill, the cyber-
• Behaviour: If an Exotic Beast ends its activation mastiff must be Standing and Active and have the
more than 3” away from their owner, it must make Ready condition.
a Nerve check – if failed, it becomes Broken and
When an enemy completes a Charge (Double)
immediately takes a free Running for Cover
action within 6” of them, the cyber-mastiff may
(Double) action.
discard their Ready condition to target that enemy
� An Exotic Beast flees towards its owner, rather with a Charge (Double) action of their own.
than cover.
The cyber-mastiff’s action is fully resolved first. If
� An Exotic Beast automatically Rallies if its the enemy survives, they may then resolve their
activation ends within 3” of its owner (but does own.
not gain XP).
805
806
GUILDER, CRIMINAL & NOBLE HOUSE ALLIANCES
Alliances are optional campaign rules, used at the
ALLIANCE DURATION
Arbitrator’s discretion.
• By default, an Alliance lasts until the end of the
• A gang can enter into an Alliance with either a Guilder current campaign Phase, then ends peacefully.
outfit, a Criminal organisation, or a Noble House.
• The gang may terminate the Alliance at any time.
• Each Alliance grants unique bonuses to a gang, such
• In addition, the Ally may terminate the Alliance as the
as new equipment or Hired Guns – and often, a special
result of the gang’s actions.
delegation of bonus fighters provided by their Ally.
• In either case, once an Alliance ceases, the gang
• However, each Alliance also expects certain things
cannot enter a new Alliance until the next campaign
from the gang – and will eventually abandon them if
Phase (unless the Arbitrator decides otherwise).
the gang repeatedly fails to abide.
A gang should not enter an Alliance lightly! Once the pact is RULE MODIFIERS WITH ALLIANCES
made, be sure the gang’s new “friends” will hold them to • If a gang is part of an Alliance, they can never use the
it… at least until they get their desired results, or decide the rules for Sub-Plots or House Favours.
gang has become a liability.
807
ALLIED DELEGATIONS
• Many Alliances allow a gang to request assistance
from an allied delegation before a battle.
808
Guilder Alliance:
809
CORPSE HARVESTING PARTY
PALE CONSORT (LEADER)
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 3 3 1 4+ 1 7+ 8+ 7+ 6+
RNG ACC
S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Fighting Knife - E - - S -1 1 - Backstab, Melee
810
BONE SCRIVENER (SECOND)
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 3 3 1 5+ 1 7+ 8+ 8+ 7+
RNG ACC
S L S L Str AP D Am Traits
Stiletto Knife - E - - - - - - Toxin, Melee
RNG ACC
S L S L Str AP D Am Traits
Chain Glaive E 2” -1 - +2 -2 2 - Versatile, Unwieldy, Melee
SKILLS Second are both removed from play for any reason,
the Bodyguards immediately fail a Bottle Test.
A Corpse Grinder has the Crushing Blow skill:
811
Guilder Alliance:
812
TOLL COLLECTORS
MASTER OF COIN (LEADER)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 3+ 1 6+ 5+ 7+ 5+
RNG ACC
S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Power Knife - E - - S+1 -2 1 - Power, Backstab, Melee
813
SKINFLINT (SECOND)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 7+ 6+
RNG ACC
S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Plasma Pistol
-Low 6” 12” +2 - 5 -1 2 5+ Scarce, Sidearm
-Maximal 6” 12” +1 - 7 -2 3 5+ Unstable, Scarce, Sidearm
GROVELLER (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
5” 5+ 4+ 3 3 1 4+ 1 8+ 6+ 8+ 7+
RNG ACC
S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Shotgun
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
-Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Long Rifle 24” 48” - +1 4 -1 1 4+ Knockback
SKILLS
A Groveller has the Lie Low skill:
814
Guilder Alliance:
STRONG ALLIANCE: DELAQUE � On 1-3, the gang must choose Looters, Smash and
Grab, Caravan Heist, or Escort Mission, and must be
• House Delaque keeps historically strong ties with the
the defender.
Iron Guild.
� On 4+, the gang may choose any scenario.
• As such, the first time an allied Delaque gang is
required to Test the Alliance, the result is • Alternatively, instead of rolling D6, the gang may
automatically Disquiet. choose to play any scenario, but must Test the
Alliance if so.
• Requesting Allied Assistance: During the Pre-Battle • If the campaign is not using the alignment rules, any
Sequence, the gang can request allied help: gang can make any type of Alliance (Arbitrator
discretion still applies).
� Roll D6 and add the gang’s Rep.
• In the Law & Misrule Campaign, if a Law-Abiding gang
� If the result is 1-9, the Iron Guild’s mercenary Hive
enters into a Guilder Alliance but later becomes
Scum join the gang for the battle.
Outlaw, they must Test the Alliance and apply a +3
� If the result is 10+, the Iron Guild declines to help. modifier to their roll.
815
WANDERING SCUM
HIVE SCUM
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
816
Guilder Alliance:
817
PYROMANTIC CONCLAVE
PYROCAEN LORD (LEADER)
M WS BS S T W I A Ld Cl WP Int
4” 3+ 4+ 3 3 2 4+ 1 7+ 7+ 7+ 6+
RNG ACC
S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Flash Grenades - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
818
PYROMAGIR (SECOND)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 3 3 1 4+ 1 7+ 8+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Flamer - T - - 4 -1 1 5+ Blaze, Template
Stub Gun 6” 9” - - 3 - 1 6+ Plentiful, Sidearm
Flash Grenades - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
CYNDER (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 3 3 1 4+ 1 8+ 8+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Axe - E - - S+1 - 1 - Disarm, Melee
Maul - E - - S +1 2 - Melee
Flash Grenades - Sx3 - - - - - 5+ Blast (5”), Flash, Grenade
A Cynder has the Spring Up skill: • Last Light: If this fighter is taken Out of Action, centre
the Blast (5”) marker on them before removing them
• Spring Up: If the Cynder is Pinned when activated,
from play – any fighter touching this marker gains the
check Initiative – if passed, they may take a free Stand
Blind condition.
Up (Basic) action.
819
Guilder Alliance:
If the delegation does join the battle, it is always • In the Law & Misrule Campaign, if a Law-Abiding gang
included alongside the gang’s starting crew (even if enters into a Guilder Alliance but later becomes
fighter selection is random for the scenario). Outlaw, they must Test the Alliance and apply a +3
modifier to their roll.
• Uninvited Help: If the gang is the defender in a
Looters, Smash and Grab, Caravan Heist, or Escort
Mission scenario, the Toll Collectors must be included:
820
SLAVER ENTOURAGE
CHAIN LORD (LEADER)
M WS BS S T W I A Ld Cl WP Int
4” 3+ 6+ 4 4 2 4+ 2 7+ 6+ 7+ 9+
RNG ACC
S L S L Str AP D Am Traits
Chain Glaive E 2” -1 - +2 -2 2 - Versatile, Unwieldy, Melee
Shock Whip E 3” -1 - S+1 - 1 - Shock, Versatile, Melee
Chainaxe - E - +1 S+1 -1 1 - Rending, Disarm, Melee
821
SHACKLEMAN (SECOND)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 3 3 2 4+ 1 8+ 7+ 7+ 8+
RNG ACC
S L S L Str AP D Am Traits
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Harpoon Launcher 6” 18” +2 - 5 -3 1 5+ Impale, Drag, Scarce
RNG ACC
S L S L Str AP D Am Traits
Chain Glaive E 2” -1 - +2 -2 2 - Versatile, Unwieldy, Melee
SKILLS Second are both removed from play for any reason,
the Bodyguards immediately fail a Bottle Test.
A Pit Fighter has the Rain of Blows skill:
822
Guilder Alliance:
(2) DELEGATION: PYROMANTIC CONCLAVE • Alternatively, the gang may choose to ignore this rule
• Allied Delegation: The Water Guild is represented by and keep all of its rewards, but must Test the Alliance
a Nautican Syphoning Delegation, consisting of 1 if so.
Master Nautican, 1 Syphonite, and 1 Subnautican.
CAMPAIGN PLAY
• Requesting Allied Assistance: During the Pre-Battle
Sequence, the gang can request allied help: • If the campaign is using the alignment rules, only a
Law-Abiding gang can enter into a Guilder Alliance.
� Roll D6 and add the gang’s Rep.
• If the campaign is not using the alignment rules, any
� If the result is 1-10, the Slaver Entourage joins the gang can make any type of Alliance (Arbitrator
gang for the battle. discretion still applies).
� If the result is 11+, the Slave Guild declines to help. • In the Law & Misrule Campaign, if a Law-Abiding gang
The gang can include this delegation at no cost. enters into a Guilder Alliance but later becomes
Outlaw, they must Test the Alliance and apply a +3
If the delegation does join the battle, it is always modifier to their roll.
included alongside the gang’s starting crew (even if
fighter selection is random for the scenario).
823
NAUTICAN SYPHONING DELEGATION
MASTER NAUTICAN (LEADER)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 3 3 2 4+ 1 7+ 7+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
Stiletto Knife - E - - - - - - Toxin, Melee
824
SYPHONITE (SECOND)
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 2 3 1 4+ 1 8+ 8+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Needle Rifle 9” 18” +2 - - -2 - 6+ Toxin, Silent, Scarce
Stiletto Knife - E - - - - - - Toxin, Melee
SUBNAUTICAN (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
4” 3+ 5+ 5 5 3 4+ 2 8+ 6+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Open Fists - E - - S -1 1 - Knockback, Melee
SKILLS Second are both removed from play for any reason,
the Bodyguards immediately fail a Bottle Test.
The Subnautican has the Berserker skill:
825
Criminal Alliance:
COLD TRADERS
INTRODUCTION DRAWBACKS
There is always a market for off-world and prohibited
(1) PRESSGANGED
goods, and Cold Traders ensure a steady supply of this
• If the gang has the option of choosing which scenario
contraband to any who can meet their price.
to play, roll D6.
• As such, the first time an allied Escher gang is • Alternatively, instead of rolling D6, the gang may
required to Test the Alliance, the result is choose to play any scenario, but must Test the
automatically Disquiet. Alliance if so.
• Requesting Allied Assistance: During the Pre-Battle • If the campaign is not using the alignment rules, any
Sequence, the gang can request allied help: gang can make any type of Alliance (Arbitrator
discretion still applies).
� No test is required to include the Smuggler Shore
Party in a battle – criminals are more opportunistic • In the Law & Misrule Campaign, if an Outlaw gang
than Guilders. enters into a Criminal Alliance but later becomes Law-
Abiding, they must Test the Alliance and apply a +3
� The Smuggler Shore party counts as a single fighter modifier to their roll.
for the purposes of working out the crew size.
826
SMUGGLER SHORE PARTY
COLD TRADER (LEADER)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 3+ 3 3 2 4+ 2 7+ 6+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Sling Gun 6” 12” +2 - 4 -2 1 5+ Rapid Fire (1), Scarce
Stiletto Knife - E - - - - - - Toxin, Melee
827
BOSUN (SECOND)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 4+ 2 3 1 4+ 1 8+ 7+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Shotgun
-Scatter Ammo 4” 8” +2 - 2 - 1 4+ Scattershot
-Solid Ammo 8” 16” +1 - 4 - 2 4+ Knockback
Fighting Knife - E - - S -1 1 - Backstab, Melee
RNG ACC
S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Autopistol 4” 12” +1 - 3 - 1 4+ Rapid Fire (1), Sidearm
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
None.
828
Criminal Alliance:
FALLEN HOUSES
INTRODUCTION DRAWBACKS
Necromunda’s long history is littered with disgraced nobles
(1) FOR THE CAUSE
and fallen houses. Most have faded into memory, though
• In a campaign, when an enemy challenges the gang
some remain eager to reclaim their lost glory.
for a Territory, Racket, or similar, you must accept if
they are a Palanite Enforcers gang, or a gang with a
STRONG ALLIANCE: ORLOCK Guilder or Noble House Alliance.
• House Orlock benefits from a special understanding • Alternatively, the gang can choose to decline the
with certain Fallen Houses. challenge, but must Test the Alliance if so.
• As such, the first time an allied Orlock gang is
required to Test the Alliance, the result is
(2) ANCIENT OATHS
• After a battle, before making Post-Battle Actions, the
automatically Disquiet.
gang must surrender D3x10 credits to the Fallen
House.
BENEFITS
• If the gang cannot or will not surrender this tithe, they
(1) REBELLION must Test the Alliance.
• If the gang wins a battle against a Law-Abiding enemy,
gain D6x10 bonus credits. CAMPAIGN PLAY
• If the campaign is using the alignment rules, only an
� This increases to 2D6x10 credits and +1 Rep if the
Outlaw gang can enter into a Criminal Alliance.
enemy was a Palanite Enforcers gang, or a gang
with a Guilder or Noble House Alliance. • If the campaign is not using the alignment rules, any
gang can make any type of Alliance (Arbitrator
(2) DELEGATION: REBEL LORD discretion still applies).
• Allied Delegation: On the battlefield, a Fallen House
is represented by 1 Rebel Lord. • In the Law & Misrule Campaign, if an Outlaw gang
enters into a Criminal Alliance but later becomes Law-
• Requesting Allied Assistance: During the Pre-Battle Abiding, they must Test the Alliance and apply a +3
Sequence, the gang can request allied help for the modifier to their roll.
fight ahead:
829
REBEL LORD
(INDEPENDENT)
M WS BS S T W I A Ld Cl WP Int
4” 3+ 3+ 3 3 3 3+ 2 7+ 6+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Digi-Lasers E 3” - - 1 - 1 6+ Digi, Versatile, Melee
Laspistols 8” 12” +1 - 3 - 1 2+ Master-Crafted, Plentiful, Sidearm
Stiletto Sword - E - - - -1 - - Toxin, Parry, Melee
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
Thunder Hammer - E - - S+1 -1 3 - Power, Shock, Melee
WEAPONS
Four Digi-Lasers, and either two Master-Crafted Laspistols
and a Stiletto Sword, or a Bolt Pistol and Thunder Hammer.
EQUIPMENT
Light Carapace Armour and either a Displacer Field or a
Refractor Field.
SKILLS
The Rebel Lord may freely choose any two skills from the
Agility, Combat, Cunning, or Shooting sets.
830
Criminal Alliance:
IMPERIAL IMPOSTERS
INTRODUCTION (4) DELEGATION: MASTER CHARLATAN
Faux nobility are well-versed in the mechanisms of power • Allied Delegation: On the battlefield, the Imperial
that run Necromunda, and the aid of an Imperial Imposter Imposters are represented by 1 Master Charlatan.
can elevate a gang to unheard-of levels of ‘opportunity’ – • Requesting Allied Assistance: During the Pre-Battle
provided they don’t get caught… Sequence, the gang can request allied help:
(3) EVERYONE’S SECOND BEST FRIEND choose to play any scenario, but must Test the
Alliance if so.
• If the allied gang is Outlawed, they can ignore the -2
modifier when taking the Seek Rare Equipment Post-
CAMPAIGN PLAY
Battle Action at the Trading Post.
• If the campaign is using the alignment rules, only an
Outlaw gang can enter into a Criminal Alliance.
831
MASTER CHARLATAN
(INDEPENDENT)
M WS BS S T W I A Ld Cl WP Int
5” 3+ 3+ 3 3 3 4+ 2 7+ 5+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Digi-Lasers E 3” - - 1 - 1 6+ Digi, Versatile, Melee
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
Stiletto Sword - E - - - -1 - - Toxin, Parry, Melee
832
Criminal Alliance:
NARCO LORDS
INTRODUCTION DRAWBACKS
Chems are a vital commodity on Necromunda – and a
(1) COURIER WORK
hugely profitable enterprise for criminal organisations
• If the gang has the option of choosing which scenario
operating from the tip of the spire to the depths of the
to play, roll D6.
underhive.
� On 1-3, the gang must choose Downtown Dust-Up,
Ghast Harvest, or The Hit , and must be the
STRONG ALLIANCE: GOLIATH attacker.
• House Goliath benefits from a special understanding
with the Narco Lords. � On 4+, the gang may choose any scenario.
• Requesting Allied Assistance: During the Pre-Battle • If the campaign is not using the alignment rules, any
gang can make any type of Alliance (Arbitrator
Sequence, the gang can request allied help for the
fight ahead: discretion still applies).
� No test is required to include the Narco Scum in a • In the Law & Misrule Campaign, if an Outlaw gang
battle – criminals are more opportunistic than enters into a Criminal Alliance but later becomes Law-
Guilders. Abiding, they must Test the Alliance and apply a +3
modifier to their roll.
The gang can include this delegation at no cost.
833
NARCO SCUM
HIVE SCUM (HIRED GUN)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 8+ 8+ 8+
834
Criminal Alliance:
PSI-SYNDICA
INTRODUCTION DRAWBACKS
There are few greater crimes in the Imperium than
(1) DARK DREAMS
concealing or trafficking in psykers… though this does not
• During the Pre-Battle Sequence, before choosing
stop certain shadowy groups from doing so.
crews, randomly select one fighter from the allied
gang who is not in Recovery or Captured.
STRONG ALLIANCE: DELAQUE • Check Willpower – if failed, they may not participate in
• House Delaque benefits from a special this battle in any way.
understanding with the Psi-Syndica.
• Alternatively, the gang may choose to disregard this
• As such, the first time an allied Delaque gang is rule but must Test the Alliance if so.
required to Test the Alliance, the result is
automatically Disquiet. (2) PSYKANARIUM ATTENTION
• After a battle in which the gang used any wyrd powers,
BENEFITS roll D6.
835
MIND-LOCKED WYRD
(INDEPENDENT)
M WS BS S T W I A Ld Cl WP Int
4” 5+ 3+ 3 3 2 4+ 1 8+ 6+ 4+ 9+
SKILLS ranged weapon that uses the Flame Template and has
Strength 2, AP -2, Damage 1, and the Blaze trait.
The Mind-Locked Wyrd has the Fearsome skill:
• ASSAIL (Basic): Target an enemy in line of sight and
• Fearsome: If the Mind-Locked Wyrd is targeted with a
within 12”. Check Ballistic Skill – if hit, the enemy is
Charge (Double) action, the enemy must check
moved D3” in any direction and then becomes Pinned.
Willpower after declaring it – if failed, they cannot
move and their activation ends immediately. If they impact a terrain piece, they stop moving and
suffer a Strength 3, AP 0, Damage 1 hit.
SPECIAL RULES If they reach base contact with another fighter, both
• Unsanctioned Psyker: If this fighter is taken Out of fighters suffer a Strength 3, AP 0, Damage 1 hit, and
Action, the enemy gang receives a bounty of D3x10 become Pinned.
credits.
• FORCE BLAST (Basic): All enemy fighters within 3” of
the Wyrd are immediately pushed D3+1” directly away
from them.
836
Criminal Alliance:
ROGUE FACTORIA
INTRODUCTION • Uninvited Help: If the scenario being played is The
Hit, Escort Mission, or Last Stand scenario, the Factoria
Counterfeit weaponry and wargear are lucrative enterprises
Work Gang must be included, unless the gang chooses
that come with the added benefit of keeping their allies
to Test the Alliance.
well-equipped with ordnance.
• Quality Control: If the gang includes any counterfeit
weaponry, the Factoria Work Gang must be included,
STRONG ALLIANCE: CAWDOR unless the gang chooses to Test the Alliance.
• House Cawdor benefits from a special
understanding with the Rogue Factoria. DRAWBACKS
• As such, the first time an allied Cawdor gang is (1) EYE OF THE OMNISSIAH
required to Test the Alliance, the result is • Before a battle, you must declare whether your gang is
automatically Disquiet. including any counterfeit weapons.
837
FACTORIA WORK GANG
FACTORIA OVERSEER (LEADER)
M WS BS S T W I A Ld Cl WP Int
4” 4+ 3+ 3 3 2 4+ 2 8+ 7+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Combi-Weapon
-Autopistol 4” 12” +1 - 3 - 1 4+ Combi, Rapid Fire (1), Sidearm
-Plasma Pistol 6” 12” +2 - 5 -1 2 5+ Combi, Scarce, Sidearm
Shock Baton - E - - S - 1 - Shock, Parry, Melee
838
WORK PARTY BOSS (SECOND)
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 2 3 1 4+ 1 7+ 6+ 6+ 6+
RNG ACC
S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Shock Whip E 3” -1 - S+1 - 1 - Shock, Versatile, Melee
RNG ACC
S L S L Str AP D Am Traits
Fighting Knife - E - - S -1 1 - Backstab, Melee
Reclaimed Autopistol 4” 12” +1 - 3 - 1 5+ Rapid Fire (1), Sidearm
Reclaimed Autogun 8” 24” +1 - 3 - 1 5+ Rapid Fire (1)
SKILLS
None.
839
Noble House Alliance:
HOUSE GREIM
INTRODUCTION DRAWBACKS
Based in the spire of Hive Primus, House Greim owns huge
(1) MARTIAL PRIDE
portions of Necromunda’s weapons manufacturing
• If the gang loses a battle, choose one fighter to be
capacity, and has built itself as the planet’s ‘military’ House.
seconded to the Greim militia – they immediately roll
for Lasting Injury.
STRONG ALLIANCE: GOLIATH � If they survive, the fighter gains +D6 bonus XP.
• House Goliath has a long-standing association with
� If they enter Recovery, they miss the next battle as
House Greim.
normal.
• As such, the first time an allied Goliath gang is
required to Test the Alliance, the result is � If they suffer a Critical Injury or Memorable Death,
House Greim compensates the gang with credits
automatically Disquiet.
equal to the dead fighter’s value.
840
GREIM MILITARY ATTACHÉ
KREIG MASTER (LEADER)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 2 4+ 1 6+ 6+ 7+ 6+
RNG ACC
S L S L Str AP D Am Traits
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
Power Sword - E - - S+1 -2 2 - Power, Parry, Melee
841
JAGERKIN (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 1 4+ 2 8+ 7+ 8+ 9+
RNG ACC
S L S L Str AP D Am Traits
Combat Shotgun
-Salvo Ammo 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
-Shredder Ammo - T - - 2 - 1 4+ Scattershot, Template
842
Noble House Alliance:
HOUSE ULANTI
INTRODUCTION DRAWBACKS
Among the oldest of all the Great Houses, Ulanti is a realm
(1) INEVITABLE BETRAYAL
of obscene luxury and decadence. Their interests are
• If the gang loses a battle, they must immediately Test
primarily tied to the production of chems, drawing massive
the Alliance.
revenues from Necromunda’s drug trade.
• If this results in the Alliance being broken, the enemy
gang they lost against may form an Alliance with
STRONG ALLIANCE: ESCHER House Ulanti for a single battle.
• House Escher has a long-standing association with
House Ulanti. � The enemy gang keeps any Alliance they already
had in place – this is the sole exception to a gang
• As such, the first time an allied Escher gang is only allowed one Alliance at a time.
required to Test the Alliance, the result is
� After their next battle, the enemy gang’s Alliance
automatically Disquiet.
with House Ulanti automatically ceases. This does
not trigger the “Inevitable Betrayal” rule.
BENEFITS
(2) BORED NOW!
(1) EXCESSIVE WEALTH • Ulanti are incredibly easy to bore, and the slightest
• After each battle, the gang gains 2D6x10 credits in
thing can cause them to withdraw support.
income.
• If a double is rolled when collecting income from the
(2) DELEGATION: ULANTI COURT ADVISOR “Excessive Wealth” rule, the gang must Test the
• Allied Delegation: House Ulanti is represented by the Alliance.
Ulanti Court Advisor, consisting of 1 Courtier and 1
Mirror Mask. CAMPAIGN PLAY
• Requesting Allied Assistance: During the Pre-Battle • Regardless of whether the campaign is using the
alignment rules, any gang can enter into a Noble
Sequence, the gang can choose to bring the Ulanti
Court Advisor. House Alliance – the nobles care nothing for the rules
and laws of those below them, only whether an
The gang can include this delegation at no cost. arrangement is of benefit to them.
If the delegation does join the battle, it is always
included alongside the gang’s starting crew (even if
fighter selection is random for the scenario).
843
ULANTI COURT ADVISOR
COURTIER (LEADER)
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 3+ 2 6+ 6+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
Power Sword - E - - S+1 -2 2 - Power, Parry, Melee
844
MIRROR MASK (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
5” 3+ 4+ 3 3 2 3+ 2 8+ 6+ 8+ 7+
RNG ACC
S L S L Str AP D Am Traits
Needle Pistol 4” 9” +2 - - -1 - 6+ Toxin, Silent, Scarce, Sidearm
Power Sword - E - - S+1 -2 2 - Power, Parry, Melee
845
Noble House Alliance:
HOUSE RAN LO
INTRODUCTION DRAWBACKS
Long ago established as Necromunda’s bankers and
(1) EVERY CRED COUNTED
creditors, House Ran Lo is responsible for keeping the
• At the end of the Post-Battle Sequence, if the gang’s
planet’s wealth firmly in Lord Helmawr’s hands. This is a
Stash holds less than 50 credits, gang must Test the
sacred position, and the other Great Houses despise Ran Lo
Alliance.
for the power and pressure they can exert as a result.
(2) THE PRICE OF DOING BUSINESS
STRONG ALLIANCE: ORLOCK • Ran Lo always gets its cut. When collecting income
from a Territory, Racket, or any other source that
• House Orlock has a long-standing association with
randomly determines a credit amount, if a natural 6 is
House Ran Lo.
rolled, that die is discarded, claimed by the House.
• As such, the first time an allied Orlock gang is
required to Test the Alliance, the result is CAMPAIGN PLAY
automatically Disquiet. • Regardless of whether the campaign is using the
alignment rules, any gang can enter into a Noble
BENEFITS House Alliance – the nobles care nothing for the rules
and laws of those below them, only whether an
(1) CHECKS AND BALANCES arrangement is of benefit to them.
• After a battle, if the enemy earned more credits in
income than the gang did, the gang gains 2D6x10
additional credits.
846
RAN LO AUDITING CONCLAVE
AUDITOR (LEADER)
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 2 4+ 1 5+ 7+ 7+ 5+
RNG ACC
S L S L Str AP D Am Traits
Web Pistol - T - - 4 - - 6+ Web, Silent, Template
Fighting Knife - E - - S -1 1 - Backstab, Melee
847
GELT-SCRIVENER (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 1 4+ 2 8+ 6+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Long Rifle 24” 48” - +1 4 -1 1 4+ Master-Crafted, Knockback
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Sidearm
Power Sword - E - - S+1 -2 2 - Power, Parry, Melee
848
Noble House Alliance:
HOUSE CATALLUS
INTRODUCTION (3) DELEGATION: CATALLUS CARNIVAL
Known as the House of Masks, House Catallus are brokers of • Allied Delegation: House Catallus is represented by
diplomacy and deals, facilitating connections, acting as the Catallus Carnival, consisting of 1 Masked Killer
matchmakers and social overseers – often looked down and 1 Mindfrayed.
upon as being little more than middle men, and yet without • Requesting Allied Assistance: During the Pre-Battle
the expertise of their mysterious, masked nobles, the great Sequence, the gang can choose to bring the Catallus
machine of Necromunda would choke and stall. Carnival.
849
CATALLUS CARNIVAL
MASKED KILLER (LEADER)
M WS BS S T W I A Ld Cl WP Int
6” 3+ 3+ 3 3 2 2+ 3 7+ 5+ 6+ 7+
RNG ACC
S L S L Str AP D Am Traits
Laspistol 8” 12” +1 - 3 - 1 2+ Shock, Plentiful, Sidearm
Power Sword - E - - S+1 -2 2 - Master-Crafted, Shock, Power, Parry, Melee
Long Rifle 24” 48” - +1 4 -1 1 4+ Master-Crafted, Shock, Knockback
850
MINDFRAYED (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
6” 4+ 5+ 3 3 1 4+ 2 9+ 10+ 5+ 8+
RNG ACC
S L S L Str AP D Am Traits
Flail - E - +1 S+1 - 1 - Entangle, Melee
851
Noble House Alliance:
HOUSE KO’IRON
INTRODUCTION (3) DELEGATION: KO’IRON MINISTORUM DELEGATION
Though cynics ascribe House Ko’Iron’s enduring legacy to • Allied Delegation: House Ko’Iron is represented by
the double-dealing nature of its nobles, or its knack for the Ko’Iron Ministroum Delegation, consisting of 1
picking the winning side in a war, the truth is that Ko’Iron Prima Materis and 2 Frateris Bodyguards.
survives because of its faith. The House’s devout matriarchs • Requesting Allied Assistance: During the Pre-Battle
enjoy close ties with the Ministorum on Necromunda, with Sequence, the gang can choose to bring the Ko’Iron
much wealth tied up in countless grand cathedrals, pilgrim Ministorum Delegation.
trails, and shrines.
The gang can include this delegation at no cost.
STRONG ALLIANCE: CAWDOR If the delegation does join the battle, it is always
included alongside the gang’s starting crew (even if
• House Cawdor has a long-standing association with
fighter selection is random for the scenario).
House Ko’Iron.
• Uninvited Help: If the gang’s opponent has a higher
• As such, the first time an allied Cawdor gang is
Gang Rating, the Ko’Iron Ministorum Delegation must
required to Test the Alliance, the result is
be included, unless the gang Tests the Alliance.
automatically Disquiet.
DRAWBACKS
BENEFITS
(1) PENANCE FOR THE UNWORTHY
(1) RELIGIOUS RELICS • If the gang loses a battle, the Gang Leader must start
• When the Alliance is formed, the allied gang’s Gang the next battle with a Flesh Wound.
Leader may choose one weapon or armour type in
• Alternatively, the gang can ignore this rule but must
their possession to gain the unique Blessed trait:
Test the Alliance if so.
� Blessed: If applied to a weapon, once per game the
wielder may re-roll a failed hit. (2) TITHED TO THE FRATERIS MILITIA
• During the Pre-Battle Sequence, prior to choosing
If applied to an armour type, once per game the crews, select a random Ganger or Juve.
wearer may re-roll a failed save.
This fighter was tithed to the Frateris Militia and must
(2) AN OUTRAGEOUS ACCUSATION immediately roll for Lasting Injury (treating a Critical
• Once per campaign week, the allied gang may Injury as Memorable Death).
disregard being declared Outlaw if they Test the
� If they survive, the fighter gains +D6 bonus XP.
Alliance.
� If they enter Recovery, they miss the next battle.
CAMPAIGN PLAY
• Regardless of whether the campaign is using the
alignment rules, any gang can enter into a Noble
House Alliance – the nobles care nothing for the rules
and laws of those below them, only whether an
arrangement is of benefit to them.
852
KO’IRON MINISTORUM DELEGATION
PRIMA MATERIS (LEADER)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 7+
RNG ACC
S L S L Str AP D Am Traits
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
Bolt Pistol 6” 12” +1 - 4 -1 2 6+ Master-Crafted, Sidearm
• Overseer: If the Prima Materis is Active, they may take • The Emperor Protects: Every action is witnessed by
the following action: Him on Terra, and this fighter will not shirk their duty –
if this fighter rolls a double 1 when checking Nerve or
� ORDER (Double): Choose a member of the
attempting to Rally, they may re-roll the result.
delegation within 6” – they may immediately take
two free actions, exactly as if they had been • Inspirational Leader: If this fighter is Standing,
activated, and regardless of whether they have the friendly fighters within 6” and line of sight may use
Ready condition or not. their Cool and Willpower in place of their own.
853
FRATERIS BODYGUARD (BODYGUARD)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 6+ 7+ 6+ 7+
RNG ACC
S L S L Str AP D Am Traits
Eviscerator ��
-Melee E 1” - - S+1 -1 1 - Sever, Shred, Unwieldy, Versatile, Melee
-Ranged - T - - S -1 1 5+ Blaze, Scarce Template
Laspistol 8” 12” +1 - 3 - 1 2+ Shock, Plentiful, Sidearm
Chainsword - E - +1 S -1 1 - Rending, Parry, Melee
Lasgun 18” 24” +1 - 3 - 1 2+ Plentiful
EQUIPMENT
Mesh Armour.
SKILLS
A Frateris Bodyguard has the Devotional Frenzy skill:
854
Noble House Alliance:
HOUSE TY
INTRODUCTION DRAWBACKS
One of the youngest Great Houses, Ty is eager to make its
(1) DISTURBING VISIONS
mark upon Necromunda. Though it maintains more psykers
• While associated with House Ty, the gang suffers dark
than any other House, reaping great rewards from trading
dreams – after deploying for a battle, randomly
these with the Adeptus Astra Telepathica, its chief area of
choose one fighter. They gain a Flesh Wound.
influence is the conveying of messages… and the trading of
secrets. • Alternatively, the gang can ignore this rule but must
Test the Alliance if so.
CAMPAIGN PLAY
BENEFITS
• Regardless of whether the campaign is using the
(1) PSYCHIC TRAINING alignment rules, any gang can enter into a Noble
• Choose one fighter with with the Sanctioned Psyker or House Alliance – the nobles care nothing for the rules
Unsanctioned Psyker rule. and laws of those below them, only whether an
arrangement is of benefit to them.
• They gain an additional wyrd power from whatever list
is available to them.
855
TY ONMYODO COVEN
ONMYODO TELEPATH (LEADER)
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 1 4+ 1 8+ 7+ 5+ 7+
RNG ACC
S L S L Str AP D Am Traits
Shock Stave E 2” - - S+1 - 1 - Shock, Versatile, Melee
856
ONMYODO NULL (SECOND)
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 5+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Boltgun 12” 24” +1 - 4 -1 2 6+ Rapid Fire (1)
Power Sword - E - - S+1 -2 2 - Power, Parry, Melee
SKILLS Though both collars can be inactive, only one can ever
be active at a time.
The Onmyodo Null has the True Grit skill:
The Null may only use the Psychic Null rule while their
• True Grit: When the Null rolls for Injury using multiple control collar is inactive.
dice, discard one of them; when they roll for Injury
using a single die, roll two instead and choose which • Psychic Null: The Null can Disrupt enemy wyrd
result to apply. powers. In addition, enemy psykers within 6” are
unable to manifest their abilities – they cannot take
any Wyrd Power (X) actions.
857
858
Campaign Modifier:
RESURRECTION PACKAGES
INTRODUCTION EFFECTS OF RESURRECTION
Resurrection Packages are a set of rules that allow dead Coming back from the dead, of course, is not without its
fighters to return to life… at a cost. They are an Arbitrator consequences.
tool and only used at their discretion.
There are three components to a Resurrection Package: the
Benefits, the Price, and the End Game.
CANDIDATES FOR RESURRECTION
Only Gang Leaders and Champions can take a Resurrection BENEFITS
Package – after all, why bring a Juve back from the dead, • Returning to your gang resurrected by alien
when there’s always plenty more where they came from? technology, warp energy, or the neuron plague does
have its benefits.
A fighter can only ever take a maximum of one Resurrection
Package. • While the fighter might be changed in some
irrevocable way, they are probably tougher, more
frightening or gifted with new and potent abilities.
PETITIONING THE ARBITRATOR
If a Gang Leader or Champion dies, you may ask the • Each Resurrection Package bestows one or more such
Arbitrator to grant a specific Resurrection Package. Benefits upon the fighter.
859
(1) ARCHEO-REBIRTH (2) A DEBT OF BLOOD
There are secrets that are best left in the past, secrets that Few things create loyalty like the gift of unexpected life –
belong to a long-past Dark Age… Once, there were machines when souls believe they will plunge into the abyss, only to find
that aped the thoughts of man, and devices that could themselves hanging by a thread, a powerful moment is
unravel matter or even halt the slow rotation of life into created that can create lifelong devotion… or a lifelong debt.
death.
Those who find themselves waiting for the final blade or
Such secrets exist now in only the most shunned scraps of gunshot, only to see their would-be killers dead at the hands
techno-mythos. But down in the depths of Necromunda, of an angel with a smile and an offer, understand that a debt
where the past still dreams in the underworld, it is said that of blood is a path back to a life lived at the end of a string.
the machine spectres of bio-ferrum infusion, nerve tendril
merger and Sarcosan wave generators can still be found… BENEFITS
• The resurrected fighter (or the Arbitrator) must choose
BENEFITS one of the available Guilder, Criminal, or Noble
• A living piece of abominable technology is affixed to factions.
the fighter’s body, burrowing mechatendrils deep
• The gang immediately enters an Alliance with that
inside their flesh, shunt-starting and rebooting their
faction, forsaking any existing allies. This Alliance can
minds and souls.
never be broken for as long as the resurrected fighter
• If the resurrected fighter suffers a Lasting Injury result lives.
of Humiliated, Head Injury, Eye Injury, Hand Injury,
• The relevant Allied Delegation no longer counts as a
Hobbled, Spinal Injury or Enfeebled, they instead count
separate gang-within-a-gang – instead, they count as
the result as Out Cold and gain +1 Reboot.
full members of the resurrected fighter’s gang.
• Each time the fighter gains a Reboot, record this on
• This means that members of the delegation can now
their fighter card.
gain XP, Advances (using the gang’s skill access) and
PRICE suffer Lasting Injuries.
END GAME
• The cost levied by the fighter’s allied saviours is
always a hefty one.
860
(3) DAEMONIC POSSESSION (4) DARK PACT
Beyond the veil of reality, daemons swim ever-hungry for There are things that listen to the dreams and fears of
souls and the promise of reality. They seek ways into the mortals, things that live beyond the shadow line that
living world – drawn like insects to a candle flame, daemons separates reality from that which lies beyond. Some call these
use the death-moment to slide into a body, in the process things gods, others call them daemons… and in the depths of
consuming the last shreds of its soul like a hatchling feeding Hive Primus, there are those that whisper of the Seven Pale
on the yoke of its egg. Spinners, the Burning Ones, the Lord of Skin and Sinew, and
the Horned Darkness.
The daemon’s possession of dead flesh is weak and never
lasts, but in the meantime they can stalk the mortal realm No matter their name, or why mortals call to them, there is
and sate their hunger for suffering and death. always one truth: these dark powers listen, and should a lost
soul desire to live beyond their allotted span, they can
BENEFITS certainly grant that final wish… for a price.
• The resurrected fighter becomes an unsanctioned
psyker, gaining a random wyrd power from the Chaos BENEFITS
Helot Wyrd Power List. • The resurrected fighter becomes an unsanctioned
psyker, gaining a random wyrd power from the Chaos
� Unsanctioned Psyker: If this fighter is taken Out of
Helot Wyrd Power List.
Action, the enemy gang receives a bounty of D3x10
credits. If Captured and Sold to the Guilders, they � Unsanctioned Psyker: If this fighter is taken Out of
are worth their full value in credits. Action, the enemy gang receives a bounty of D3x10
credits. If Captured and Sold to the Guilders, they
• The fighter gains the following rules:
are worth their full value in credits.
� Fearsome: If the fighter is targeted with a Charge
• The fighter gains access to the Dark Ritual Post-
(Double) action, the enemy must check Willpower
Battle Action (see the Chaos Helot rules).
after declaring it – if failed, they cannot move and
their activation ends immediately. � If they already belong to a Chaos Helot gang, they
instead gain a +2 modifier to their Dark Ritual roll.
� Supernatural Horror: If the fighter is targeted by a
ranged attack, the enemy must check Cool after
PRICE
declaring it – if failed, they must choose a different
• The gang’s dark reputation gets around and they
target, or their action is wasted.
immediately become Outlaws.
861
(5) CANNIBAL CORPSE (6) BACK FOR REVENGE
The dead do not rest easy in the underhives of Necromunda. Revenge: the darkest motivator, a power that can deny the
Zombie plagues spread and multiply – from the Widow even dead the peace of their grave. Driven by an immortal
Walkers of Hive Primus and Hive Quartus, and the Rattle hate, the revenant is a figure who claws themselves back
Shrouds of the Ash Wastes, to the Pox Walkers that have all from oblivion by force of their own pure, spiteful willpower.
but overwhelmed Hive Mortis – all are hungering undead They return to the world of the living to perform one final
driven to spread their curse to others. deed: to drag those who wronged them down into the
darkness alongside them.
Such a fate is rightfully feared, but sometimes, the foolish, the
insane, or the desperate might taint the flesh of a dying
BENEFITS
comrade to let them walk again.
• Make a note of the enemy responsible for the
resurrected fighter’s death. If they were not directly
BENEFITS
killed by an enemy, note the Gang Leader of the
• The resurrected fighter cannot be Pinned and
enemy gang they were facing when they died.
automatically passes Cool checks.
• This enemy is designated the Murderer.
• When rolling for Injury, the resurrected fighter treats
Flesh Wound results as “no effect.” • When the resurrected fighter makes attacks against
their chosen enemy, they may re-roll failed hit rolls,
• If subject to the Blaze condition, the resurrected
wound rolls, and Injury dice.
fighter still suffers the automatic Strength 3, AP -1,
Damage 1 hit upon activation – but otherwise
PRICE
disregards all Blaze effects and may act normally.
• The resurrected fighter is obsessed with slaughtering
• When the resurrected fighter is activated, they may • Each time the gang fights a battle against an
only take one action on their turn, instead of two. opponent other than the Murderer’s gang (regardless
of whether the Murderer themselves participated), roll
HOUSE RULE: Amend the wording as follows: “The
D6 during the Post-Battle Sequence – on 4+, the
fighter counts every action as (Double).” The original
resurrected fighter loses -1 Strength.
wording leaves the fighter unable to Charge.
• At zero Strength, the resurrected fighter’s hateful hold
• If the fighter attacks with a weapon, they suffer a -4 on life expires, and they enter the void unfulfilled –
modifier to hit unless it has the Melee or Versatile trait. remove them from the Gang Roster.
• When the fighter is activated, if they are able to
attempt a Charge (Double) action or take the Coup de END GAME
Grace (Simple) actions, they must do so. • If the resurrected fighter successfully kills the
Murderer (either via a Memorable Death or untreated
• The fighter can only take or be included in Group Critical Injury), they allow themselves to expire, their
Activations with fighters who are also zombies. dark duty fulfilled – remove them from the Gang
Roster.
END GAME
• The fighter is instinctively driven to create more • If the Murderer is killed elsewhere (or retires), the
zombies. resurrected fighter becomes deranged, unthinkingly
transferring their vengeance to an unrelated target –
• After each battle, randomly choose one friendly
choose a new enemy from the same gang to become
fighter – they contract the plague and become a
the Murderer.
zombie.
862
(7) XENOS-RESURRECTION (8) SKIN-DEEP DOPPELGANGER
There are creatures who walked the stars when Mankind was The faces of the dead are masks that can be worn by the
less than a dream in the eye of ancient gods. To such beings, living. Remorphic aliens, witch-bred assassins, neuromimic
death is a puzzle long solved, and a gift that now tempts cultists and other shape-changers may take the death of an
humanity. From the Halo Devices brought from Calixis and individual as an opportunity to slip into the space left by the
Mandragora, to the flesh mastery of the Drukhari departed, wearing their face and life like a set of clothes while
Haemonculi, to the metallic Solar Worms found in the black they pursue their own ends.
sands of dead worlds, there are ways back from death open
to those who are willing to leave their humanity behind. BENEFITS
• There is something slightly different about the fighter.
BENEFITS • When they are returned to life, the resurrected fighter
• The fighter is not… entirely… human anymore.
loses all their skills (including those gained at
• When the resurrected fighter suffers a Lasting Injury, recruitment) and Advances and gets back all of their
Memorable Death and Critical Injury results apply as spent XP.
normal, but anything else counts as “Out Cold.”
• They may then redistribute their XP on new skills and
• If the resurrected fighter suffers any Lasting Injury Advances.
result other than Memorable Death or Critical Injury,
• When choosing skills, the resurrected fighter may
they instead count the result as Out Cold and gain +1
select from any category – not just those available to
Change.
their gang.
PRICE PRICE
• Each time the fighter avoids a Lasting Injury, they
• The rest of the gang are unnerved by the fighter’s
permanently become more alien.
supposed lucky escape from death, and their new,
• The below effects are cumulative, depending on the strange mannerisms.
number of Changes they have accumulated:
• The resurrected fighter cannot benefit from the
� 1 Change: Can no longer use or benefit from the “Leading by Example” rule, and cannot make or join
“Leading by Example” rule. Group Activations.
863
864
Gang Modifier:
CHAOS CORRUPTION
MAKING A DARK PACT GAINING CHAOS CORRUPTION
This section outlines rules for modifying an existing gang to
GANG CREATION
the worship of the Dark Gods.
• The gang can begin the campaign already corrupted, if
This can occur at recruitment, or during a campaign. desired.
Applying Chaos corruption is at the Arbitrator’s discretion.
• If so, they automatically begin as Outlaw.
Chaos corruption provides a wealth of modelling
• The gang must select a patron Dark God. When
opportunities – blood-spattered Goliaths dedicated to the
performing a Dark Ritual, the gang can only seek this
Blood God, pale-skinned, filth-encrusted Cawdor bowing to
patron’s favour, no others.
the Rotfather, or luridly-coloured Delaque in the service of
the Dreamer are some obvious options, though you are
DURING A CAMPAIGN
limited only by imagination.
• The gang can convert to submit Chaos after any
There is no requirement to model a Chaos-Corrupted gang battle.
look different to its base counterpart (Chaos certainly
enjoys hiding in plain sight) but this is encouraged – an • As soon as this choice is made, the gang automatically
Arbitrator may even require it. becomes Outlaw.
SUMMARY OF EFFECTS • If the Dark Ritual successfully draws the Dark Gods’
attention – or transforms a gang member into a Chaos
• The gang automatically becomes Outlaw. Spawn – the gang becomes Chaos-Corrupted.
• The gang chooses a patron god, allowing the Gang • The Dark God the gang successfully invoked becomes
Leader to seek their favour by performing a new Dark their permanent patron. When performing a Dark
Ritual Post-Battle Action. Ritual in future, the gang can only seek this patron’s
favour, no others.
• The gang’s senior members become immune to the
Insanity condition.
• The gang’s fighters can transform into Chaos Spawn, NEW SPECIAL RULES
which can be added to the Gang Roster.
OUTLAW ALIGNMENT
• The gang gains access to the Warp Horror brute, and
• A Chaos-Corrupted gang automatically becomes
new Chaos-aligned Dramatis Personae.
Outlaw.
• Despite the corruption, the gang retains access to
• It is up to the Arbitrator whether a Chaos-Corrupted
their original House equipment lists, and still use the
gang can change alignment.
Skill lists applicable to their gang.
INURED TO MADNESS
• The Gang Leader and all Champions are immune to
the Insanity condition.
865
PATRON GOD
MUTATIONS FROM LASTING INJURY
• Whether at gang creation or a later stage, a Chaos-
Corrupted gang must select a patron Dark God: the (46) HUNGERING PRIDE: The fighter must always be the first in the
Lord of Skin and Sinew, the Architect of Fate, the gang to activate each round (you may choose how to break ties). The
Plague God, or the Dark Prince. fighter gains +1 bonus XP for taking a Gang Leader or Champion Out
of Action.
• Unlike Chaos Helots, who can seek the favour of
multiple gods, a Chaos-Corrupted gang can only seek
(51) DARK MADNESS: When the fighter activates, check Intelligence
the favour of their patron.
– if failed, roll D6 to determinate their first action:
• The gang can hire new Dramatis Personae. (52) BESTIAL SENSES: The fighter counts as having a Bio-Scanner
– but can no longer initiate or join a Group Activation.
SUB-PLOTS
(53) DISTURBING APPENDAGE: The fighter counts as having a
The gang must now use the Chaos-Corrupted Sub-Plots,
Fighting Knife that can never be disarmed or lost – but suffer an
rather than their original table.
additional -1 modifier to hit with weapon that have the Unwieldy trait.
MUTATIONS (54) WARPED LIMBS: The fighter loses -1” Movement – but when
When a Chaos Helot fighter suffers a Lasting Injury result taking the Charge (Double) action, roll three D3s and count the
of 45-56, roll D6 to determine whether it develops into a highest.
mutation, applying the following modifiers:
(55) CROOKED BODY: Ranged attacks targeting this fighter receive
� + 1 if the Lasting Injury was inflicted by an enemy from a
an additional -1 modifier to hit at Long range, but the fighter can no
Chaos Helot, Corpse Grinder Cult, or Chaos-Corrupted
longer wear armour (transfer any they had into the Stash).
gang.
� +1 if the Lasting Injury was inflicted by a daemon, or a (56) TWISTED FLESH: When the fighter activates, they discard -1
daemonically-possessed enemy. Flesh Wound – but can never benefit from Bio-Boosters, Medicae
Kits, and can never receive assistance when attempting Recovery.
� +1 if the fighter already has one or more mutations.
866
(5) FAVOUR BESTOWED
NEW POST-BATTLE ACTIONS • THE LORD OF SKIN AND SINEW: Also known as the
ACTION: DARK RITUAL Blood God, the Scratcher, the Red One, and the Lord
of Rage.
(1) CHOOSING A FAVOUR
• Grants the following boons for the gang’s next game:
• If the gang is attempting to convert to Chaos, they
must decide which Dark God’s favour they will � Once per round, the gang can re-roll one failed
attempt to seek. Wound.
� Either the Lord of Skin and Sinew, the Plague Lord, � The Gang Leader gains +1 Attack.
the Dark Prince, or the Architect of Fate.
� The gang’s Chaos Spawn gains +1 Strength.
• If the gang is Chaos-Corrupted, they can only attempt
• THE PLAGUE LORD: Also known as the Rotfather, the
to invoke the favour of their patron.
Fly Lord, the King in Rags and Tatters, and Old Festus.
(2) PREPARATION • Grants the following boons for the gang’s next game:
• You may randomly select one gang member (not the
� Once per round, the gang can re-roll one failed
Gang Leader) as the ritual’s focus and vessel of the
Recovery attempt.
god’s power.
� The Gang Leader gains +1 Wounds.
• You may choose to sacrifice a Captive to fuel the ritual
(if their owning gang has had a chance to rescue � The gang’s Chaos Spawn gains +1 Toughness.
them).
• DARK PRINCE: Also know as the Pale One, the
(3) ENACT THE RITUAL Pleasure Lord, the Nightwild, and the Shadow Ruler.
• Roll 2D6 and apply the following cumulative • Grants the following boons for the gang’s next game:
modifiers:
� Once per round, the gang can activate two Ready
� +1 if the gang won their battle. fighters one after the other, instead of just one.
� +1 if the gang gained Rep from their battle. � The Gang Leader gains +2” Movement.
� +2 if the gang already had their god’s favour for � The gang’s Chaos Spawn rolls two D6s when
their battle. determining its Movement and chooses the highest
� +2 if a Captive is sacrificed to fuel the ritual. result.
� -1 if the gang lost their battle. • ARCHITECT OF FATE: Also know as the Whisperer, the
Lord of Lies, the Watcher, and the Dreamer.
� -1 if the gang lost Rep in their battle.
• Grants the following boons for the gang’s next game:
(4) OUTCOME � Once per round, one fighter can ignore all negative
• On a 9+, the gang gains their patron’s favour! This modifiers when making a ranged attack.
lasts for one battle – mark it on the Gang Roster.
� The Gang Leader gains a random Wyrd Power.
• If a gang member was selected as the focus of the
ritual, they gain +D6 XP. � The gang’s Chaos Spawn gains an armour save of
4+.
• If the result is 2 or less after modifiers, the gods are
cruel. If a gang member was selected as the ritual’s
focus, they are transformed into a Chaos Spawn.
867
CHAOS SPAWN
(UNIQUE) – no cost to recruit – special conditions apply
M WS BS S T W I A Ld Cl WP Int
D6” X - X X X X X - - - -
868
WARP HORROR
(BRUTE) - 210 credits
M WS BS S T W I A Ld Cl WP Int
6” 3+ 6+ 6 4 3 4+ 3 9+ 6+ 7+ 9+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Horrific Appendages - E - - S -1 2 - Pulverise, Rending, Melee
Massive Tentacles E 4” - - S+1 - 1 - Drag, Entangle, Versatile, Melee
Warpfire Breath - T - - 3 -1 - 4+ Blaze, Template
EQUIPMENT SKILLS
• By default, a Warp Horror dual-wields two Horrific • A Warp Horror comes with the Nerves of Steel skill at
Appendages. recruitment:
869
CHAOS-CORRUPTED SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: BLOOD
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) DOWN WITH THE IMPERIUM!
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
870
(5) BLOOD AND SKULLS (QUEEN) PURGE THE WEAK
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
871
(4) TOY WITH THEM (10) BACK-ALLEY MURDER
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
872
CLUBS: ROT (6) FOES CLOSE IN
• Reveal prior to deployment. Your gang must set up
(ACE) A TOUCH OF MADNESS before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
(7) THE LIAR’S SKIN
+D3 bonus XP.
• Reveal the first time one of your fighters with the Gang
(2) HURT AND ANGRY Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a
• Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic
returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle.
that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously
• The infiltrator is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
XP. • If a fighter takes the infiltrator Out of Action (again),
they gain +D6 bonus XP.
(3) UNDYING LEGIONS OF CHAOS • If this happens, the infiltrator does not roll for Lasting
• Reveal before rolling Priority in the first round. Injury, as the “true” fighter never actually participated
in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) STAIN THE GROUND RED
• Immediately place them within your deployment
• Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew.
Grace (Simple) action. The fighter responsible gains +1
• If you lose this battle, none of your fighters receive XP bonus XP.
for this scenario.
• For the remainder of the battle, any fighter from the
HOUSE RULE: Your fighters still gain XP for taking gang who takes the Coup de Grace (Simple) action
enemies Out of Action. gains +1 bonus XP (each fighter only gains this reward
once, however).
873
(JACK) FEAR OF CONSEQUENCE (3) THE FATE OF ALL FLESH
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) WEAKLING MINDS
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
874
(8) FOR UNKNOWN PURPOSES (JACK) INCRIMINATING PACKET
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the courier.
� PICT-CAPTURE (Double): Smile! The fighter gains • At the end of any round, if the courier is inside the
the Carrying Evidence condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING EVIDENCE:If this fighterreturnsto
the gang’s deployment zone, remove them • The courier does not count as being Out of Action for
from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) UNDERHIVE ALTAR
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests. battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) THE ROT WITHIN
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
� PLANT BOMB (Simple): Something to remember us fighters to be carrying a virulent infection.
by.
• If the enemy gang takes this fighter Out of Action using
• If the gang completes three Plant Bomb (Simple) a weapon with the Melee trait, gain +1 random Gang
actions, gain +1 Gang Tactics card of your choice. Tactics card.
• If the bomb carrier goes Out of Action before they • If the infected fighter is a Gang Leader or Champion,
have taken three Plant Bomb (Simple) actions, centre you may choose the card, instead.
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
875
DRAMATIS PERSONAE
THE ABOMINATION OF BADZONE 12
(CHAOS HIVE SCUM) – 280 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
4” 3+ - 5 5 4 5+ 4 - - - -
RNG ACC
WEAPON S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Rending, Melee
Swarming Tentacles E 2” - - S+1 -2 2 - Pulverise, Knockback, Versatile, Melee
876
THE EIGHTFOLD HARVEST LORD
(CHAOS BOUNTY HUNTER) – 205 credits hiring fee
M WS BS S T W I A Ld Cl WP Int
5” 2+ 6+ 4 4 3 3+ 3 7+ 5+ 8+ 7+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Paired Heavy Chain Cleavers - E - +1 S+2 -2 2 - Paired, Sever, Melee
Fighting Knife - E - - S -1 1 - Backstab, Melee
877
GENESTEALER-INFECTED GANGS
SUMMARY OF EFFECTS
• The gang automatically becomes Outlaw.
NEW EQUIPMENT
The Gang Leader and Champions can purchase the
• The Gang Leader can be upgraded to become a Psyker following:
during a new Post-Battle Action.
CULT ICON
• The gang can purchase a Cult Icon. • This symbol of devotion to the Star Children serves to
• The gang can recruit Aberrants and Hybrid Juves. inspire followers to greater acts in battle.
• Despite the infection, the gang retains access to their • The owner increases the number of fighters they can
original House equipment lists, and still use the Skill include in a Group Activation by +1.
lists applicable to their gang. • A gang can possess a maximum of one Cult Icon.
878
NEW POST-BATTLE ACTIONS EXPANDED GANG LIST
ACTION: SUBMIT TO THE STAR VOICES ABERRANT
• Only the Gang Leader can take this Post-Battle Action, • A Genestealer-Infected gang adds the Aberrant to
for a cost of 40 credits. their Gang List (see over for the entry).
• The fighter becomes a Psyker and gains the following • The Aberrant has its own Aberrant Equipment List.
rules:
HYBRID JUVES
� Cult Wyrd: The fighter may choose a single power
• When a Genestealer-Infected gang recruits a new
from the Genestealer Cults Wyrd Power list. From
Juve, it can upgrade them to a Hybrid Juve.
now on, they count this list as one of their primary
skillsets. • By default, the cost of this upgrade is an additional
+30 credits.
� Unsanctioned Psyker: If this fighter is taken Out of
Action, the gang responsible gains a bounty of • If a Juve is gained for free through some rule or ability
D3x10 credits. (such as a Settlement Territory), this fighter can be
upgraded to a Hybrid Juve for free.
� Psychic Familiar: The fighter can now obtain this
Exotic Beast. • A Juve can only be upgraded to a Hybrid Juve at
recruitment – never at any later point.
879
ABERRANT
(GANGER) - 95 credits
M WS BS S T W I A Ld Cl WP Int
5” 3+ 6+ 5 4 2 5+ 2 9+ 4+ 6+ 10+
880
PSYCHIC FAMILIAR
(EXOTIC BEAST) - 25 credits
M WS BS S T W I A Ld Cl WP Int
5” 4+ - 2 2 1 2+ 1 7+ 7+ 6+ 7+
• Behaviour: If an Exotic Beast ends its activation more • Secondary Skills: Ferocity.
than 3” away from their owner, it must make a Nerve
check – if failed, it becomes Broken and immediately SPECIAL RULES
takes a free Running for Cover (Double) action. Omen of Fortune: The Familiar can sense bad fortune
and forewarn its master with a flash of precognition.
� An Exotic Beast flees towards its owner, rather
than cover. Once per round, the Familiar can attempt to cancel one
successful hit against its owner if they are within 3”.
� An Exotic Beast automatically Rallies if its
activation ends within 3” of its owner (but does To negate a hit, the Familiar’s owner must check
not gain XP). Willpower before the enemy rolls to Wound. If passed,
the attack counts as having missed (Blast markers and
• Campaign Play: Exotic Beasts gain XP and Lasting templates are placed as normal, but the fighter is
Injuries as normal, and roll Advancements on the assumed to have dodged clear).
Ganger Advancement Table (they can be promoted to
Specialist). They can be taken Captive, and a Rescue Precognition: The Familiar has a 3+ armour save that
Mission can be mounted for them as normal. Exotic can never be modified by a weapon’s Armour Piercing
Beasts cannot work Territories. value. Against Blast markers or templates, this
decreases to 4+.
881
GENESTEALER-CORRUPTED SUB-PLOTS
USING SUB-PLOTS SUB-PLOTS TABLE
NOTE: in the current edition of Necromunda, all of the
SPADES: INDUSTRIAL INFILTRATION
House gangs now have their own unique Sub-Plots. Those
that follow here are the original, general Sub-Plots. Some (ACE) A QUIET REBELLION
names and wording has been changed for the sake of • A fighter in the enemy deployment zone can take the
characterisation, but the content is identical across gangs. following action:
882
(5) SHOW OF STRENGTH (QUEEN) TARGETING WEAK POINTS
• Reveal at the end of the game, if at least five enemy • Reveal when the last enemy Juve goes Out of Action –
fighters went Out of Action. gain +D6 Rep.
� Fighters who Bottled and fled the battlefield do not � If the enemy gang has no Juves, reveal when the
count. three enemy fighters with the lowest value go Out of
Action.
• Gain +D3+1 Rep.
• At the end of the game, if there are no enemies within • Randomly select one enemy. At the end of the game, if
6” of this objective, gain +D3 Rep. this fighter is Out of Action, gain D6x10 credits.
883
(4) A THREAT TO STAY AWAY (10) SILENT ELIMINATION
• If your fighter successfully hits an enemy Gang Leader • Reveal if your fighter takes an enemy Out of Action,
with a close combat attack, you can choose to reveal. and no enemies have line of sight to either the fighter
or the victim.
• If you do, the attack ends without rolling to Wound,
and with no further effect or impact on the enemy. • Gain D3x10 credits. This increases to D6x10 credits if
the victim was taken Out of Action by a weapon with
• Gain D6x10 credits. This increases to 2D6x10 credits if
the Melee trait.
it was your Gang Leader who delivered this warning.
• A fighter in base contact with an enemy can take the If the fighter ends this move more than 12” from
following action: the target, they lose the Shadowing condition.
� SHAKEDOWN (Basic): Gain D3x10 credits. This • At the end of the game, if you have a fighter with the
increases to D6x10 credits if the target is a Gang Shadowing condition, gain +D6 Rep.
Leader or Champion.
• Reveal the first time this action is taken. (KING) BLOOD DRIVE
• Reveal at the end of the battle. For every fighter
(8) DOUBLE DAMAGE (friend or enemy) who went Out of Action but did not
suffer a Memorable Death (66), gain D3x10 credits.
• Reveal if the gang takes an enemy Out of Action by
causing another fighter (friendly or enemy) to fall on • This increases to D6x10 credits if the fighter suffered a
them. Critical Injury (61-65).
884
CLUBS: FOMENTING RESISTANCE (6) THE AUTHORITIES THREATEN EXPOSURE
• Reveal prior to deployment. Your gang must set up
(ACE) SOCIAL ANXIETY before any other opponent, regardless of the any
• Reveal at the beginning of the first round. normal rules.
• Your Gang Leader’s “Leading by Example” range is • Your opponent automatically takes Priority in the first
reduced to 6”. round of the game, and adds +1 to their Priority roll in
• Anyone who cannot trace line of sight to a friendly each round.
fighter suffers a -1 modifier to Leadership and Cool • At the end of the battle, any fighter who did not go Out
checks. of Action gains +D3 bonus XP.
• If you win the battle, every participating fighter gains
+D3 bonus XP. (7) DOUBLE AGENT
• Reveal the first time one of your fighters with the Gang
(2) DOWN BUT NOT OUT Fighter (Ganger) rules goes Out of Action.
• Reveal at the start of the game. Randomly select a • Do not remove them from play. Instead, they are
fighter. They lose -1 Movement, Weapon Skill, Ballistic returned to full Wounds and any negative conditions
Skill, and Strength for the duration of the battle. that were affecting them are cancelled.
• If this fighter ends the battle without being Seriously • The double agent is now part of the enemy gang.
Injured or taken Out of Action, they gain +D6 bonus
• If a fighter takes the double agent Out of Action
XP.
(again), they gain +D6 bonus XP.
(3) FAMILY REUNION • If this happens, the double agent does not roll for
Lasting Injury, as the “true” fighter never actually
• Reveal before rolling Priority in the first round.
participated in this battle.
• Randomly select D3 of your fighters who are not
participating in this battle.
(8) STRAIGHTFORWARD SOLUTION
• Immediately place them within your deployment • Reveal the first time your gang takes the Coup de
zone; they are now part of your existing crew. Grace (Simple) action. The fighter responsible gains +1
bonus XP.
• If you lose this battle, none of your fighters receive XP
for this scenario. • For the remainder of the battle, any fighter from the
gang who takes the Coup de Grace (Simple) action
HOUSE RULE: Your fighters still gain XP for taking
gains +1 bonus XP (each fighter only gains this reward
enemies Out of Action.
once, however).
885
(JACK) NEVER ABANDON FAMILY (3) ASCENDANCY
• Reveal when one of your fighters successfully Rallies. • Reveal if at least half the enemy gang is Seriously
They gain +2 XP for doing so, rather than the usual +1 Injured, Out of Action, or removed from play.
XP.
• Gain +1 random Gang Tactics card.
• For the remainder of the battle, any fighter from the
gang who successfully Rallies gains +2 XP, instead of
(4) A BREAKING OF THE WILL
the usual +1 XP (each fighter only gains this reward
• Reveal when an enemy fails a Willpower check by
once, however).
rolling 10+.
886
(8) INTELLIGENCE GATHERING (JACK) CRITICAL DELIVERY
• Reveal when a fighter within 6” of the enemy Gang • Reveal at the start of the battle. Randomly select one
Leader takes the following action: fighter to be the courier.
� PICT-CAPTURE (Double): Smile! The fighter gains • At the end of any round, if the courier is inside the
the Carrying Evidence condition. enemy’s deployment zone, remove them from play
and gain +2 Gang Tactics cards of your choice.
-CARRYING EVIDENCE:If this fighterreturnsto
the gang’s deployment zone, remove them • The courier does not count as being Out of Action for
from play. the purposes of Bottle Tests.
The fighter does not count as being Out of (QUEEN) AN OFFERING TO THE STARS
Action or Seriously Injured for the purposes of • Reveal at the start of the battle. Choose a point on the
Bottle tests battlefield at least 12” from your deployment zone.
• The bomb carrier can take the following action if they (KING) ALIEN INFECTION
are within 6” of the battlefield’s centre: • Reveal at the start of the battle. Randomly select one
fighters to be carrying a virulent infection.
� PLANT BOMB (Simple): Something to remember us
by. • If the enemy gang takes this fighter Out of Action using
a weapon with the Melee trait, gain +1 random Gang
• If the gang completes three Plant Bomb (Simple)
Tactics card.
actions, gain +1 Gang Tactics card of your choice.
• If the infected fighter is a Gang Leader or Champion,
• If the bomb carrier goes Out of Action before they
you may choose the card, instead.
have taken three Plant Bomb (Simple) actions, centre
the Blast (5”) marker on them – every fighter the
marker touches suffers a Strength 3, AP 0, Damage 1
hit with the Knockback trait.
887
DRAMATIS PERSONAE
PURESTRAIN GENESTEALER
(GENESTEALER CULT UNIQUE) – no hiring fee – special conditions apply
M WS BS S T W I A Ld Cl WP Int
6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
RNG ACC
WEAPON S L S L Str AP D Am Traits
Razor-Sharp Talons - E - - S+1 -1 1 - Rending, Melee
Venomous Bite - E - - - -2 - - Toxin, Melee
888
889
General Rules:
� Otherwise, each player may place as many doors � Instead of placing a structure on your turn, you may
and terminals as they wish. announce that no more can be placed. The next
player may then place one final structure.
� Placing a terminal beside a door creates a Locked
Door. Alternate placing one obstacle anywhere on the
battlefield.
� Instead of placing a door on your turn, you may
announce that no more can be placed. The next � Instead of placing an obstacle on your turn, you
player may then place one final door. may announce that no more can be placed. The
next player may then place one final obstacle.
3. Alternate placing D6 obstacles anywhere on the
battlefield. Each player places one loot casket anywhere that is
not within 6” of a battlefield edge.
4. Each player places one ductway.
� Some scenarios give special instructions for loot
5. Each player places one loot casket anywhere that is caskets – if so, follow those rules instead.
not within 6” of a battlefield edge.
890
General Rules:
• The maximum number of fighters you can bring is Note: These fighters do not affect Gang Rating and remain
shown by the (X). for one battle, regardless of any rules suggesting otherwise.
891
General Rules:
� Whoever rolls higher may resolve one Move (Simple) RAISING THE ALARM
action for the Sentry. The alarm is raised in the following ways:
� If the rolls are tied, the defender resolves one Move • Any Sentries are Ready when it becomes the
(Simple) action in a direction determined by the defender’s turn to activate a fighter.
Scatter die. • If an attacker makes a ranged attack, resolve it as
� In either case, the Sentry can be turned to face any normal – then roll 2D6 and add the weapon’s
direction after their move. Strength. On 10+, the alarm is raised.
� The Sentry can open or close any standard door • Weapons with the Silent trait disregard this rule.
within 1” as part of their movement. This does not • Weapons with the Blast trait add +2 to the result.
require an action.
• From the fifth round onwards, if the attacker rolls 1-2
• Once the attacker has activated their final fighter, the for Priority, the alarm is raised.
defender activates one last Sentry, and then the
Action Phase ends. When the alarm is raised, all Sentries immediately gain
Ready markers – the “Sentries” rules are no longer used,
and the defenders now follow all the normal rules.
892
(3) HOME TURF ADVANTAGE (5) LOOT CASKETS
Sometimes when a scenario has an attacker and defender, Although there will always be at least two loot caskets on a
the battle takes place within the defender’s own territory, battlefield, many scenarios include far more – these include
giving them unique advantages and problems. anything from food supplies to valuable munitions, with the
exact contents unknown until they are opened.
• The defender rolls 2D6 for Bottle Tests, discarding the
highest result. • A Standing fighter within 1” of a loot casket can take
the following actions:
• When making Rally tests, the defenders add +1 to the
result. � BYPASS LOOT CASKET LOCK (Basic): Check
Intelligence – if passed, the loot casket is opened.
• At the start of the game, when selecting crews, the
defender must roll D6 for every Hanger-On they have – � MOVE AND CARRY (Simple): The fighter moves a
on a 4+, that individual is unlucky enough to be distance up to their Movement characteristic,
hanging around when the attack occurs. keeping the loot casket in base contact.
� The Hanger-On is automatically included in the � SMASH OPEN LOOT CASKET (Basic): Roll D6 and
crew and does count towards the number of add Strength – on 6+, the container is opened, but
fighters the defender is allowed. you must subtract -1 from the roll to determine its
contents.
� In the event the defender would use Random
Selection for their crew, this is an exemption to • If a loot casket is successfully opened, roll D6 to
those rules. determine its contents:
893
(6) BEAST’S LAIR (7) FLEEING THE BATTLEFIELD
Dangerous creatures lurk in the underhive, ready to prey on It can be wise to quit a fight while a gang is ahead –
careless gang fighters. especially in ambushes, or when smaller crews find
themselves up against larger and more dangerous ones!
• Some scenarios automatically include a Beast’s Lair.
Otherwise, the below rules can be used upon the • A gang can always choose to voluntarily fail their
agreement of both players. Bottle Test.
• The creature is represented by the Beast’s Lair � If a gang fails their Bottle Test (voluntarily or
marker, which is modelled on a 32mm base. otherwise), they can choose to flee the battlefield at
the start of any Action Phase.
PLACING THE LAIR
� Every Active fighter and Pinned fighter is
• The defender places the Beast’s Lair (or if there is no
immediately removed from play.
defender, the winner of a roll off).
• Engaged fighters must check Initiative – if passed,
• The marker is placed after both gangs have deployed –
they are removed from play. If failed, they are
anywhere on the battlefield that is not within 6” of a
Seriously Injured.
fighter.
• A game always ends if only one gang has fighters left
ROUSING THE BEAST on the battlefield – or if an enemy gang only has
• If a fighter ends their activation within 6” of a Beast’s Seriously Injured fighters left.
Lair, they risk rousing the creature within.
� Roll to see whether the Seriously Injured fighters
• Roll D6 – if the result is higher than the fighter’s succumb to their injuries after the battle, as normal.
distance to the Lair (or is a natural 6), the beast
attacks them! (8) HORRORS IN THE DARK
These rules force fighters to stick together or risk being
� The Beast makes a single attack at Weapon Skill 4+.
stranded, losing actions, or worse.
� The attack is Strength 6, AP -2, Damage 3, with the
• If a fighter activates while more than 8” away from
Knockback trait.
another fighter (friendly or enemy), roll D6 on the
ATTACKING THE BEAST below table:
• The Lair can be targeted by attacks in the usual way.
D6 RESULT
� The Lair is Toughness 4, Wounds 3.
Attack! The fighter suffers a Strength 6, AP -1,
• However, it is not a fighter – the Lair cannot be Damage 2 hit. If they become Seriously
1
Injured, they are dragged into the darkness
Pinned, fighters are able to move within 1” of it, and it and go Out of Action.
can be Engaged without the need to charge.
A nightmarish creature emerges from the
• If the Lair is reduced to zero Wounds, it is shadows, seeking prey, forcing the fighter to
2-3
automatically removed from play. focus on driving it away. They cannot take any
actions this round.
894
(9) VISIBILITY (X”) BATTLEFIELD SIDES
• The remaining two battlefield edges are the “Sides.”
• This rule has also been added to the list of special
rules in Part XIII: Scenarios. • Ash Wastes roads cross deep valleys, wide open flats,
and precarious bridges over chasms. The battlefield
• In the changing conditions of the Ash Wastes, visibility
Sides reflect some of these environments.
is not always reliable. This is represented by the
Visibility (X”) rule. • The rules for Sides vary by scenario – and often
change several times within a scenario! Below are the
• When this rule is active:
most common rules:
� A fighter or vehicle can only be targeted if they are
� Impassable Sides: No fighter or vehicle may exit
within (X”) range of their attacker.
the battlefield via the Sides. If a vehicle is forced to
This includes shooting, declaring charges, and hit the Sides, it counts as colliding with impassable
anything else that uses a range. terrain.
� Any weapon that ignores or mitigates the effects of � Cliff Sides: If a fighter or vehicle moves off the Side,
the Pitch Black rules also applies to the Visibility they immediately go Out of Action.
(X”) rule.
� Open Sides: If a fighter or vehicle moves off the
� All weapons must use their Long Range accuracy Side, they are removed from play but do not go Out
modifier, regardless of the actual range. of Action – instead, they become Left Behind.
895
NEW PHASE: THE ROLLING ROAD • (3) Add New Terrain & Obstacles: More of the road
ahead comes into view – roll D3-1 to see how many
• The scenario Phase order is updated as follows:
pieces of new terrain appear.
1: Priority Phase
If the result is zero, no new terrain is placed.
2: Action Phase Otherwise, proceed as follows:
3: Rolling Road Phase � Alternate placing terrain, starting with the gang
4: End Phase that has Priority.
• The Rolling Road Phase includes the following steps: � A player may choose any available, suitable piece of
terrain they wish.
1: Move Battlefield
� If the “Visibility (X”)” rules are not in effect, terrain
2: Resolve Left Behind must be placed touching the Leading Edge, at least
3: Add New Terrain & Obstacles 3” from any fighter, vehicle, or other piece of terrain.
• (1) Move Battlefield: Every fighter and vehicle, and � If the “Visibility (X”)” rules are in effect, place terrain
every single piece of terrain on the battlefield all anywhere on the battlefield at least X” closer to the
moves 8” towards the Trailing Edge. Leading Edge than any fighter or vehicle (it must
still be 3” away from any model or terrain piece).
Any fighter, vehicle, or terrain piece that contacts the
Trailing Edge is immediately removed from play. � If this is not possible, terrain can be placed touching
the Leading Edge, as above.
• (2) Resolve Left Behind: Any model whose base is not � If circumstances prevent terrain from being placed
fully on the battlefield is removed from play – they within these guidelines, it is not placed at all.
become Left Behind.
896
Zone Mortalis Scenario:
1. TUNNEL SKIRMISH
INTRODUCTION ENDING THE BATTLE
The stakes are high when two gangs face-off in unclaimed The game ends when only one gang has fighters left on the
turf, fighting for control of the surrounding area. battlefield.
The gang with the lowest Crew Rating is the underdog. REPUTATION
The winning gang gains +2 Rep.
GANG TACTICS & BONUSES
If this was the first battle between these two gangs,
Each gang may choose two Gang Tactics cards.
they both gain +1 Rep.
The underdog may spend the credit difference in Crew
If either gang bottled out, they lose -1 Rep.
Ratings to purchase Underdog Bonuses:
GANG DEPLOYMENT
Standard rules for deployment.
897
Zone Mortalis Scenario:
2. THE TRAP
INTRODUCTION GANG DEPLOYMENT
Sometimes, an enemy just needs taking down. 1. Defender divides their fighters into at least two
groups.
SCENARIO OBJECTIVE 2. Defender selects one group and deploys one of its
The attackers are aiming to scrag as many defenders as they fighters in the centre of the central tile.
can; the defenders are trying to weather the trap.
3. Defender sets up all remaining fighters from that
A gang scores points for every enemy that goes Out of group within 2” of the first fighter.
Action: 3 for a Gang Leader, 2 for a Champion, and 1 for any
4. Attacker deploys their entire crew – within 6” of any
other fighter.
battlefield edge, but not on the central tile.
ATTACKER & DEFENDER 5. Defender nominates their next group and rolls D6:
Campaign: The gang that selected this scenario is the � On 1-5, the group must deploy within 2” of the
attacker. fighters in the central tile.
Skirmish: Players roll off, with the winner deciding to � On 6, they may deploy anywhere on the battlefield
attack or defend. that is not within 2" of an enemy.
The defender randomly draws two Gang Tactics cards. CLAIMING VICTORY
The underdog may spend the credit difference in Crew When the game ends, the gang with the most points is the
Ratings to purchase Underdog Bonuses: winner. If the gangs are tied on points, the battle is a draw.
898
CAMPAIGN REWARDS
CREDITS
The winning gang gains D6x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winning gang gains +2 Rep.
899
Zone Mortalis Scenario:
3. FORGOTTEN RICHES
INTRODUCTION GANG DEPLOYMENT
The rumour of a newly discovered tunnel packed with 1. Both gangs roll off – the winner places a loot casket
discarded riches attracts looters – unaware they are anywhere on the central tile.
entering the hunting ground of an unknown, mutated
2. Players then take turns placing a loot casket in any tile
monstrosity…
without one, at least 6” from any other loot casket
(and not in any area cut off from the rest of the map).
SCENARIO OBJECTIVE
3. Once five loot caskets are placed, both gangs roll off
Each gang is seeking to escape with as much loot as they
again – the winner deploys their entire crew in a tile
can carry, while keeping it from their enemies.
without a loot casket, within 3” of the battlefield edge.
A fighter can secure a loot casket by returning it to
4. The other gang then deploys their entire crew in the
their deployment zone (within 3” of the battlefield
other tile without a loot casket – within 3” of the
edge).
battlefield edge, and at least 6” from any enemies.
BATTLEFIELD
Seven Zone Mortalis tiles. Players roll off – the winner
SCENARIO SPECIAL RULES
places the first tile, marking the battlefield’s centre. (1) HORRORS IN THE DARK
If a fighter activates while more than 8” away from
Players then take turns placing six more tiles around
another fighter (friendly or enemy), roll D6 on the
the first.
below table:
The gang with the lowest Crew Rating is the underdog. A noise in the dark – the fighter hesitates.
4-5
They can only make one action this turn.
900
CAMPAIGN REWARDS
CREDITS
Gangs gain D6x10 credits for each loot casket secured.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winning gang gains +2 Rep.
901
Zone Mortalis Scenario:
4. THE MARAUDER
INTRODUCTION GANG TACTICS & BONUSES
Starting a fight in an enemy’s territory takes guts. Winning it The attacker may choose two Gang Tactics cards.
builds a gang’s reputation!
The defender randomly draws two Gang Tactics cards.
SCENARIO OBJECTIVE The underdog may spend the credit difference in Crew
The attackers have come with a specific goal in mind – the Ratings to purchase Underdog Bonuses:
defenders aim to stop them succeeding. MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
A gang scores +1 point for every enemy that goes Out
of Action. 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200
The attackers have a special objective, determined by
0-2 Choose a Underdog Tactics card 400
rolling D3 at the start of the battle:
0-1 Hire a Dramatis Personae As stated
D3 RESULT 0-1 Hire a Bounty Hunter 80
BUSHWHACK: The attacker scores +2 points for taking 0-5 Hire a Hive Scum 30
1 the enemy Gang Leader Out of Action, and +1 for every
Champion.
902
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends when only one gang has fighters left on the
CREDITS
battlefield – that gang immediately claims +D3 points.
The winning gang gains D6x10 credits.
When the game ends, the gang with the most points is the On a draw, both gangs gain D3x10 credits.
winner. If the gangs are tied on points, the battle is a draw.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winning gang gains +2 Rep.
903
Zone Mortalis Scenario:
5. SNEAK ATTACK
INTRODUCTION GANG DEPLOYMENT
A gang seeking notoriety raids deep into enemy territory, 1. Defender deploys Sentries anywhere on the
hoping to steal goods and defile something sacred. battlefield, plus a gang relic within 6” of its centre.
904
CAMPAIGN REWARDS
CREDITS
If the relic was defiled, the attackers gain D6x10
credits and the defenders gain D3x10.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If the relic was defiled, the attacker gains +2 Rep and
the defender loses -2 Rep.
905
Zone Mortalis Scenario:
The gang with the lowest Crew Rating is the underdog. SCENARIO SPECIAL RULES
(1) LOOT CASKETS
GANG TACTICS & BONUSES If the attacker successfully opens a loot casket,
The attacker may choose two Gang Tactics cards. instead of rolling to determine its contents, the
The defender randomly draws two Gang Tactics cards. defender reveals this information.
The underdog may spend the credit difference in Crew If the frag trap is triggered, centre the 5” Blast
Ratings to purchase Underdog Bonuses: template on the casket and inflict a Strength 3, AP 0,
Damage 1 hit with the Knockback trait on fighters
MAX UNDERDOG BONUS COST
beneath it – then remove the casket from play.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 The defender cannot open loot caskets – the Guilders
will not pay for any that have been tampered with.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated ENDING THE BATTLE
The game ends when only one gang has fighters left on the
0-1 Hire a Bounty Hunter 80
battlefield.
0-5 Hire a Hive Scum 30
CLAIMING VICTORY
The attacker wins if there are more open loot caskets than
closed ones at the end of the game. Otherwise, the defender
wins.
906
CAMPAIGN REWARDS
SPECIAL
If the defender voluntarily bottled out, the attacker
counts as opening all remaining loot caskets (and
ignores the effects of a frag trap).
CREDITS
The attacker gains D6x10 credits for every loot casket
they opened with an Ammo Cache inside.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
For every loot casket opened with an Ammo Cache
inside, the attacker gains +1 Rep and the defender
loses -1 Rep.
907
Sector Mechanicus Scenario:
1. STAND-OFF
INTRODUCTION CAMPAIGN REWARDS
Two gangs meet in neutral territory and a firefight ensues.
CREDITS
The winning gang gains 2D6x10 credits.
SCENARIO OBJECTIVE
The loser gains D3x5 credits.
Each gang’s aim is simple: take out as many enemy fighters
as possible! On a draw, both gangs gain D6x10 credits.
Standard set-up.
REPUTATION
The winning gang gains +2 Rep.
CREW SELECTION
If this was the first battle between these two gangs,
Custom Selection (10).
they both gain +1 Rep.
The gang with the lowest Crew Rating is the underdog.
If either gang bottled out, they lose -1 Rep.
GANG DEPLOYMENT
Standard deployment.
CLAIMING VICTORY
When the game ends, the gang with the most points is the
winner. If the gangs are tied on points, the battle is a draw.
908
Sector Mechanicus Scenario:
2. LOOTERS
INTRODUCTION GANG TACTICS & BONUSES
A gang launches an all-out attack on a rival’s home turf in The attacker may choose two Gang Tactics cards.
the hope of raiding their stash.
The defender randomly draws two Gang Tactics cards.
SCENARIO OBJECTIVE The underdog may spend the credit difference in Crew
The attackers aim to steal four loot caskets and flee via their Ratings to purchase Underdog Bonuses:
escape route. The defenders are attempting to stop them. MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
Loot caskets are valuable regardless of whether they
are opened (except for an exhausted Ammo Cache, 0-2 Choose a Gang Tactics card 200
which the attacker cannot steal). 0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
Only the four “scenario” loot caskets can be stolen –
0-1 Hire a Dramatis Personae As stated
not any others introduced through other rules.
0-1 Hire a Bounty Hunter 80
CREW SELECTION When choosing crews, the defender must roll D6 for
every Hanger-On they have – on 4+, that Hanger-On
Attacker uses Custom Selection (any).
must be included in the crew (an exception to the
Defender uses Random Selection (D3+4) for their usual Random Selection rules).
starting crew, with the rest of their gang acting as
Reinforcements. (2) LOOT & ESCAPE
In the End Phase, the attacker successfully claims (and
The gang with the lowest Crew Rating is the underdog.
removes) any loot caskets within 1” of the escape
route.
GANG DEPLOYMENT
Defender also sets up four loot caskets anywhere on In the End Phase, any attackers within 1” of the escape
the battlefield. route can choose to leave the battlefield (even if
Seriously Injured). They count as Out of Action for
Defender deploys their crew so that each fighter is Bottle Tests.
within 3” of a loot casket.
909
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends when only one gang has fighters left on the
CREDITS
battlefield.
Each loot casket stolen by the attackers is worth
D3x10.
CLAIMING VICTORY
The total amount in credits is taken from the
The attacker wins if they stole more loot caskets than are
defender’s Stash and placed in the attacker’s (they
left on the battlefield at the end of the game. Otherwise, the
cannot steal more credits than the defender owns).
defenders win.
REPUTATION
If this was the first battle between these two gangs,
they both gain +1 Rep.
910
Sector Mechanicus Scenario:
3. AMBUSH
INTRODUCTION GANG DEPLOYMENT
A gang sets a trap for their rivals, hoping to catch them 1. Defender rolls D6 for each participating fighter – on 1-
unawares... 5, they are set up in their deployment zone; on 6, they
are set aside.
SCENARIO OBJECTIVE 2. Attacker deploys their crew anywhere on the
The attackers seek to scrag as many defenders as possible – battlefield – placing fighters at least 6” from enemies if
while the defenders aim to either return the favour, or they are kept out of their line of sight; otherwise, they
escape. must be placed at least 12” away.
Defender uses Random Selection (D3+5) for their (2) SLIPPING THE NET
starting crew, with the rest of their gang acting as In the End Phase, a defender within 1” of a battlefield
Reinforcements. edge can escape (even if Seriously Injured). Remove
The gang with the lowest Crew Rating is the underdog. them from play – they count as Out of Action for Bottle
Tests.
911
CAMPAIGN REWARDS
CREDITS
N/A
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If more defenders went Out of Action than escaped,
the attackers gain +1 Rep.
912
Sector Mechanicus Scenario:
4. BORDER DISPUTE
INTRODUCTION GANG DEPLOYMENT
A disagreement over contested ground escalates into a full- 1. Standard rules for deployment, with the below
blown engagement. additions:
913
CLAIMING VICTORY CAMPAIGN REWARDS
A gang wins if they protected their relic from being
CREDITS
defiled and has at least one, non-Seriously Injured
If a gang protected their relic from being defiled, they
fighter left on the battlefield at the end of the game.
gain D6x10 credits.
If both gang relics were defiled (or the remaining gang
If a gang’s relic was defiled, they gain D3x10 credits.
only has Seriously Injured fighters left), the battle is a
draw. EXPERIENCE
If one gang voluntarily bottled, the other Every participating fighter gains +1 XP.
automatically wins and their Gang Leader defiles the If a gang has at least one, non-Seriously Injured fighter
enemy relic (gaining +D3 XP), if this has not already left on the battlefield at the end of the game, their
occurred. Gang Leader gains +1 XP, regardless of whether they
participated.
REPUTATION
If this was the first battle between these two gangs,
they both gain +1 Rep.
If one gang’s relic was defiled and the other’s was not,
the successful gang gains +2 Rep and the other loses -
2 Rep.
914
Sector Mechanicus Scenario:
5. SABOTAGE
INTRODUCTION GANG DEPLOYMENT
A gang sneaks onto a rival’s turf, hoping to put one of their 1. Defender deploys Sentries anywhere on the
territories out of commission. battlefield.
The underdog may spend the credit difference in Crew ENDING THE BATTLE
Ratings to purchase Underdog Bonuses: The game ends when only one gang has fighters left on the
battlefield.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200
CLAIMING VICTORY
If the target was destroyed, and less than half of the
0-5 Draw a random Underdog Tactics Card 200
attacker’s crew went Out of Action, the attacker wins.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated If the target was not destroyed, the defender wins.
0-1 Hire a Bounty Hunter 80 Otherwise, the battle is a draw.
0-5 Hire a Hive Scum 30
915
CAMPAIGN REWARDS
CREDITS
If the target was destroyed, the attacker gains D6x10
credits. Otherwise, the defender gains D6x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If this was the first battle between these two gangs,
they both gain +1 Rep.
916
Sector Mechanicus Scenario:
6. RESCUE MISSION
INTRODUCTION GANG TACTICS & BONUSES
With one of their own in the hands of their rivals, a gang The attacker may choose three Gang Tactics cards.
launches a daring rescue...
The defender randomly draws two Gang Tactics cards.
These cannot be played until the alarm is raised.
SCENARIO OBJECTIVE
The attackers aim to rescue their Captives… preferably The underdog may spend the credit difference in Crew
without the defenders noticing. Ratings to purchase Underdog Bonuses:
CREW SELECTION
SCENARIO SPECIAL RULES
Attacker uses Custom Selection (any).
(1) SNEAK ATTACK
Defender selects Sentries using Random Selection (5)
The scenario uses this ruleset.
– but may exclude any fighters prior to drawing. The
remaining defenders are Reinforcements. (2) CAPTIVES
The gang with the lowest Crew Rating is the underdog. Captive fighters neither be activated, nor attacked.
917
(3) HOME TURF ADVANTAGE CAMPAIGN REWARDS
Defender takes Bottle Tests on 2D6, discarding the
highest score.
CREDITS
N/A
Defender gain a +1 modifier when attempting to Rally.
EXPERIENCE
When choosing crews, the defender must roll D6 for
Every participating fighter gains +1 XP.
every Hanger-On they have – on 4+, that Hanger-On
must be included in the crew (an exception to the A Captive who successfully escapes the battlefield
usual Random Selection rules). gains +1 XP.
(4) TAKING FLIGHT If all Captives successfully escaped the battlefield, the
attacker’s Gang Leader gains +1 XP, regardless of
Once the Captive is freed, the attackers can vanish
whether they participated.
into the shadows.
CLAIMING VICTORY
The attacker wins if they freed all the Captives, and all
Captives escaped the battlefield.
918
Narrative Scenario:
1. LAST STAND
INTRODUCTION GANG DEPLOYMENT
The Guilders are gunning for a gang and want them taken 1. Defender deploys their entire crew within 6” of the
them down at any cost! centre of the battlefield.
Skirmish: Players roll off, with the winner deciding to SCENARIO SPECIAL RULES
attack or defend.
(1) OUTNUMBERED
The attacker has assembled a large assault force to
BATTLEFIELD
bring down the defender – and will stop at nothing to
Standard set-up.
take them out.
CREW SELECTION In this battle, the attacker’s forces are not their “true”
Attacker uses Custom Selection (D3+6), with the rest personalities but a cluster of similarly-equipped
of the gang acting as Reinforcements. hirelings, gang hopefuls, and cannon fodder. The true
gang is safely hidden, conducting operations.
Defender uses Random Selection (D3+5).
As such, when an attacker goes Out of Action, do not
The gang with the lowest Crew Rating is the underdog. roll for Lasting Injury – for narrative purposes, that
fighter is scragged. Return their model to
GANG TACTICS & BONUSES Reinforcements, allowing them to reappear later as a
Attacker may choose two Gang Tactics cards. “new” individual.
Defender randomly draws two Gang Tactics cards. Conversely, the attacker treats XP gained as belonging
to the model – so the “true” fighters will receive any
The underdog may spend the credit difference in Crew
XP gained by their nameless lackeys.
Ratings to purchase Underdog Bonuses:
919
CAMPAIGN REWARDS
EXPERIENCE
Every participating fighter gains +1 XP.
920
Narrative Scenario:
Sector Mechanicus Battlefield: Place the escape (2) THE WALLS ARE MOVING!
point on an elevated platform, the higher the better. Ancient machinery slowly shrinks the battlefield, as
chambers seal and walls grind together.
CREW SELECTION At the start of round three, the gang with Priority rolls
Random Selection (D3+4). D6 – on 3+, the walls close in.
The gang with the lowest Crew Rating is the underdog. � Zone Mortalis: Randomly select one edge-most tile
and remove it. The tile with the exit is always the
GANG TACTICS & BONUSES last one removed.
Each gang may choose two Gang Tactics cards. � Sector Mechanicus: Randomly identify a battlefield
The underdog may spend the credit difference in Crew edge and remove all terrain within 6” of it, and its
Ratings to purchase Underdog Bonuses: opposite edge. These areas are no longer part of the
battlefield.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 Any fighter caught on a removed area must check
0-2 Choose a Gang Tactics card 200 Initiative – if passed, they are repositioned to the
nearest, safest point. If failed, they go Out of Action.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 Continue rolling to see whether the walls close in at
0-1 Hire a Dramatis Personae As stated the start of each round – until the scenario ends, or
the battlefield vanishes.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated CLAIMING VICTORY
The gang that carried the most loot caskets through
GANG DEPLOYMENT the exit is the winner.
1. Before deploying, roll off – starting with that gang,
If both gangs recovered the same number of loot
alternate placing loot caskets.
caskets, the gang who moved the most fighters
2. Place loot caskets anywhere on the battlefield at through the exit is the winner.
least 8” from any edge, 8” from another loot
If one gang voluntarily bottled, the other
casket, and 12” from the exit.
automatically wins and claims any loot caskets left on
3. Roll off again – the winner chooses any battlefield the battlefield.
edge and deploys their entire crew within 6” of it.
On any other result, the game is a draw.
Their opponent then does the same on the
opposite edge.
921
CAMPAIGN REWARDS
CREDITS
Each loot casket carried free is worth D3x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If a gang had at least one fighter leave via the exit,
they gain +1 Rep.
922
Narrative Scenario:
3. DOWNTOWN DUST-UP
INTRODUCTION The game ends when only one gang has fighters left on the
battlefield, or else at the start of the round when the walls
Rival gangs fight it out for control of a settlement and its
close in to their fullest, leaving no battlefield to fight over!
people.
MAX UNDERDOG BONUS COST � A fighter or Hive Dweller is hit by a ranged attack
0-5 Draw a random Gang Tactics card 100 within 6”
0-2 Choose a Gang Tactics card 200 Resolve that action’s effects, then roll D6 on the table
0-5 Draw a random Underdog Tactics Card 200 below to determine the Hive Dweller’s reaction to it.
0-2 Choose a Underdog Tactics card 400
D6 RESULT
0-1 Hire a Dramatis Personae As stated
DAMN GANGERS! The local pulls iron and makes a
0-1 Hire a Bounty Hunter As stated 1-2 ranged attack with a stub gun, targeting the nearest
0-5 Hire a Hive Scum As stated fighter.
TAKE IT EASY, FELLA! The local stands their
3-4
GANG DEPLOYMENT ground, taking no action.
1. Roll off to determine which gang deploys first.
I’M GETTING OUTTA HERE! The local legs it,
2. Alternate placing fighters anywhere on the battlefield, becoming Broken and immediately taking a Running
5-6
for Cover (Double) action. They will attempt to Rally
at least 6” from another fighter (friendly or enemy). in the End Phase, as normal.
3. Once all fighters are deployed, alternate placing D6+6
Hive Dwellers anywhere on the battlefield, at least 6” If multiple Hive Dwellers are triggered, roll separately
from its edges. for each. Each Hive Dweller only activates once per
� Hive Dwellers can be represented by counters, round.
though appropriate models are better.
923
CLAIMING VICTORY CAMPAIGN REWARDS
A gang wins if both of the following are true when the
SPECIAL
game ends:
For every Hive Dweller a gang took Out of Action, they
� It is the only gang with fighters left on the must discard D3x10 credits to compensate the
battlefield. Guilders for the loss of their workforce.
� At least half the Hive Dwellers survived. If a gang cannot pay (or refuses to do so), they instead
lose -D3 Rep.
On any other result, the game is a draw.
CREDITS
N/A
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
Each gang gains +1 Rep – the locals will at least
remember their names.
924
Narrative Scenario:
4. SHOOT-OUT
INTRODUCTION SCENARIO SPECIAL RULES
The quick and the dead!
(1) BUILD UP
Fighters begin with their weapons holstered as they
SCENARIO OBJECTIVE stalk forwards, tension building, waiting to see who
Both gangs are trying to keep their cool – hoping nerves draws first.
don’t trigger a fatal mistake.
When a fighter activates, check Cool.
BATTLEFIELD Each gang must use a spare die to track the number of
Zone Mortalis: Arrange three tiles to create a straight Cool checks they fail.
corridor, with a clear line of sight down the length. Once a gang fails six, their nerve breaks and they go
Sector Mechanicus: Arrange terrain in a long tunnel, for their guns – jump straight to “Quickdraw!” below.
settlement main street, or narrow gantry, with nothing Until “Quickdraw!” triggers, an activated fighter is
blocking line of sight down the length. Battlefield size restricted to a single Move (Simple) action – this must
should be approximately 36”x12”. be towards the enemy, and never into cover.
CLAIMING VICTORY
The winner is the gang with fighters left on the
battlefield.
925
CAMPAIGN REWARDS
CREDITS
The winning gang gains D6x5 credits for every enemy
they took Out of Action.
EXPERIENCE
Every participating fighter gains +1 XP.
Any fighter that did not fail a Cool check before the
shooting started gains a bonus +1 XP.
REPUTATION
Each gang gains +1 Rep.
926
Narrative Scenario:
5. CARAVAN HEIST
INTRODUCTION SCENARIO SPECIAL RULES
A gang makes a daring raid against a Guilder caravan.
(1) GUILDER HIRED GUNS
The defenders are the caravan’s Guild-appointed
SCENARIO OBJECTIVE protectors and wouldn’t dare run off.
The attacker seeks to plunder the Guilders’ loot, while the
As such, the defenders never take Bottle Tests (though
defender aims to drive them off empty-handed.
they can Bottle voluntarily).
927
CLAIMING VICTORY CAMPAIGN REWARDS
The attacker wins if they hold ten loot counters when
CREDITS
the game ends; otherwise, the defenders win.
The attacker gains D6x10 credits per loot counter.
If either gang voluntarily Bottles, the other wins
The defender gains D6x10 credits, increasing to
automatically (the attacker gains +D3 loot counters for
4D6x10 if the attackers hold less than five loot
every fighter not Seriously Injured or Out of Action).
counters.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
Each gang gains +1 Rep.
928
Narrative Scenario:
6. GHAST HARVEST
INTRODUCTION SCENARIO SPECIAL RULES
Gangs scour the underhive for raw ghast. And something is
(1) HARVEST
not quite right about this place…
A fighter in base contact with a ghast deposit can take
the following action:
SCENARIO OBJECTIVE
� HARVEST GHAST (Double): Check Intelligence – if
The gangs are out to gather as much unrefined ghast as
passed, the fighter gains +1 loot counter,
possible, and take out any enemy fighters that get in their
representing the unrefined ghast.
way.
On a 6+, the deposit is exhausted and removed from
BATTLEFIELD the battlefield.
Standard set-up. The fighter can deliberately take ghast while
harvesting it. If so, roll D6 on the below table.
CREW SELECTION Otherwise, regardless of their harvesting success,
Custom Selection (D3+4). check Toughness (with a +2 modifier if they have a
The gang with the lowest Crew Rating is the underdog. respirator) – if failed, roll D6 on the below table:
D6 RESULT
GANG TACTICS & BONUSES EMPEROR SAVE ME! The fighter activates
Each gang randomly selects two Gang Tactics cards. 1-2
again, but is controlled by your opponent.
When you play a Gang Tactics card, roll D6 – on 4+, the
THE UNIVERSE IS IN MY MIND! For the
effect occurs as normal; otherwise, the card is remainder of the battle, the fighter is a psyker
discarded and you may randomly draw a new one. 3-4 – gaining the Unsanctioned Psyker rule and
one random wyrd power from the table. If a
The underdog may spend the credit difference in Crew psyker rolls this result, there is no effect.
Ratings to purchase Underdog Bonuses:
TODAY, I AM THE EMPEROR! For the
MAX UNDERDOG BONUS COST remainder of the battle, the fighter improves
0-5 Draw a random Gang Tactics card 100 all their dice rolls by 2 and becomes a psyker
5-6
0-2 Choose a Gang Tactics card 200 – gaining the Unsanctioned Psyker rule and
one random wyrd power from the table. If a
0-5 Draw a random Underdog Tactics Card 200 psyker rolls this result, there is no effect.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
(2) WYRD POWERS
0-1 Hire a Bounty Hunter As stated
See over for the relevant table.
0-5 Hire a Hive Scum As stated
(3) CARRYING LOOT
GANG DEPLOYMENT Every bag of ghast a fighter carries contributes to their
Standard rules for deployment. gang’s victory.
After all fighters have been placed, each gang If they flee the battlefield, they keep their loot
alternates placing four ghast deposits anywhere on counters, but if they go Out of Action, their loot
the battlefield. counters are discarded.
Ghast deposits can be represented by a counter, but
an obstacle-sized terrain piece (such as Shardwrack ENDING THE BATTLE
Spines) is more thematic! The game ends when only one gang has fighters left
on the battlefield.
929
CLAIMING VICTORY CAMPAIGN REWARDS
Whichever gang has the most loot counters at the end
SPECIAL
of the game is the winner.
After the battle, the gangs must decide what to do
If the gangs are tied on loot, the game is a draw. with their harvested ghast. They may either:
REPUTATION
Each gang gains +1 Rep.
930
Narrative Scenario:
7. ARCHAEO HUNTERS
INTRODUCTION CLAIMING VICTORY
Gangs battle over ancient technology deep in the The gang with the most fighters in the vault is the
underhive. winner.
The underdog may spend the credit difference in Crew Rng Acc
Ratings to purchase Underdog Bonuses: S L S L Str AP D Am T
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
MAX UNDERDOG BONUS COST
Rock Cutter - E - - +4 -4 3 - Unwieldy, Melee
0-5 Draw a random Gang Tactics card 100
Light Carapace Armour 4+ Armour Save
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 (2) BREACHING THE VAULT
0-1 Hire a Dramatis Personae As stated A powered-up automata within 1” of the vault
0-1 Hire a Bounty Hunter As stated entrance can take the following action:
0-5 Hire a Hive Scum As stated � DESTROY DOOR (Double): The automata breaches
the vault entrance is breached, and fighters can
GANG DEPLOYMENT now get inside.
Standard deployment.
(3) ENTERING THE VAULT
Once the automata breaks down the entrance,
ENDING THE BATTLE fighters can freely enter the vault through the
The game ends when only one gang has fighters left on the
doorway – remove them from play.
battlefield.
They do not count as being Out of Action for Bottle
Tests.
931
CAMPAIGN REWARDS
CREDITS
Each fighter inside the vault when the game ends
plunders D6x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
Each gang gains +1 Rep.
932
Narrative Scenario:
8. ESCORT MISSION
INTRODUCTION ENDING THE BATTLE
Gangs fight over the fate of an uphive agent. The game ends when any of the following occur:
The gang with the lowest Crew Rating is the underdog. (2) EXTRACTING THE VIP
The agent can attempt to extract once they are within
GANG TACTICS & BONUSES 1” of the opposite battlefield edge (i.e. within the
attacker’s deployment zone).
Attacker may choose two Gang Tactics cards.
In the End Phase, the defender rolls D6 – on 5+, the
Defender randomly draws two Gang Tactics cards.
agent is extracted.
The underdog may spend the credit difference in Crew
Otherwise, roll again in the next End Phase, with a +1
Ratings to purchase Underdog Bonuses:
modifier for each round that passes.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 (3) REINFORCEMENTS
0-2 Choose a Gang Tactics card 200 1 random defender arrives in the End Phase.
0-5 Draw a random Underdog Tactics Card 200 Roll D6 for each – on 3+, the defender deploys them,
0-2 Choose a Underdog Tactics card 400 otherwise the attacker does.
0-1 Hire a Dramatis Personae As stated
Deployment must be within 1” of any battlefield edge
0-1 Hire a Bounty Hunter As stated
and at least 12” from any enemies.
0-5 Hire a Hive Scum As stated
CLAIMING VICTORY
GANG DEPLOYMENT If the agent is extracted, the defender wins. Otherwise,
Standard deployment. the attacker wins.
933
CAMPAIGN REWARDS
CREDITS
If the agent is extracted, the defender gains D6x10
credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If the agent is extracted, the defender gains +D3 Rep.
934
Narrative Scenario:
9. FIGHTER DOWN
INTRODUCTION GANG DEPLOYMENT
A gang searches for a lost companion before the underhive Standard deployment.
gets them for good!
Attacker must place the wounded fighter within 8” of
the battlefield’s centre.
SCENARIO OBJECTIVE
The attacker seeks to recover their wounded comrade, Roll D6+3 – starting with whoever has Priority,
while the defender intends to finish the job and eliminate alternate placing that many Carrion Creatures on the
them. battlefield, at least 12” from any fighters (including
the wounded one).
GANG TACTICS & BONUSES � CARRY (Double): The fighter moves up to their full
Attacker may choose two Gang Tactics cards. Movement distance. The wounded fighter moves
with them, keeping in base contact.
Defender randomly draws two Gang Tactics cards.
935
(5) CARRION CREATURES CAMPAIGN REWARDS
These vile underhive creatures hunt relentlessly for
CREDITS
easy prey. They use the following profile:
N/A
CARRION CREATURE
EXPERIENCE
M WS BS S T W I A Ld Cl Will Int
Every participating fighter gains +1 XP.
6” 5+ 6+ 3 3 1 3+ 1 9+ 7+ 9+ 11+
If a defender took the wounded fighter Out of Action,
they gain +1 bonus XP.
In the End Phase, each gang alternates activating the
Carrion Creature. REPUTATION
If a Carrion Creature makes base contact with a If the wounded fighter escapes, the attacker gains +D3
fighter, it resolves one unarmed attack, then moves Rep.
D3” directly away from them (fighters cannot make If the wounded fighter went Out of Action, the
Reaction attacks). defender gains +1 Rep.
936
Narrative Scenario:
D6 CYBORG MISSION
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards. EXTERMINATION: Kill. Everyone.
If Engaged, the cyborg must take the Fight (Basic)
The underdog may spend the credit difference in Crew action.
Ratings to purchase Underdog Bonuses:
If no fighters are visible, it must move towards the
MAX UNDERDOG BONUS COST 1-2 closest one.
0-5 Draw a random Gang Tactics card 100 If a fighter is visible, it must target them with a
0-2 Choose a Gang Tactics card 200 ranged attack. If multiple targets are visible, it
must divide its attacks as evenly as possible (all
0-5 Draw a random Underdog Tactics Card 200 Target Priority rules apply).
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated DECAPITATION: Kill the leaders.
� A round ends with the murder cyborg Out of Action. The cyborg must always take at least one Move
(Simple) action towards the escape point. It can
spend its other action making a ranged attack at
CLAIMING VICTORY the controlling player’s discretion.
The gang that destroyed the murder cyborg is the
winner. Any other result is a draw.
937
(3) CYBORG BEHAVIOUR It has the following additional rules:
The cyborg is controlled by the gang with Priority. � Cannot be Pinned.
However, it must always follow its mission directives � Immune to the Coup de Grace (Simple) action, as
and never counts as a friendly fighter. well as the Flash, Gas and Toxin traits.
(4) TERMINATING THE CYBORG � If subject to the Blaze condition, the usual
The only way to take the cyborg Out of Action is by automatic hit is applied when the cyborg activates,
reducing it to zero Toughness (see below), and then but it may otherwise act normally.
delivering a Coup de Grace (Simple) action against it. � When rolling for Injury, it treats Out of Action as
Serious Injury.
(5) OPERATING SYSTEM
The cyborg assassin has the following profile: � If Seriously Injured, it does not roll for Recovery in
the End Phase. Instead, it checks Toughness – if
passed, the cyborg suffers a Flesh Wound, losing a
CARRION CREATURE
point of Toughness as usual.
M WS BS S T W I A Ld Cl Will Int
� Once on zero Toughness, the cyborg can no longer
4” 3+ 2+ 4 5 3 4+ 3 8+ 3+ 5+ 8+
recover (but may still take the Crawl (Double)
action) and is no longer immune to the Coup de
Rng Acc Grace (Simple) action.
S L S L Str AP D Am Traits
Bolt Pistols x2 6” 12” +1 - 4 -1 2 6+ Sidearm
Shotgun
4” 16” -1 +1 4 -2 2 6+ Knockback, Limited CAMPAIGN REWARDS
(Executioners)
Frag Grenades - Sx3 - - 3 - 1 4+ Blast (3”), Knockback CREDITS
Krak Grenades - Sx3 - -1 6 -2 2 4+ Demolitions The gang that destroyed the murder cyborg gains a
healthy bounty of 3D6x10 credits.
Light Carapace 4+ Armour Save
Displacer Field
4+ Armour Save – if successful, Scatters distance equal to EXPERIENCE
attacking weapon’s Strength
Every participating fighter gains +1 XP.
Can see through smoke – and targets within 12” while in
Photo Goggles
Pitch Black Any fighter that inflicts a wound on the murder cyborg
Las-Projectors
On both Bolt Pistols. Increases Short range Accuracy bonus gains +1 bonus XP.
by +1.
REPUTATION
It has the following skills: The gang that destroyed the murder cyborg gains +D3
� FAST SHOT: The cyborg treats the Shoot (Basic) Rep.
action as Shoot (Simple). If a gang Bottled out, they lose -1 Rep.
� GUNFIGHTER: The cyborg does not suffer the -1
modifier to hit when attacking with Twin Guns
Blazing, and when doing so may target a different
enemy with each of their Sidearm weapons.
938
Narrative Scenario:
939
CAMPAIGN REWARDS
CREDITS
N/A
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If the defender’s Gang Leader is Seriously Injured, the
attacker gains +D3 Rep. This increases to +D6 Rep if
they were taken Out of Action.
940
Narrative Scenario:
Skirmish: Players roll off, with the winner deciding to The underdog may spend the credit difference in Crew
be the runners or hunters. Ratings to purchase Underdog Bonuses:
941
GANG DEPLOYMENT CAMPAIGN REWARDS
1. The runners deploy all fighters within 6” of the centre
CREDITS
of the Unlit Crossroads tile.
Naturally, both gangs are betting on themselves and
2. The hunters then deploy. Each hunter may be placed so receive credits for every enemy who goes Out of
anywhere on the battlefield aside from the Unlit Action:
Crossroads tile – or alternatively, may be set aside to
� 10 for a Ganger, Juve, or Prospect
be Lurking in the Shadows.
� 20 for a Champion
CLAIMING VICTORY
If the runners claimed the chrono-crystal, they win –
otherwise, the hunters win.
942
Narrative Scenario:
The gang with the lowest Crew Rating is the underdog. � The horror makes one attack at Weapon Skill 4+.
943
CAMPAIGN REWARDS
CREDITS
The gang that killed the Sump Horror gains the Guilder
bounty of 3D6x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
Each gang gains +1 Rep.
944
Narrative Scenario:
The gang with the lowest Crew Rating is the underdog. • When choosing crews, the defender must roll D6 for
every Hanger-On they have – on 4+, that Hanger-On
GANG TACTICS & BONUSES must be included in the crew (an exception to the
Each gang may choose two Gang Tactics cards. usual Random Selection rules).
The underdog may spend the credit difference in Crew (2) HUNT FOR ARCHAEOTECH
Ratings to purchase Underdog Bonuses: When an attacker opens a Loot Casket, do not roll on
MAX UNDERDOG BONUS COST the usual table. Instead, roll D6 – on 3+, they gain one
0-5 Draw a random Gang Tactics card 100 Archaeotech Haul point.
0-2 Choose a Gang Tactics card 200 Note that if a Loot Casket is opened via the Smash
0-5 Draw a random Underdog Tactics Card 200 Open Loot Casket (Basic) action, they suffer a -1
0-2 Choose a Underdog Tactics card 400 modifier to the roll.
0-1 Hire a Dramatis Personae As stated The defender cannot open Loot Caskets in this
0-1 Hire a Bounty Hunter As stated scenario.
0-5 Hire a Hive Scum As stated
945
(3) REINFORCEMENTS CAMPAIGN REWARDS
• D3 random defenders arrive in the End Phase.
CREDITS
• Roll D6 for each – on 3+, the defender deploys them, The winning gang gains 2D6x10 credits.
otherwise the attacker does.
The loser gains D6x10 credits.
• Deployment must be within 1” of any battlefield edge
and at least 12” from any enemies. EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winning gang gains +D3 Rep.
946
Badzone Scenario:
947
Badzone Scenario:
2. MANUFACTORUM RAID
INTRODUCTION GANG DEPLOYMENT
A raid against a rival House’s manufactorum. 1. Begin with standard deployment.
• Defender uses Random Selection (D3+5), with the rest (2) COUNTDOWN TO DETONATION
of their gang acting as Reinforcements. • In each End Phase, the attacker rolls D6 for each
armed bomb, adding its timer to the result. On 1-6,
• The gang with the lowest Crew Rating is the underdog.
increase the timer by 1 – on a 7+, the bomb explodes!
GANG TACTICS & BONUSES • Place the Blast (5”) marker over an exploding bomb.
• Each gang may choose two Gang Tactics cards. Any fighter it touches automatically suffers a Strength
6, AP 0, Damage D3 hit with the Knockback trait.
• The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: (3) DISARMING
• A defender in base contact with a bomb can take the
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 following action:
0-2 Choose a Gang Tactics card 200 � DISARM BOMB (Double): Check Intelligence – if
0-5 Draw a random Underdog Tactics Card 200 passed, the bomb is disarmed, its counter reset to 1.
0-2 Choose a Underdog Tactics card 400 However, on a double, the bomb explodes instead!
0-1 Hire a Dramatis Personae As stated • The attackers must rearm a disarmed bomb once
0-1 Hire a Bounty Hunter As stated more.
0-5 Hire a Hive Scum As stated
(4) FUNCTIONING MANUFACTORUM
• When rolling to determine whether a piece of
Industrial Terrain activates, it does so on a 3+, rather
than the usual 6.
948
(5) REINFORCEMENTS CAMPAIGN REWARDS
• D3 random defenders arrive in the End Phase.
CREDITS
• Roll D6 for each – on 3+, the defender deploys them, • If the defender wins, they are paid 2D6x10 credits for
otherwise the attacker does. their successful defence.
REPUTATION
• If all three bombs explode, the attacker gains +D3 Rep.
949
Badzone Scenario:
3. THE CONVEYOR
INTRODUCTION GANG TACTICS & BONUSES
A battle between gangs as they descend through the hive. • Each gang may choose two Gang Tactics cards.
BATTLEFIELD
1. This scenario can be played on either a Zone Mortalis SCENARIO SPECIAL RULES
or Sector Mechanicus battlefield.
(1) THE PLATFORM
2. Defender places a tile or roughly 12” terrain piece in • In each End Phase, the defender rolls D6 to determine
the battlefield’s centre – this is the platform. whether the platform moves, adding +1 for each
round it has remained stationary.
3. Attacker creates the remaining battlefield around the
platform. • On a 6+, the platform moves!
4. Attacker then places four loot caskets anywhere � Remove any tiles or terrain from the board, except
within 12” of the platform. for the platform itself.
This scenario is highly compatible with the rules for � Any defender not on the platform is removed from
Badzone Environments and Badzone Events, but these play, though they do not go Out of Action.
are not mandatory.
� Attackers not on the platform are temporarily set
aside.
CREW SELECTION
• Custom Selection (10). � Attacker then creates a new battlefield around the
platform, including four new loot caskets.
• The gang with the lowest Crew Rating is the underdog.
� Attacker deploys any set-aside fighters within 12” of
the platform.
GANG DEPLOYMENT
1. Defender deploys all of their fighters on the platform. (2) CHANGING ENVIRONMENTS
2. Attacker deploys their fighters anywhere on the • If the Badzones Environments and Events are being
battlefield, at least 16” from the platform. used, in addition to the usual rules:
950
CLAIMING VICTORY CAMPAIGN REWARDS
• If the attacker is the only gang left on the battlefield at
CREDITS
the end of a round, they win.
• If the defender wins, they gain D6x10 credits for every
• If the defenders survives all nine rounds, they win. loot casket on board the platform.
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
951
Badzone Scenario:
4. FUNGAL HORROR
INTRODUCTION SCENARIO SPECIAL RULES
Gangs fight to survive a rapidly growing jungle.
(1) OVERGROWTH
• In this scenario, certain areas of the battlefield count
SCENARIO OBJECTIVE as “Overgrowth”:
Each gangs is focused on taking the other out, even as the
� Zone Mortalis: Any tile with a marker.
battlefield is rapidly overcome by a deadly fungal
nightmare. � Sector Mechanicus: The area 12” around a marker.
• Skirmish: Players roll off, with the winner deciding to (3) THE FUNGUS HAS THEM
attack or defend. • Fighters who are Seriously Injured within Overgrowth
automatically and immediately go Out of Action.
BATTLEFIELD
(4) FLESH-EATING SPORES
• This scenario can be played on either a Zone Mortalis
• A fighter who begins or ends their activation within
or Sector Mechanicus battlefield.
Overgrowth must roll D6 – on 4+, they gain the Coated
• Standard set-up. in Spores condition.
• To represent the Fungal Horror, place a marker in the • When a fighter with this condition activates, they
middle of the central tile, or in the centre of the suffer a Strength 3, AP -1, Damage 1 hit – and then:
battlefield.
� If Pinned: They become Standing, then act as
described below.
CREW SELECTION
� If Standing and Active: Immediately Scatter 2D6”, as
• Custom Selection (10).
per a fighter with the Blaze condition; they may
• The gang with the lowest Crew Rating is the underdog. then become Pinned and try to shake the spores.
0-1 Hire a Bounty Hunter As stated � Zone Mortalis: The closest tile gains a marker.
0-5 Hire a Hive Scum As stated � Sector Mechanicus: Place a new marker 12” from
the spreading one (if this would take if off the board,
place it on the edge instead).
GANG DEPLOYMENT
Standard deployment.
952
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends when only one gang has fighters left on the
CREDITS
battlefield – or there are nine Fungal Horror markers
• N/A
present on the battlefield.
EXPERIENCE
CLAIMING VICTORY • Every participating fighter gains +1 XP.
• The last gang with fighters left on the battlefield at the
end of the game is the winner. REPUTATION
• The winner gains +D3 Rep.
• Any other result is a draw.
• If either gang Bottled out, they lose -1 Rep.
953
Badzone Scenario:
5. TOLL BRIDGE
INTRODUCTION GANG DEPLOYMENT
Gangs fight over a moving bridge that spans a toxic river. • Standard deployment.
ATTACKER & DEFENDER • Only one gang has fighters left on the battlefield.
• Campaign: The gang that selected this scenario is the • The third round is over, and only one gang has fighters
attacker. within 12” of the middle of the bridge.
• Skirmish: Players roll off, with the winner deciding to
attack or defend. SCENARIO SPECIAL RULES
(1) THE TOXIC RIVER
BATTLEFIELD • If a fighter enters the river, they go Out of Action.
• This scenario can be played on either a Zone Mortalis
or Sector Mechanicus battlefield. (2) THE TOLL BRIDGE
• The bridge’s ancient mechanism is glitching.
• Standard set-up – but leave a 12”-wide corridor with
no terrain or tiles down the middle of the battlefield to • In each End Phase from the third onwards, roll D6 – on
represent the toxic river. 5, the bridge pivots 90° left; on 6, it pivots 90° right.
• Place a single bridge crossing the river. Players may • Fighters on a pivoting bridge must check Initiative – if
also agree to use any of the following additional failed, they are flung off!
means of crossing and their rules:
� If the bridge was touching the shore before it
� Protruding debris, flotsam, and jetsam pivoted, the fighter is flung to the closest one,
becoming Pinned.
� Makeshift and very unsound boats
� If not, the fighter is flung into the river.
954
CLAIMING VICTORY CAMPAIGN REWARDS
• If only one gang has fighters within 12” of the middle
CREDITS
of the bridge at the end of the third round, they win.
• The winner gains 3D6x10 credits in tolls.
• Otherwise, the winner is the last gang with fighters left
on the battlefield at the end of the game. EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• Each gang gains +1 Rep.
955
Uprising Scenario:
1. SHOW OF FORCE
INTRODUCTION ENDING THE BATTLE
The enemy gang must be crushed without mercy! The game ends when only one gang has fighters left on the
battlefield.
SCENARIO OBJECTIVE
The attacker aims to make an example with a substantial SCENARIO SPECIAL RULES
body count, while the defender must fight to freedom.
(1) SHOCK AND AWE
• The attacker gains +1 point for every defender taken
ATTACKER & DEFENDER Out of Action.
• Campaign: The gang that selected this scenario is the
• This increases to +2 points when a defender goes Out
attacker.
of Action within 6” of another member of their crew.
• Skirmish: Players roll off, with the winner deciding to
attack or defend. (2) FIGHT FREE
• The defender gains +1 point for every fighter who
BATTLEFIELD escapes, and +1 point for every attacker taken Out of
Action.
Standard set-up.
GANG DEPLOYMENT
1. Roll off – in that order, each gang deploys their Gang
Leader within 6” of the battlefield’s centre.
956
CAMPAIGN REWARDS
CREDITS
• The attacker gains D6x10 credits for every enemy
taken Out of Action.
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
957
Uprising Scenario:
• Skirmish: Players roll off, with the winner deciding to � Enemy in full cover: -2
attack or defend. � Enemy more than 12” away: -2
BATTLEFIELD 4. If more than one defender has line of sight to the same
• Standard set-up. enemy, make the checks in any order – but not that
each defender can only ever make a single check.
CLAIMING VICTORY
• The gang that scored the most points is the winner.
958
CAMPAIGN REWARDS
CREDITS
• The attacker gains D6x10 credits for every enemy
taken Out of Action.
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
959
Uprising Scenario:
� Attacker gains +1 point for every cache they destroy. SCENARIO SPECIAL RULES
� Defender gains +2 points for every cache they carry (1) SWEEP AND CLEAR
from the battlefield. • In each Priority Phase, gangs can nominate any fighter
who is Standing and Active and more than 6” away
ATTACKER & DEFENDER from a battlefield edge to search their current
• Campaign: The gang that selected this scenario is the quadrant for a weapons cache.
attacker.
• Searching fighters immediately lose their Ready
• Skirmish: Players roll off, with the winner deciding to condition.
attack or defend.
• In each End Phase, in Priority order, roll D6 for each
searching fighter still Standing and Active – on 5-6,
BATTLEFIELD they find a weapons cache! Place a loot casket beside
• Standard set-up – divide the battlefield into four them.
equal-sized quadrants.
• The underdog may spend the credit difference in Crew (4) REINFORCEMENTS
Ratings to purchase Underdog Bonuses: • D3 random defenders arrive in the End Phase.
MAX UNDERDOG BONUS COST • Roll D6 for each – on 3+, the defender deploys them,
0-5 Draw a random Gang Tactics card 100 otherwise the attacker does.
0-2 Choose a Gang Tactics card 200 • Deployment must be within 1” of any battlefield edge
0-5 Draw a random Underdog Tactics Card 200 and at least 12” from any enemies.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
GANG DEPLOYMENT
960
CLAIMING VICTORY CAMPAIGN REWARDS
• The gang that scored the most points is the winner.
CREDITS
• In an Uprising Campaign, on a tie, the gang whose • The attacker gains D3x10 credits for every loot casket
Allegiance is in Ascendancy is the winner. they destroyed.
• On any other result, the game is a draw. • The defender gains D6x10 credits for every loot casket
they successfully claimed.
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
961
Uprising Scenario:
4. MEAT HARVEST
INTRODUCTION GANG DEPLOYMENT
Time to add some fresh meat to the grinder! 1. Standard deployment.
� Attacker gains +1 point for every hiver they harvest. ENDING THE BATTLE
The game ends when all the hivers have been removed – or
� Defender gains +2 points for every hiver who
when only one gang has fighters left on the battlefield.
escapes.
• Campaign: The gang that selected this scenario is the • For every successful melee attack scored against a
attacker. hiver, roll D6.
• Skirmish: Players roll off, with the winner deciding to • On 1-3, the hiver moves D6” directly away from their
attack or defend. attacker; on 4+, they are harvested and removed.
962
CAMPAIGN REWARDS
CLAIMING VICTORY CREDITS
• The gang that scored the most points is the winner. • The attacker gains D3x10 credits per harvested hiver.
• In an Uprising Campaign, on a tie, the gang whose • The defender gains D6x10 credits for every hiver they
Allegiance is in Ascendancy is the winner. shepherded to safety.
REPUTATION
• The winner gains +D3 Rep.
963
Uprising Scenario:
5. PROPAGANDA
INTRODUCTION HOUSELESS GANGERS
Gangs seek to sway the other gangers to their cause. Loners and orphans from other gangs, Houseless Gangers
may be represented by any model and are armed with the
SCENARIO OBJECTIVE weapons and equipment depicted on them. – ensure
Both gangs are trying to turn the Houseless Gangers to their players agree on these details.
cause and then use them against their foes.
Houseless Gangers have the following profile:
CREW SELECTION
• Custom Selection (4). SCENARIO SPECIAL RULES
• The gang with the lowest Crew Rating is the underdog. (1) HEARTS AND MINDS
• Fighters can take the following action:
GANG TACTICS & BONUSES � COERCE (Basic): Check Leadership – if passed, one
• Each gang may choose two Gang Tactics cards. Houseless Ganger within 3” joins the fighter’s gang
and falls under that player’s control. They gains the
• The underdog may spend the credit difference in Crew
Ready condition at the start of the next round.
Ratings to purchase Underdog Bonuses:
CLAIMING VICTORY
ENDING THE BATTLE • The last gang with fighters left on the battlefield is the
The game ends when only one gang has fighters left on the
winner.
battlefield.
• On any other result, the game is a draw.
964
CAMPAIGN REWARDS
CREDITS
• A gang gains D3x10 credits for every Houseless Ganger
under their control at the end of the game.
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
965
Uprising Scenario:
6. SCAVENGE
INTRODUCTION SCENARIO SPECIAL RULES
Desperate for supplies, gangs plunder the battlefield.
(1) LOOTING THE BATTLEFIELD
• Fighters within 1” of a loot object can take the
SCENARIO OBJECTIVE following action:
Both gangs are out for loot, aiming to steal anything that’s
� LOOT (Double): Roll D6 – on 4+, they find something
not nailed down.
useful, gaining +1 loot point.
REPUTATION
GANG DEPLOYMENT • The winner gains +D3 Rep.
1. Standard deployment. • If either gang Bottled out, they lose -1 Rep.
2. Roll 2D6 to determine how many loot objects are
present – these can be loot caskets, barrels, consoles,
UPRISING – DAMNATION PHASE ONLY
• Starvation: A gang gains +1 Meat for every enemy
or any small terrain piece.
taken Out of Action.
3. Starting with whoever has Priority, alternate placing
• Scavenge: The winner gains +1 Scavenging roll for
loot objects on the battlefield, anywhere at least 6”
every loot point they have.
from an edge and 3” from another object.
966
Uprising Scenario:
7. PUBLIC EXECUTION
INTRODUCTION GANG TACTICS & BONUSES
The gang must save one of their own before time runs out. Each gang may choose two Gang Tactics cards.
� If one participating gang is Chaos Helot, Corpse 2. Place a D6 beside the Prisoner, showing 6 – this is the
Grinder, or Chaos-Corrupted, they automatically Execution Clock counting down their last moments.
become the attacker, instead.
3. Defender deploys their crew within 6” of the Prisoner.
• Skirmish: Players roll off, with the winner deciding to
4. Attacker chooses a battlefield edge and deploys their
attack or defend. crew within 2" of it.
967
SCENARIO SPECIAL RULES THE PRISONER
(1) EXECUTION CLOCK The rules for the prisoner are different, depending on
whether this scenario is being played as a rescue or not.
• In each End Phase, the D6 beside the prisoner is
reduced by 1 for each of the following that occurred
A. STANDARD SCENARIO
this round:
• The Prisoner is a valued affiliate or contact of the
� Defender has a Standing and Active fighter within 3” attackers’ gang, currently resigned to their fate.
of the Prisoner.
• The prisoner is represented by any appropriate model,
� One or more defenders were taken Out of Action. and counts as having the profile of a standard Ganger
from the attacker’s gang.
� The defender’s Gang Leader was taken Out of
Action. • Until freed, they remain stationary and are immune to
all attacks and damage.
(2) STAY OF EXECUTION
• In each End Phase, a freed prisoner automatically
• The “Execution Clock” rule is disregarded if any of the
following are true in the End Phase: moves 3D6” towards the nearest battlefield edge.
968
Uprising Scenario:
8. TAKEOVER
INTRODUCTION GANG DEPLOYMENT
“By order of Lord Helmawr, I seize this territory!” • Standard deployment – but the attacker deploys their
full crew first, followed by the defender.
SCENARIO OBJECTIVE
The attacker seeks to capture key landmarks, intending to ENDING THE BATTLE
wrest control of the area from the defender. The game ends at the end of round ten – or at the end of a
round where the attacker has captured all three landmarks
ATTACKER & DEFENDER – or when only one gang has fighters left on the battlefield.
• Special: If a maximum of one participating gang is
either Chaos Helot, Corpse Grinder, or Chaos- SCENARIO SPECIAL RULES
Corrupted, they automatically become the attacker.
(1) CAPTURING LANDMARKS
• Campaign: The gang that selected this scenario is the • The defender starts in control of all three landmarks.
attacker.
• In the End Phase, the attacker captures every
• Skirmish: Players roll off, with the winner deciding to landmark where they have more fighters within 3” of
attack or defend. its central point than the defender. Once captured, a
landmark remains in the attacker’s control for the rest
BATTLEFIELD of the game.
Standard set-up.
•
CLAIMING VICTORY
• Defender places three landmarks within 18” of the • If the attackers hold all three landmarks at the end of
battlefield’s centre, at least 12” from other landmarks, a round, they win automatically.
and not blocked by impassable terrain.
• If only one gang has fighters left on the battlefield,
they win.
CREW SELECTION
• On any other result, the defender wins.
• Attacker uses Custom Selection (10).
969
Uprising Scenario:
970
CAMPAIGN REWARDS
CREDITS
• N/A
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
971
Uprising Scenario:
10. RITUAL
INTRODUCTION GANG DEPLOYMENT
A tear in the veil… 1. Defender deploys their full crew within 12” of the
battlefield’s centre.
SCENARIO OBJECTIVE 2. Defender chooses one fighter to be the Ritual Leader.
The defenders must protect their Ritual Leader to complete
3. Attacker chooses one edge of the battlefield and
an arcane ceremony – while the attacker must disrupt them.
deploys their crew in base contact with it.
• Skirmish: Players roll off, with the winner deciding to (2) TAKE UP THE CHANT
attack or defend. • If the Ritual Leader is Seriously Injured or taken Out of
Action, at the start of the following round the defender
BATTLEFIELD may nominate a new Ritual Leader from among their
• Standard set-up. available fighters.
972
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends if “The Warp Vomits Forth” is rolled on the
CREDITS
Daemonic Ritual table – or when only one gang has fighters
• N/A
left on the battlefield.
EXPERIENCE
CLAIMING VICTORY • Every participating fighter gains +1 XP.
• If “The Warp Vomits Forth” is rolled on the Daemonic
• Each fighter remaining on the battlefield at the end of
Ritual table, the defenders win.
the game gains +1 bonus XP.
• Otherwise, if only one gang has fighters left on the
• A fighter who destroys a daemon gains +D3 XP.
battlefield, they win.
REPUTATION
POSSESSED FIGHTERS • The winner gains +D3 Rep.
(1) IMPOSSIBLE POWER
• If either gang Bottled out, they lose -1 Rep.
• A possessed fighter gains +3 Movement, Strength,
Attacks, and Willpower.
UPRISING – DAMNATION PHASE ONLY
• Starvation: A gang gains +1 Meat for every enemy
(2) BLOODY MADNESS
taken Out of Action.
• They are immune to Pinning and automatically pass
Cool checks, but may not use ranged weapons. • Scavenge: The winner gains +1 Scavenging roll.
(3) PSYKER
• While possessed, the fighter is a psyker who knows the
following wyrd power:
973
Uprising Scenario:
ATTACKER & DEFENDER 4. Attacker does not deploy any fighters to begin with.
• Special: If a maximum of one participating gang is
either Chaos Helot, Corpse Grinder, or Chaos- ENDING THE BATTLE
Corrupted, they automatically become the attacker. The game ends at the end of round 9 – or when only one
gang has fighters left on the battlefield.
• Campaign: The gang that selected this scenario is the
attacker.
SCENARIO SPECIAL RULES
• Skirmish: Players roll off, with the winner deciding to
attack or defend. (1) SACRIFICE
• If a fighter goes Out of Action, roll for Lasting Injury as
BATTLEFIELD normal, but do not remove them from play. They gain
• Standard set-up. the following condition:
• The gang with the lowest Crew Rating is the underdog. (3) DRAG AWAY
• Any fighter (friendly or enemy) within 1” of a Downed
GANG TACTICS & BONUSES fighter can take the following action:
• Each gang may choose two Gang Tactics cards. � DRAG (Double): The fighter moves up to their full
Movement distance. The Downed fighter moves with
• The underdog may spend the credit difference in Crew
them, keeping in base contact.
Ratings to purchase Underdog Bonuses:
• An attacker in base contact with a Downed fighter can
MAX UNDERDOG BONUS COST
take the following action:
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 � BLOOD RITUAL (Double): The attacker’s gang
0-5 Draw a random Underdog Tactics Card 200 gains a blood token. The Downed fighter checks
Toughness – if failed, they are removed from play.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
(4) REINFORCEMENTS
0-1 Hire a Bounty Hunter As stated • 1 random defender arrives in each End Phase starting
0-5 Hire a Hive Scum As stated from the second.
974
CLAIMING VICTORY CAMPAIGN REWARDS
• If the attackers have 5 blood tokens when the game
CREDITS
ends, they win.
• N/A
• Otherwise, if only one gang has fighters left on the
battlefield, they win. EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
975
Uprising Scenario:
12. SLAUGHTER
INTRODUCTION SCENARIO SPECIAL RULES
“Hack, savage, murder, kill!” Daemonic fury saturates the
(1) BLOODLUST
battlefield, driving fighters insane with bloodlust.
• Each time a fighter activates, roll 2D6 and add their
Strength:
SCENARIO OBJECTIVE
� On a result of 10-13, they must attempt a Charge
The attackers seek to stain the ground with a blood offering
(Double) action against the nearest enemy in range.
– the defenders aim to drive off this savage assault.
� If no targets are in range, they must use both
BATTLEFIELD actions to get as close as possible to the nearest
• Standard set-up. enemy.
REPUTATION
CLAIMING VICTORY • The winner gains +D3 Rep.
• If only one gang has fighters left on the battlefield,
they win. • If either gang Bottled out, they lose -1 Rep.
976
Multi-Player Scenario:
1. GANG MOOT
INTRODUCTION SCENARIO SPECIAL RULES
A gang parlay turns bloody!
(1) PARLAY
• At the start of the first round, only the Gang Leaders
SCENARIO OBJECTIVE have the Ready condition.
The gangs are meeting to hammer out a treaty or settle
some outstanding business – when suddenly, someone (2) AWARENESS CHECK
goes for a gun! • When a fighter makes a ranged attack, resolve it
normally; then, every other fighter within 12” of the
BATTLEFIELD gunshot checks Intelligence – each one that passes
gains the Ready condition.
• Standard set-up.
� Weapons with the Silent trait do not trigger this
CREW SELECTION Intelligence check.
• Each gang must bring their Gang Leader. • Fighters automatically gain the Ready condition if
• The rest of a gang’s crew is determined using Random they are hit with a ranged attack, or become Engaged.
Selection (D3+5). • Once a fighter gains the Ready condition for the first
• The gang with the lowest Crew Rating is the underdog. time, they are aware. They therefore regain the Ready
condition as normal at the start of each round.
EXPERIENCE
GANG DEPLOYMENT • Every participating fighter gains +1 XP.
1. Roll off – in that order, gangs place their Gang Leader
• If a fighter takes an enemy Out of Action, they gain +1
within 6” of the battlefield’s centre.
bonus XP in addition to any other amount gained.
2. In that same order, each gang takes turns placing a
• The last remaining Gang Leader on the battlefield
fighter anywhere on the battlefield at least 12” from
gains +D6 bonus XP.
any Gang Leaders and 6” from any other fighter.
REPUTATION
ENDING THE BATTLE • Each gang gains +1 Rep.
The game ends when only one gang has fighters left on the
battlefield. • If a gang took an enemy Gang Leader Out of Action,
they gain +2 Rep.
977
Multi-Player Scenario:
2. PIT FIGHT
INTRODUCTION SCENARIO SPECIAL RULES
Chosen champions fight for the honour of the gang.
(1) IT’S ONLY A SCRATCH
• No one likes a quick fight, and the Champions know
SCENARIO OBJECTIVE that they need to put on a good show, with lots of
Each champion aims to be the last one standing. blood.
• If no Champions are left, the game is a draw between • The winning Champion gains +D3 XP.
all participants.
REPUTATION
• Each gang gains +1 Rep.
978
Multi-Player Scenario
3. MEEEEEEAT!
INTRODUCTION SCENARIO SPECIAL RULES
A group of survivors is surrounded by crazed cannibals!
(1) DRAWN TO THE SCENT OF DEATH
• As the battle progresses, more and more Cannibals
SCENARIO OBJECTIVE are drawn to the fight by the smell of blood.
The gangs must hold off waves of flesh-maddened
• In each End Phase, prior to Cannibal movement and in
cannibals while simultaneously taking each other down.
Priority order, alternate placing D3+3 new Cannibals
within 6” of any battlefield edge and not within 1” of
BATTLEFIELD any fighters.
• Standard set-up.
• These Cannibals may activate this round as normal.
0-5 Draw a random Underdog Tactics Card 200 • In order to follow the above rules, Cannibals may take
0-2 Choose a Underdog Tactics card 400 any action normally allowed by a fighter, and must
0-1 Hire a Dramatis Personae As stated always use their skills if able.
0-1 Hire a Bounty Hunter As stated
(3) BODY COUNT
0-5 Hire a Hive Scum As stated
• Each gang must track the number of Cannibals they
take Out of Action – this may be a victory condition.
GANG DEPLOYMENT
1. Roll off – in that order, each gang deploys their entire CRAZED CANNIBAL
crew within 12” of the battlefield’s centre. M WS BS S T W I A Ld Cl Will Int
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+
2. In the same order, alternate placing Cannibals
anywhere that is within 6” of a battlefield edge. • Cannibals use the above profile, fight with unarmed
3. At the start of the game, the number of Cannibals is attacks, and have the following skills:
equal to three times the total number of participating � TRUE GRIT: When rolling multiple Injury dice,
fighters. discard one. When rolling one Injury die, roll two
and choose.
ENDING THE BATTLE
� UNSTOPPABLE: Roll D6 before Recovery – on 4+,
The game ends when only one gang has fighters left on the
discard one Flesh Wound (or gain +1 Injury die for
battlefield.
Recovery).
979
CLAIMING VICTORY CAMPAIGN REWARDS
• If only one gang has fighters left on the battlefield,
CREDITS
they win.
• N/A
• Otherwise, the gang who took out the most cannibals
is the winner. EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• Each gang with at least one fighter remaining on the
battlefield at the end of the game gains +1 Rep.
980
Multi-Player Scenario
4. DAEMONIC POSSESSION
INTRODUCTION ENDING THE BATTLE
A fighter secretly harbours a daemonic entity! It will soon The game ends immediately when the underhive exorcism
manifest, taking possession of them before leaping from is performed – or if only one gang has fighters left on the
fighter to fighter to spread havoc and evade destruction! battlefield.
2. Roll off – the gang with the lowest score has a daemon
hiding among their crew!
981
POSSESSED FIGHTERS CAMPAIGN REWARDS
(1) IMPOSSIBLE POWER CREDITS
• A possessed fighter gains +3 Movement, Strength, • N/A
Attacks, and Willpower.
EXPERIENCE
(2) BLOODY MADNESS • Every participating fighter gains +1 XP.
• They are immune to Pinning and automatically pass
• A possessed fighter remaining on the battlefield at the
Cool checks, but may not use ranged weapons.
end of the game gains +D3 bonus XP.
(3) PSYKER • A fighter who destroys the daemon gains +D6 XP.
• While possessed, the fighter is a psyker who knows the
following wyrd power: REPUTATION
• The winner gains +D3 Rep.
� PSYCHIC VOMIT (Basic): Immediately make a
ranged Template attack that inflicts a Strength 2, • If a gang Bottled out, they lose -1 Rep.
AP 0, Damage 1 hit with the Blaze trait.
982
Multi-Player Scenario
• Fighters may not use their usual weapons or gear (2) SCAVENGED WEAPONRY
(these are safely back with their gang, not lost). A fighter in base contact with a loot casket can take the
• The gang with the lowest Crew Rating is the underdog. following action:
983
CLAIMING VICTORY CAMPAIGN REWARDS
• If only one gang has fighters left on the battlefield
CREDITS
when the game ends, they win.
• The winner gains 2D6x10 credits.
• In an Uprising Campaign, if more than one gang has
fighters left when the game ends, the gang whose EXPERIENCE
Allegiance is in Ascendancy is the winner. • Every participating fighter gains +1 XP.
• On any other result, the game is a draw. • A fighter remaining on the battlefield at the end of the
game gains +1 bonus XP.
REPUTATION
• The winner gains +D3 Rep.
984
Multi-Player Scenario
6. URBAN RENEWAL
INTRODUCTION SCENARIO SPECIAL RULES
“Bring it down!”
(1) DESTROY THE STRUCTURE
• Fighters may attack the Structure like any other
SCENARIO OBJECTIVE target, with the following variations:
The gangs seek to be first to bring down a dome while also
� Close combat attacks automatically hit.
causing heavy damage to their rivals.
� Ranged attacks can only be made within 12” of it,
BATTLEFIELD given the need to target precise weaknesses.
• Standard set-up. • The Structure is Toughness 9, Wounds 10. At zero
• In addition, during set up, place a large piece of terrain wounds, it is destroyed and removed from play.
in the battlefield’s centre. This is the Structure.
(2) COLLATERAL DAMAGE
• Each time the Structure takes damage, every fighter
CREW SELECTION on the battlefield must check Initiative – if failed, they
• Custom Selection (6). become Pinned as the dome shudders as debris rains
• The gang with the lowest Crew Rating is the underdog. down from above.
985
CAMPAIGN REWARDS
CREDITS
• N/A
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
986
Multi-Player Scenario
REPUTATION
ENDING THE BATTLE • The winner gains +D3 Rep.
The game ends at the end of round ten – or when only one
gang has fighters left on the battlefield. • If a gang Bottled out, they lose -1 Rep.
987
Multi-Player Scenario
8. END TIMES
INTRODUCTION SCENARIO SPECIAL RULES
This is how the hive ends… not with a whimper, but a
(1) IT’S THE END OF THE WORLD
bang…
• The hive’s final hours are at hand, and all that remains
is for the remaining survivors to battle it out to the
SCENARIO OBJECTIVE bitter end.
As madness descends, the gangs fight furiously for a place
• In each successive Priority Phase, apply the effects of
on the final departing transport.
the End Times table – all are cumulative:
988
(5) EMBARKING AND DISEMBARKING CAMPAIGN REWARDS
• Fighters may board the transport by making base
CREDITS
contact with its ramp. Set embarked fighters aside.
• N/A
• They may also disembark at the start of any Priority
Phase, returning to play in base contact with the EXPERIENCE
ramp. • A fighter who successfully boards the stratoplane
gains +D3 XP.
• Fighters cannot embark and disembark in the same
round. • A fighter who destroys a daemon gains +D3 XP.
POSSESSED FIGHTERS
(1) IMPOSSIBLE POWER
• A possessed fighter gains +3 Movement, Strength,
Attacks, and Willpower.
(3) PSYKER
• While possessed, the fighter is a psyker who knows the
following wyrd power:
989
Blaze of Glory Scenario:
990
SCENARIO SPECIAL RULES (5) BLASTING OFF
(1) GUARD IT WITH YOUR LIFE • In each Priority Phase, the attacker may select one
embarked fighter to check Intelligence, with the
• The defenders do not take Bottle Tests in this
following modifiers:
scenario.
� -5 by default – the gangers don’t really know how to
(2) STOLEN ACCESS CODES pilot a starship.
• The attackers have obtained the starport’s door
codes, though there always remains a chance these � +1 modifier for every three friendly fighters aboard
have been changed, or are simply false. the transport.
• An attacker within 1” of the door terminal can take the • If passed, the transport powers up – blasting off to
following action: freedom in the End Phase of this round!
991
Blaze of Glory Scenario:
� Four or more attackers: Custom Selection (5). • In each End Phase from the third onwards, every gang
whose Gang Leader is not Broken, Seriously Injured, or
• Defender may field their entire gang.
Out of Action rolls D6.
• Underdog rules are not used in this scenario.
• If at least one attacker’s roll is equal or higher than the
defender’s, all is well – the attack force holds its nerve.
GANG TACTICS & BONUSES
• Each side may choose two Gang Tactics cards specific • However, if the defender rolls highest, every attacker
to their gang. rolls D3 – that many fighters from their gang lose their
nerve and are removed from play.
992
CAMPAIGN REWARDS SCENARIO ARBITRATION
SPECIAL • If the attackers seem outgunned, the Arbitrator may
grant them free Bounty Hunters or Hive Scum.
• Win or lose, the defender’s glorious run as the most
powerful gang in the dome ends here. • Alternatively, an Enforcer patrol may show up to lend
a hand, or a vengeful Guilder entourage might offer a
• If they are victorious, they enjoy a final round of drinks
temporary alliance for the fight.
over the corpses of their rivals before disappearing
from the sector and into legend. • The Arbitrator may prefer to simply modifier the
attackers’ crew size.
• If they lose, they become permanent fixtures of the
bar’s décor… • If the defenders are looking a little week, the bar itself
may have defences – sentry guns, or a friendly Ogryn
• This is the end for the gang, for good or for ill.
bouncer.
CREDITS • To add to the chaos, the bar could be on fire – smoke
• N/A applying a -2 modifier to hit with ranged weapons,
and in each End Phase, D3 random fighters must test
EXPERIENCE to see if they become affected by the Blaze condition!
• Every participating attacker gains +1 XP.
• A true variation of the scenario could pit the Arbitrator
REPUTATION against every Gang Leader in the campaign: each
• Every attacker gains +1 Rep for participating. player begins with just their Gang Leader in the bar,
while the Arbitrator takes on the role of attacker,
• If the defender Bottled out, the attackers each gain +1
throwing Enforcers, outlaws, plague zombies or
bonus Rep.
whatever else they can think of against them.
993
Blaze of Glory Scenario:
3. GATEWAY TO HELL
INTRODUCTION ENDING THE BATTLE
A gang tries to escape from the authorities by heading into The game ends at the end of round 9 – or when the defender
the Ash Wastes… though the hive will not let them go so has less than a third of their crew remaining (rounding
easily. down) – or when only one gang has fighters left on the
battlefield.
SCENARIO OBJECTIVE
In the shadow of one of the great Ash Gates ringing the base CLAIMING VICTORY
of the hive, the defender must hold out long enough for the • If at least a third of the defender’s crew (rounding
mighty seal to open, allowing them to escape. The attackers down) escaped via the Ash Gate, they win.
seek to prevent this from happening.
• Otherwise, the attackers win.
994
CAMPAIGN REWARDS
SPECIAL
• Win or lose, the defender’s days are numbered.
• This is the end for the gang, for good or for ill.
CREDITS
• N/A
EXPERIENCE
• Every participating attacker gains +1 XP.
REPUTATION
• Every attacker gains +1 Rep for participating.
995
Blaze of Glory Scenario:
CLAIMING VICTORY
• If at least a third of the defender’s crew (rounding (4) EXTREME DANGER
down) escaped via the Ash Gate, they win. • In each End Phase, after resolving Recovery, roll D6 for
each Seriously Injured fighter – on 4+, that
• Otherwise, the attackers win. unfortunate is dragged into the dark and goes Out of
Action.
SCENARIO SPECIAL RULES
996
CAMPAIGN REWARDS
SPECIAL
• Win or lose, the Long Night can mark the passing of a
famed gang into legend.
• If they lose, they will learn that their bones look the
same as everyone else’s!
• This is the end for the gang, for good or for ill.
CREDITS
• N/A
EXPERIENCE
• Every participating attacker gains +1 XP.
REPUTATION
• Every attacker gains +1 Rep for participating.
997
Gang Raid Scenario:
1. DAYLIGHT ROBBERY
INTRODUCTION BATTLEFIELD
A small group of gangers comes across a lightly-defended • Starting with the defender, take turns arranging six
warehouse and attempt to loot it before they’re caught! Zone Mortalis tiles in a 3x2 grid.
� Only one Champion can be included in the crew • Defender randomly draws two Gang Tactics cards.
(make this choice prior to Random Selection).
• The underdog may spend the credit difference in Crew
� Hangers-On, Brutes, and Hired Guns cannot be Ratings to purchase Underdog Bonuses:
included in the crew.
MAX UNDERDOG BONUS COST
• Gang raids are low-level operations: 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200
� In campaign play, Territories, Rackets, and
0-2 Choose a Underdog Tactics card 400
similar are not staked on the battle.
0-1 Hire a Dramatis Personae As stated
� The Infiltrate skill cannot be used. 0-1 Hire a Bounty Hunter As stated
� By default, gangs may not place loot caskets. 0-5 Hire a Hive Scum As stated
998
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) HOME TURF ADVANTAGE CREDITS
• Defending fighters gain a +1 modifier when attempting • If the attacker claimed the Stash marker, they gain
to Rally. D6x10 credits.
(5) REINFORCEMENTS
• In the fourth End Phase, all of the defender’s fighters
arrive.
CLAIMING VICTORY
• The attacker wins if at least one of their fighters has
Taken Flight and the Stash marker has been claimed.
999
Gang Raid Scenario:
SCENARIO OBJECTIVE
GANG TACTICS & BONUSES
Both gangs seek to escape with the auction item.
• Gang Tactics cards are not used in this scenario.
1000
SCENARIO SPECIAL RULES THE DEFENCE SERVITOR
(1) HOLE IN THE WALL The servitor has the following profile and rules:
While carrying, a fighter can only use an Unwieldy Light Carapace 4+ Armour Save
weapon if they have the Bulging Biceps skill.
• A fighter drops the item if they go Out of Action – leave (1) HARD-WIRED
the marker in their final position. • The servitor cannot move, cannot be Pinned,
automatically passes Cool checks, and has a 360°
(3) THE GETAWAY vision arc.
• In the End Phase, a fighter within 1” of an escape route
can flee (even if Seriously Injured) – remove them from (2) MINDLESS AUTOMATON
play. • Instead of rolling for Injury, the servitor simply loses -1
Toughness. At zero, it goes Out of Action.
• They count as being Out of Action for Bottle Tests.
• If the fighter was carrying the auction item, their gang (3) OVERWATCH ROUTINE (NOT ENGAGED)
successfully claims it and rolls on the Rare Item table • If the servitor is not Engaged, it checks Initiative any
(see over). time a fighter ends their activation within its line of
sight:
CLAIMING VICTORY
• The gang that claims the auction item is the winner.
1001
CAMPAIGN REWARDS
SPECIAL
• If a gang successfully escaped with the auction item,
they roll D66 to see what they’ve scored:
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• If a gang claims the auction item, they gain +2 Rep.
1002
Gang Raid Scenario:
3. CLANDESTINE RENDEZVOUS
INTRODUCTION BATTLEFIELD
Rivals interrupt a surreptitious meeting between a gang and 1. Starting with the defender, take turns arranging six
a corrupt official. Zone Mortalis tiles in a 3x2 grid.
BOTTLE THRESHOLD • The gang with the lowest Crew Rating is the underdog.
• Take Bottle Tests on D3 instead of the usual D6.
GANG TACTICS & BONUSES
BENEATH NOTICE • Attacker may choose two Gang Tactics cards.
• Gang higher-ups rarely lead small-scale operations,
passing these to trusted underlings: • Defender randomly draws two Gang Tactics cards.
� Gang Leaders never participate in Gang Raids. • The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
� Only one Champion can be included in the crew
(make this choice prior to Random Selection). MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100
� Hangers-On, Brutes, and Hired Guns cannot be
0-2 Choose a Gang Tactics card 200
included in the crew.
0-5 Draw a random Underdog Tactics Card 200
MINOR AFFAIR 0-2 Choose a Underdog Tactics card 400
• Gang raids are low-level operations: 0-1 Hire a Dramatis Personae As stated
� In campaign play, Territories, Rackets, and 0-1 Hire a Bounty Hunter As stated
similar are not staked on the battle. 0-5 Hire a Hive Scum As stated
Skirmish: Players roll off, with the winner deciding to ENDING THE BATTLE
attack or defend. The game ends when the Corrupt Enforcer escapes the
battlefield – or when only one gang has fighters left.
1003
SCENARIO SPECIAL RULES THE CORRUPT ENFORCER
(1) CORRUPT ENFORCER The enforcer has the following profile:
REPUTATION
• If the attacker wins, they gain +D3 Rep.
1004
Gang Raid Scenario:
4. BAR BRAWL
INTRODUCTION GANG TACTICS & BONUSES
Naturally, gangers and hivers alike regularly seek out • Gang Tactics cards are not used in this scenario.
drinking holes… even as tensions run hot, and things get
tense. GANG DEPLOYMENT
1. Roll off – the winner chooses to deploy first or last.
SCENARIO OBJECTIVE
2. If they choose last, the next highest score is first to
When a bar brawl breaks out, there is only one objective –
deploy.
be the last one standing!
3. Alternate deploying one fighter at a time, anywhere in
the bar at least 3” from another fighter.
GANG RAID SCENARIO
The relatively small size of gang raids means that the 4. Roll off – take turns placing D3+3 Bar Patrons
following rule modifications apply: (represented by appropriate models – see over),
anywhere in the bar at least 1” from any gang fighters.
BOTTLE THRESHOLD
• Take Bottle Tests on D3 instead of the usual D6. ENDING THE BATTLE
The game ends when only one gang has fighters in the bar.
BENEATH NOTICE
• Gang higher-ups rarely lead small-scale operations,
passing these to trusted underlings: CLAIMING VICTORY
• The last gang with fighters left in the bar is the winner.
� Gang Leaders never participate in Gang Raids.
� Only one Champion can be included in the crew SCENARIO SPECIAL RULES
(make this choice prior to Random Selection).
(1) CHECK YOUR GUNS AT THE DOOR
� Hangers-On, Brutes, and Hired Guns cannot be • Any Necromundan saloon owner with half a brain
included in the crew. enforces a ‘no guns’ policy.
• Underdog rules are not used in this scenario. Roll D6 when the fighter activates – they lose the
Intoxicated condition on a 6 in the first round, or 4+
from the second round onwards.
1005
CAMPAIGN REWARDS
BAR PATRONS SPECIAL
Bar patrons all have the following profile, and are armed • To the Victor: The winner gains 2D3 bottles of
with either a barstool or fighting knife. Wildsnake and/or Second Best – their choice.
BAR PATRON • To the Losers: Each losing gang must randomly select
M WS BS S T W I A Ld Cl Will Int one of their participating fighters – all are locked up
for disturbing the peace!
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+
• They count as having a Grievous Injury (in addition to
Rng Acc any actual Lasting Injuries they suffered).
(3) BEHAVIOUR
• When a Bar Patron activates, roll D6 on the below
table to see what they do:
D6 RESULT
COME ‘ERE AN’ SAY THAT! Roll D6:
1-3: The Bar Patron flings a piece of furniture at a
nearby head.
They take a Shoot (Basic) action at the nearest
fighter (even if it was not the one who triggered
1-2 them). The attack is Strength 2, AP 0, Damage 1.
4-6: The Bar Patron takes a Charge (Double) action,
targeting the nearest fighter (even if it was not the
one who triggered them).
They attack with a maul or fighting knife – alternate
between them for each Bar Patron attack.
1006
Hanger-On Scenario:
1. MERCY MISSION
INTRODUCTION SCENARIO SPECIAL RULES
In the aftermath of a brutal gang battle, both sides try to get
(1) THE AFTERMATH
their fallen fighters to safety.
• In this scenario, every fighter except for the Rogue
Docs and Hive Scum begin the battle Prone, Seriously
SCENARIO OBJECTIVE Injured, universally Out of Ammo, and on 1 Wound.
Each gang aims to have their Rogue Docs help their
• Fighters can attempt Recovery as normal.
Seriously Injured fighters Recover and escape the area.
REPUTATION
• The winner gains +D3 Rep.
1007
Hanger-On Scenario:
2. DOME RUSH
INTRODUCTION SCENARIO SPECIAL RULES
Two gangs follow a Dome Runner into dangerous territory,
(1) DOME RUN
looking for loot.
• In each End Phase, the player with Priority activates
the Dome Runner.
SCENARIO OBJECTIVE
• The Dome Runner must move their maximum
Both gangs must pursue the Dome Runner and seize the
distance, and end their move at least 5” from where
loot caskets he uncovers along the way.
they started.
CREW SELECTION • Alternatively, they may remove one trap within 6”.
• Custom Selection (10).
(2) FOLLOW HIM!
• Underdog rules are not used in this scenario. • Both sides are trying to follow the scout’s trail and
don’t want to kill him, so if the Dome Runner is hit by
GANG TACTICS & BONUSES an attack, they are Pinned but otherwise unaffected.
• Gang Tactics cards are not used in this scenario.
ENDING THE BATTLE
GANG DEPLOYMENT The game ends when a gang has opened three loot caskets
1. Roll off – the winner chooses a battlefield corner and – or when only one gang has fighters left on the battlefield.
deploys their entire crew within 6” of it.
CAMPAIGN REWARDS
CREDITS
• The winner gains 2D6x10 credits.
EXPERIENCE
• Every participating fighter gains +1 XP.
REPUTATION
• The winner gains +D3 Rep.
1008
Hanger-On Scenario:
3. TARGET PRACTICE
INTRODUCTION SCENARIO SPECIAL RULES
Seeking bragging rights at the local watering hole, two
(1) HOME ON THE RANGE
gangs test their aim in an ammo-jack’s bullet emporium.
• At the start of each round, before activating fighters
and starting with whoever has Priority, both gangs
SCENARIO OBJECTIVE alternate placing three targets on the battlefield.
Each seeks to hit targets in the flashiest way and be first to
• Use tokens to represent them. Targets must be placed
50 points.
within line of sight and weapon range of at least one
enemy fighter (they can be placed in cover).
BATTLEFIELD
• Standard set up. (2) AMBULLSEYE
• Targets can be attacked just as if they were fighters,
• The battlefield should include a number of large open
applying range and cover modifiers as normal. If a
areas, and numerous long-range firing lines wherever
target is hit, remove it from play.
possible.
• Each target is worth points as follows:
CREW SELECTION � Target hit at Long range: +2 points
• Custom Selection (5).
� Target hit in partial cover: +2 points
• Underdog rules are not used in this scenario.
� Target hit in full cover: +3 points
GANG TACTICS & BONUSES � Target hit from over 24” away: +4 points
• Gang Tactics cards are not used in this scenario. � Shooting at the target risked hitting a friendly
fighter: +2 points per fighter at risk
GANG DEPLOYMENT • Record both a gang’s total points, and individual
1. Roll off – the winner lines up their fighters within 6” of
points scored by each fighter.
the battlefield centre of the battlefield.
2. The opponent lines up their fighters in the same way, (3) POINTS TALLY
opposite the enemy crew and also within 6” of the • In the End Phase, the gang with the most points
battlefield centre. transfers the Ammo-Jack to their crew.
3. The fighters for each gang must be positioned within • If one fighter attacks another, the Ammo-Jack
2” of an ally. immediately moves within 6” of the offender and
resolves a ranged attack against them.
4. An Ammo-Jack is deployed between the two sides.
• If the Ammo-Jack is attacked, the offending gang
REPUTATION
• The winner gains +D3 Rep.
1009
Underdog Scenario:
1. DESPERATE RAID
INTRODUCTION ENDING THE BATTLE
One gang has broken into another’s stores, grabbing • The game ends when only one gang has fighters left
anything they find of value – now they just need to escape on the battlefield.
with the loot!
• If this is the attacker, each surviving fighter counts as
escaping with one Loot counter.
SCENARIO OBJECTIVE
The Underdog aims to escape with as much stolen loot as
GANG DEPLOYMENT
possible – while the defender aims to prevent them.
1. The Underdog deploys their starting crew within 6” of
the battlefield’s centre.
UNDERDOG SCENARIO
2. The defender deploys their starting crew anywhere on
An Underdog is defined as a gang whose Gang Rating is at
the battlefield that is at least 12” away from any
least 400 credits fewer than its opponent.
Underdog fighters.
• Otherwise, the defender wins. • If the defender won, they gain +D3 Rep.
1010
Underdog Scenario:
2. DATA-PURGE
INTRODUCTION ENDING THE BATTLE
The gang is getting paid a stack of credits to guard some • The game ends after seven rounds – or when two
binaric cogitators currently purging incriminating data. binaric cogitators have been hacked – or when only
one gang has fighters left on the battlefield.
SCENARIO OBJECTIVE • If this is the attacker, each surviving fighter counts as
The attacker seeks to hack the cogitators, while the escaping with one Loot counter.
Underdog’s goal is to stop them.
GANG DEPLOYMENT
UNDERDOG SCENARIO 1. The Underdog places three binaric cogitators
An Underdog is defined as a gang whose Gang Rating is at (represented by a marker) on the battlefield –
least 400 credits fewer than its opponent. anywhere at least 6” from a battlefield edge, and 8”
from any other binaric cogitator.
ATTACKER & DEFENDER 2. Standard gang deployment rules then apply.
The underdog is always the defender, and the other gang is
the attacker.
SCENARIO SPECIAL RULES
(1) BINARIC COGITATORS
BATTLEFIELD
An attacker within 1” of a binaric cogitator can take
• Standard set-up.
the following action:
1011
Underdog Scenario:
3. ASSASSINATE
INTRODUCTION ENDING THE BATTLE
A key member of a rival gang has a price on their head, and • The game ends when the Target goes Out of Action –
the desperate underdogs intend to collect! or when only one gang has fighters left on the
battlefield.
SCENARIO OBJECTIVE
The Underdog aims to escape with as much stolen loot as GANG DEPLOYMENT
possible – while the defender aims to prevent them. 1. Standard deployment.
1012
House Scenario – Goliath:
1. THE BEATDOWN
INTRODUCTION ENDING THE BATTLE
Two gangs have chanced upon each other in the underhive, The game ends in the Priority Phase if only one gang
and may well have gone on their way… if a couple of has fighters with Ready markers remaining on the
fighters didn’t like the way their rivals looked at them. battlefield.
BATTLEFIELD them with a Ready marker – these are the ones who
looked at each other funny.
Standard set-up.
(3) CONCEDING
From the second Priority Phase onwards, instead of
issuing Ready markers, a gang can choose to concede
defeat, ending the game.
1013
CAMPAIGN REWARDS
CREDITS
N/A
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winning gang gains:
1014
House Scenario – Goliath:
2. SOMETHING TO PROVE
INTRODUCTION GANG DEPLOYMENT
A newly minted gang must learn fast – or die! Standard deployment.
Skirmish: Players roll off, with the winner deciding to GANG RATING
CUMULATIVE EFFECTS
DIFFERENCE
attack or defend.
0-100 Attackers are immune to Bottle Tests.
The underdog may spend the credit difference in Crew 501+ Attackers automatically pass Cool checks.
Ratings to purchase Underdog Bonuses:
1015
CAMPAIGN REWARDS
CREDITS
Attacker gains D6x10 credits for every defender they
take Out of Action.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If the attacker wins, they gain +D3 Rep.
1016
House Scenario – Goliath:
The gang with the lowest Crew Rating is the underdog. 3. Count Serious Injuries inflicted by ranged weapons
as Flesh Wounds.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards.
(3) GODS OF THE UNDERHIVE
The fighter’s empowering depends on what kind of
The underdog may spend the credit difference in Crew wound triggered it:
Ratings to purchase Underdog Bonuses:
1. Melee or Versatile: The fighter becomes the God of
MAX UNDERDOG BONUS COST Blood. Their unarmed attacks become Damage 5.
0-5 Draw a random Gang Tactics card 100
2. Blaze: The fighter becomes the God of Fire. They are
0-2 Choose a Gang Tactics card 200
immune to the effects of the Blaze trait, and their
0-5 Draw a random Underdog Tactics Card 200 unarmed attacks gain the Blaze trait.
0-2 Choose a Underdog Tactics card 400
3. Toxin or Gas: The fighter becomes the God of
0-1 Hire a Dramatis Personae As stated
Poison. Their unarmed attacks gain the Toxin trait.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated 4. Shock: The fighter becomes the God of Pain. Their
unarmed attacks gain the Shock and Versatile traits
(with a Long range of 6”).
GANG DEPLOYMENT 5. Blast: The fighter becomes the God of Fury. They
Standard deployment.
become immune to attacks with the Blast (3”) trait,
and their unarmed attacks gain the Blast (3”) trait.
1017
CLAIMING VICTORY CAMPAIGN REWARDS
If an empowered fighter remains on the battlefield at
CREDITS
the end of the game, that gang is the winner.
N/A
Otherwise, their opponent wins.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winner gains +D3 Rep.
1018
House Scenario – Escher:
4. KHIMERIX HUNT
INTRODUCTION SCENARIO SPECIAL RULES
Something’s stalking the gang’s turf…
(1) THE PREDATOR PROWLS
The Khimerix does not begin the game in play – place
SCENARIO OBJECTIVE it to one side. It uses the following profile:
There’s a Khimerix loose in this section of the underhive –
M WS BS S T W I A Ld Cl WP Int
perhaps one of the gangs is trying to tame it, or perhaps the 6” 4+ 4+ 4 5 3 3+ 3 8+ 7+ 7+ 8+
rivals are simply in the wrong place at the wrong time.
MAX UNDERDOG BONUS COST 1. A fighter is in base contact: The Khimerix resolves
0-5 Draw a random Gang Tactics card 100 a Fight (Basic) action.
0-2 Choose a Gang Tactics card 200 1. The Khimerix attacks with Razor-Sharp Talons
0-5 Draw a random Underdog Tactics Card 200 (Strength 5, AP -1, Damage 3, with the
0-2 Choose a Underdog Tactics card 400 Rending trait).
0-1 Hire a Dramatis Personae As stated 2. A fighter is located within 9”: The Khimerix
0-1 Hire a Bounty Hunter As stated resolves a Charge (Double) action against that
0-5 Hire a Hive Scum As stated target.
1019
(4) BIGGER PROBLEMS CAMPAIGN REWARDS
If the Khimerix is within 12” of an activated fighter,
CREDITS
that fighter can only target the Khimerix if they wish to
The gang that took the Khimerix Out of Action gains
attack.
2D6x10 credits.
CLAIMING VICTORY
If a gang takes the Khimerix Out of Action, they win.
1020
House Scenario – Escher:
1021
SCENARIO SPECIAL RULES Regardless of how many activations the defender is
able to take take, play still alternates to the opponent
(1) SNEAK ATTACK in between each one.
The scenario uses this ruleset.
(4) DEAD ON ARRIVAL
(2) FIELD OF CORPSES When the defender’s fighter attempts Recovery, they
A fighter within 1” of a corpse marker can take the automatically count as rolling a Flesh Wound.
following action:
1022
House Scenario – Orlock:
6. ROAD BLOCK
INTRODUCTION GANG TACTICS & BONUSES
A bloody road to victory. Each gang may choose two Gang Tactics cards.
1023
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) ROAD BLOCKS CREDITS
A Road Block acts as full cover. Attacker gains D6x10 credits for each fighter who
leaves the battlefield via the road exit.
Road Blocks can be targeted by ranged or close
combat attacks – they are Toughness 5, Wounds 5. Defender gains D6x10 credits if they win the battle.
CLAIMING VICTORY
If the attacker gets three fighters off the battlefield via
the road exit, they win.
1024
House Scenario – Orlock:
2. Alternate placing fighters within 12” of the bar’s All fighters who are currently Engaged move 1”
centre, at least 1” from an already deployed fighter. directly away from their former opponent.
1025
CAMPAIGN REWARDS
CREDITS
The winner gains D3x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winner gains +1 Rep.
1026
House Scenario – Van Saar:
8. DEUS EX MACHINA
INTRODUCTION GANG TACTICS & BONUSES
A fighter has picked up a tech-curiosity from the local Each gang may choose two Gang Tactics cards.
bazaar – and has been possessed by the fragmented
The defender randomly draws +1 additional card if
consciousness of the Abominable Intelligence occupying it!
their chosen fighter has the Gang Heirarchy (X) rule, or
Though this grants them strange boons, the fighter
+2 if they have the Gang Fighter (X) rule.
becomes a target for hunters determined to capture the
malign machine spirit and learn its many secrets… The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
SCENARIO OBJECTIVE MAX UNDERDOG BONUS COST
The attackers seek to take the possessed fighter Out of 0-5 Draw a random Gang Tactics card 100
Action to capture the Abominable Intelligence – while the 0-2 Choose a Gang Tactics card 200
unwitting defenders know only that if the tech-trinket is so
0-5 Draw a random Underdog Tactics Card 200
sought-after, they need to keep it for themselves.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
HOUSE SCENARIO – VAN SAAR 0-1 Hire a Bounty Hunter As stated
House scenarios are specifically designed for certain gangs.
0-5 Hire a Hive Scum As stated
Any gang can play them, but an Arbitrator may need to
adjust some elements to make narrative sense.
GANG DEPLOYMENT
ATTACKER & DEFENDER Standard rules.
Campaign: If only one player has a Van Saar gang,
they automatically become the attacker. Otherwise, ENDING THE BATTLE
the gang with the lower Gang Rating is the attacker. If The game ends when the Abominable Intelligence is
the gangs are equal, roll off – the winner decides captured (by taking fighter harbouring it Out of Action) – or
whether to attack or defend. when only one gang has fighters left on the battlefield.
Skirmish: Players roll off, with the winner deciding to
attack or defend. CLAIMING VICTORY
If the Abominable Intelligence is captured at the end
BATTLEFIELD of the battle, the attacker wins.
Standard setup. If the attacker has no fighters left on the battlefield
and the Abominable Intelligence has not been
CREW SELECTION captured, the defender wins.
Attacker uses Custom Selection (10). On any other result, the game is a draw.
Defender uses Random Selection (10). Once the
starting crew has been created, randomly select one
fighter – this individual is harbouring the Abominable
Intelligence.
1027
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) GHOST OF THE MACHINE SPIRIT CREDITS
Place a token or marker beside the possessed fighter, The winner gains D6x10 credits.
representing the tech-cursed trinket.
EXPERIENCE
The malign machine spirit improves all of the
Every participating fighter gains +1 XP.
possessed fighter’s characteristics by +1 for this battle
(to a maximum of 1+ or 10, as appropriate). The fighter who captures the Abominable Intelligence
gains +D3 bonus XP.
The possessed fighter gains a special 5+ armour save
that cannot be modified by a weapon’s Armour REPUTATION
Piercing. This can be made instead of an alternative The winner gains +D3 Rep.
armour save, not in addition to it.
If either gang bottled out, they lose -1 Rep.
(2) CAPTURING THE ABOMINABLE INTELLIGENCE
If the possessed fighter is taken Out of Action, remove
them from play but leave the tech-trinket marker
behind.
1028
House Scenario – Van Saar:
CLAIMING VICTORY
CREW SELECTION If the Fading Legend was not taken Out of Action, the
Both gangs use Custom Selection (D3+7).
defender wins.
The defender’s crew also includes the Fading Legend.
If the Fading Legend succumbs to the “I’m Not Getting
The gang with the lowest Crew Rating is the underdog. Any Younger” rule, the attacker wins.
1029
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) “GOING OUT ON MY TERMS” CREDITS
The Fading Legend is an illustrious House fighter The winner gains D6x10 credits.
rapidly approaching the end of their fighting career –
very few underhive gangers die of old age. EXPERIENCE
Every participating fighter gains +1 XP. This increases
The Fading Legend has one goal: to secure their legacy
to +2 XP for the winning gang.
in a blaze of glory, facing their foes one last time
before permanently checking out. REPUTATION
1. If the defenders are Van Saar, the Fading Legend is The winner gains +D3 Rep.
a House Agent with 400 credits’ worth of weapons, If either gang bottled out, they lose -1 Rep.
equipment, and Cyberteknika.
1030
Linked House Scenario – Van Saar:
For many cycles, House agents hunted Druun through the GANG TACTICS & BONUSES
underhive, where it was reported he had taken up as a Gang Tactics cards are not used in this scenario.
roaming Badzone bounty hunter.
Despite their lack of success, a hefty price still rests on GANG DEPLOYMENT
Druun’s head, and many a Van Saar gang has descended Standard deployment rules.
into the depths of Hive Primus hoping to be the one to claim
the reward and earn the favour of their clan. SCENARIO SPECIAL RULES
(1) POWER LINES
SCENARIO OBJECTIVE A Hunter within 1” of a power relay can take the
The Hunters are attempting to tap five power relays so they following action:
can track a path back to Druun’s lair. The Agents of Druun
1. POWER TAP (Double): Mark this power relay in
seek to foil them.
some way, then randomly determine another – this
HOUSE SCENARIO – VAN SAAR is the next relay that must be tapped.
1031
Linked House Scenario – Van Saar:
1032
Linked House Scenario – Van Saar:
1033
House Scenario – Cawdor:
The gang with the lowest Crew Rating is the underdog. ENDING THE BATTLE
The game ends when the attacker has cleansed all four
sectors – or when only one gang has fighters left on the
battlefield.
CLAIMING VICTORY
The attacker wins if they cleanse all four sectors.
1034
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) CLEANSING THE UNDERHIVE CREDITS
The attacker is attempting to cleanse an area of the If the attacker claims all four corners of the battlefield,
underhive and to drive out the faithless. To do this, they gain 2D6x10 credits.
they must chase them from the battlefield.
If the defender has any fighters left on the battlefield
The attacker can start declaring sectors “cleansed” at the end of the game, they gain D6x10 credits.
from the third End Phase onwards.
EXPERIENCE
A sector is cleansed if the attackers have at least one
Every participating fighter gains +1 XP.
Standing fighter within 2” of its centre, and there are
no defenders there (even Seriously Injured). Every defender still present on the battlefield when
the game ends gains +1 XP.
Once a sector is cleansed, the defenders cannot
voluntarily enter it. REPUTATION
If a defender is in a cleansed sector during the End The winner gains +D3 Rep.
Phase, they automatically go Out of Action. If either gang bottled out, they lose -1 Rep.
1035
House Scenario – Cawdor:
The three attackers with the lowest credit value (not Otherwise, the defender wins.
including the Gang Leader or Champions) are the
Unworthy.
1036
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) TRIALS OF FAITH CREDITS
The Unworthy are under pressure to prove themselves N/A
by completing six trials during the battle.
EXPERIENCE
Each trial can be completed more than once (this will
Every participating fighter gains +1 XP.
likely be necessary, as in some battles some trials will
simply not be possible). Each Unworthy who completed one or more trials
gains +D3 XP.
The six trials are as follows:
(2) TRIAL OF RESILIENCE: Recover from being If the Unworthy completed all six of the listed trials,
Seriously Injured. their gang gains +D3+1 Rep.
(3) TRIAL OF RIGHTEOUSNESS: Inflict a wound on an If either gang bottled out, they lose -1 Rep.
enemy Gang Leader or Champion.
1037
House Scenario – Delaque:
The gang with the lowest Crew Rating is the underdog. ENDING THE BATTLE
The game ends when all five spy devices have been placed –
or when only one gang has fighters left on the battlefield.
CLAIMING VICTORY
The attacker wins if they placed a total of five spy
devices on the battlefield: one within 6” of each corner
of the battlefield, and one within 6” of its centre.
1038
SCENARIO SPECIAL RULES CAMPAIGN REWARDS
(1) UNDERHIVE SPIES CREDITS
In this scenario, every attacker counts as carrying a If the attacker won, they gain 2D6x10 credits.
miniature recording device.
If the defender won, they gain D6x10 credits.
An attacker can take the following action, if they are
not in enemy line of sight and are positioned within 6” EXPERIENCE
of either a battlefield corner or its centre: Every participating fighter gains +1 XP.
1. PLANT SPYING DEVICE (Double): Place a marker A fighter who successfully placed one or more spy
on this location to represent a surreptitiously- devices gains +1 bonus XP.
installed pict-recorder or vox-thief.
REPUTATION
If the attacker wins, they gain +D3 Rep.
1039
House Scenario – Delaque:
The underdog may spend the credit difference in Crew (2) UNSEEN INFLUENCE
Ratings to purchase Underdog Bonuses: During the battle, victory conditions can be influenced
by the gangs themselves.
MAX UNDERDOG BONUS COST
0-5 Draw a random Gang Tactics card 100 At the beginning of each round from the second
0-2 Choose a Gang Tactics card 200 onwards, each gang chooses one Agenda to negate –
this means that their opponent cannot achieve that
0-5 Draw a random Underdog Tactics Card 200
Agenda this round.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated A gang cannot negate the same Agenda two rounds in
0-1 Hire a Bounty Hunter As stated a row.
0-5 Hire a Hive Scum As stated In a multi-player game, at the beginning of each round
the gangs secretly vote on one Agenda that will be
negated for all participants (on a tie, choose an
Agenda randomly).
1040
CAMPAIGN REWARDS
CREDITS
N/A.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
The winner gains +D3 Rep.
1041
Outcast Scenario:
1. SETTLEMENT RAID
INTRODUCTION GANG DEPLOYMENT
Man the walls! 1. Defender deploys their full gang anywhere in the
settlement half of the battlefield.
SCENARIO OBJECTIVE 2. Attacker deploys their full gang within 2” of the
The attacker is trying to get fighters inside the enemy opposite battlefield edge.
settlement to cause havoc and steal anything that is not
nailed down. The defender aims to repel the raid.
SCENARIO SPECIAL RULES
(1) HOME TURF ADVANTAGE
ATTACKER & DEFENDER
Defenders gain a +1 modifier when attempting to
General: The gang with the higher rating is the
Rally.
attacker. If both gangs have the same rating, roll off –
the winner decides to attack or defend. When choosing crews, the defender must roll D6 for
each Hanger-On in their gang – on 4+, that fighter
Outlander Campaign: The gang who made the
must be included in the crew.
challenge is the attacker.
(2) REINFORCEMENTS
BATTLEFIELD Defender gains D3 random reinforcements in each End
Defender chooses one half of the battlefield and sets Phase.
up all terrain there, representing their settlement.
Roll D6 for each – on 3+, the defender deploys them,
The other half of the battlefield uses standard setup otherwise the attacker does.
rules.
Deployment must be within 1” of any battlefield edge
and at least 12” from any enemies.
CREW SELECTION
Attacker uses Custom Selection (10). (3) DEFENCES
General: The defender may set up a Gang Stronghold
Defender uses Random Selection (10).
in their half of the battlefield.
The gang with the lowest Gang Rating is the underdog.
Outlander Campaign: In addition to setting up the
terrain, the defender can place any of their settlement
GANG TACTICS & BONUSES defences (walls, towers, mines, etc) in their half of the
Each gang may choose two Gang Tactics cards. battlefield.
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses: (4) RANSACKING THE SETTLEMENT
At the start of the End Phase, any attacker in base
MAX UNDERDOG BONUS COST contact with the defender’s battlefield edge may be
0-5 Draw a random Gang Tactics card 100 removed from play.
0-2 Choose a Gang Tactics card 200
Each fighter who successfully enters the settlement in
0-5 Draw a random Underdog Tactics Card 200
this way will earn loot rewards.
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
1042
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends when only one gang has fighters left on the
CREDITS
battlefield.
The attacker gains D3x10 credits for every fighter who
If the defender voluntarily Bottles, all remaining attackers moved off the defender’s battlefield edge.
count as having entered the settlement.
The defender gains D6x10 credits if they won.
REPUTATION
The winning gang gains +D3 Rep.
1043
Outcast Scenario:
2. MARKET MAYHEM
INTRODUCTION GANG TACTICS & BONUSES
You want the best gear? Hit one of the underhive’s bustling Each gang may choose two Gang Tactics cards.
markets. Of course, if you don’t want to pay, you’d better hit
The underdog may spend the credit difference in Crew
it hard!
Ratings to purchase Underdog Bonuses:
1044
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends at the start of any round where every
member of a gang’s crew is either Seriously Injured, Out of
CREDITS
The attacker gains 4D6x10 credits if they win.
Action, or has Bottled out and fled the battlefield.
The defender gains 3D6x10 credits if they win.
CLAIMING VICTORY
The attacker wins if the defender’s entire gang is
EXPERIENCE
Every participating fighter gains +1 XP.
either Seriously Injured, Out of Action, or has Bottled
out and fled the battlefield. The Gang Leader of the winning gang gains +1 XP,
regardless of whether they participated.
Otherwise, the defender wins.
REPUTATION
If the attacker wins, they gain +D3 Rep.
1045
Outcast Scenario:
3. STEALTH ATTACK
INTRODUCTION GANG DEPLOYMENT
Walk softly… and carry a primed frag grenade. 1. Defender deploys Sentries anywhere on the
battlefield.
SCENARIO OBJECTIVE 2. Attacker deploys their entire crew anywhere within 2”
The attackers are sneaking into the heart of the defenders’ of a single battlefield edge, within 12” of each other
settlement to complete a covert mission – which the and at least 6” from any enemies.
defenders intend to prevent.
SPECIAL RULES
ATTACKER & DEFENDER
(1) SNEAK ATTACK
General: The gang with the lower rating is the
The scenario uses these rules.
attacker. If both gangs have the same rating, roll off –
the winner decides to attack or defend.
(2) REINFORCEMENTS
Outlander Campaign: The gang who made the Once the alarm has been raised, the defender gains up
challenge is the attacker. to 2 random reinforcements in each End Phase.
1046
(c) Sabotage: Target three terrain features that are
CAMPAIGN REWARDS
all within 12” of the battlefield centre. An attacker
in base contact with these can take the following CREDITS
action: The attacker gains 2D6x10 credits if they win.
1. SABOTAGE (Double): Place a token beside the The defender gains D6x10 credits if they win.
terrain feature.
EXPERIENCE
Once a terrain feature has three tokens, it has
Every participating fighter gains +1 XP.
successfully been sabotaged.
If the attacker successfully carried out the
Once two terrain features have been sabotaged,
“Assassination” objective, the attacker who
the objective is complete.
eliminated the target gains +D6 bonus XP.
1047
Outcast Scenario:
4. GUNK TANK
INTRODUCTION GANG DEPLOYMENT
Anything can be fixed with enough gunk! Standard rules for deployment.
CREW SELECTION A fighter drops their gunk token in place if they are
Random Selection (7). Seriously Injured or taken Out of Action.
The gang with the lowest Gang Rating is the underdog. A gunk token can be picked up without spending an
action, if a fighter moves onto or across it.
GANG TACTICS & BONUSES If a fighter carrying a gunk token reaches any
Each gang may choose two Gang Tactics cards. battlefield edge, they can be removed from play,
The underdog may spend the credit difference in Crew taking the precious gunk with them. They do not
Ratings to purchase Underdog Bonuses: count as being Out of Action for Bottle tests.
CLAIMING VICTORY
The gang that escaped with the most gunk is the
winner.
1048
CAMPAIGN REWARDS
CREDITS
Gain D6x10 credits for each gunk token carried from
the battlefield.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If either gang bottled out, they lose -1 Rep.
1049
Outcast Scenario:
5. MINING EXPEDITION
INTRODUCTION SPECIAL RULES
You can’t always just take stuff from other scummers –
(1) PROSPECTING
sometimes, you’ve got to go digging.
A Standing and Active fighter who is wholly within a
Prospecting Site and at least 6” from any enemies can
SCENARIO OBJECTIVE take the following action:
Both gangs are trying to extract valuable scrap while
1. PROSPECT (Double): Go digging for valuable scrap
stopping their enemy from doing the same.
– roll 2D6:
GANG DEPLOYMENT
Standard rules for deployment.
1050
CAMPAIGN REWARDS
CREDITS
Each site that a gang successfully Mines Out grants
them 2D6x10 credits.
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If either gang bottled out, they lose -1 Rep.
1051
Outcast Scenario:
The underdog may spend the credit difference in Crew • Chasm: A 6” wide, 12” long area of
Ratings to purchase Underdog Bonuses: impassable terrain.
1052
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends when one gang brings their third loot casket
back to their deployment zone – or when only one gang has
CREDITS
Each loot casket successfully carried into a gang’s
fighters left on the battlefield.
deployment zone grants them 2D6x10 credits.
1053
Ash Wastes Scenario:
REPUTATION
The winner gains +1 Rep.
1054
Ash Wastes Scenario:
2. FUEL HUNT
INTRODUCTION SPECIAL RULES
Two gangs clash over scattered fuel supplies.
(1) LOOTING FUEL
A fighter within 1” of a Fuel Cache can take the
SCENARIO OBJECTIVE following action:
Both gangs are trying to scavenge as much fuel as possible
� SCAVENGE FUEL (Double): See if there’s anything
while stopping their enemy from doing the same.
useful here. Roll D6:
1055
Ash Wastes Scenario:
3. WASTELAND AMBUSH
INTRODUCTION GANG DEPLOYMENT
A gang lays a trap for their enemy, hoping to catch them 1. Defender freely selects one fighter at a time and rolls
unawares and deal a crippling blow. D6 for each – on 1-5, they are deployed within 6” of the
battlefield centre. On 6, they are set aside.
SCENARIO OBJECTIVE 2. Attacker deploys their entire crew anywhere on the
The attacker is attempting to eliminate as many defenders battlefield at least 12” from any defender (or 6” if no
as possible; the defenders are trying to either return the defender can draw line of sight to them).
favour or escape.
3. Defender deploys their remaining set-aside fighters
anywhere on the battlefield as long as they are not
ATTACKER & DEFENDER Engaged with an attacker.
• Campaign: The gang who chose the scenario is the
attacker.
SPECIAL RULES
• Skirmish: Roll off, with the winner deciding whether
(1) SURPRISE ATTACK
to attack or defend.
• Attackers automatically take Priority in the first round.
BATTLEFIELD
• The battlefield should measure 4’x4’, using standard (2) THE FRONT FOOT
set-up rules. • At the start of the first round, attacker rolls D3 – they
can activate that many fighters or vehicles before the
• In addition, no large terrain can be placed within 12”
defender activates their first.
of the battlefield centre.
• The defender places all of the scatter terrain in this (3) TAKEN OFF BALANCE
scenario (including within 12” of the battlefield
• During the first round, each fighter activated must
centre).
check Cool – if failed, they can only take one action,
instead of two.
CREW SELECTION
Attacker uses Custom Selection (any).
(4) SLIPPING THE NET
Defender uses Random Selection (D3+5). In the End Phase, any defender within 1” of a
battlefield edge can escape (even if they are Seriously
The gang with the lowest Gang Rating is the underdog.
Injured).
GANG TACTICS & BONUSES • The escaping fighter is removed from play, counting
as being Out of Action for the purposes of Bottle tests.
Each gang may choose two Gang Tactics cards.
1056
CAMPAIGN REWARDS
CREDITS
N/A
EXPERIENCE
Every participating fighter gains +1 XP.
REPUTATION
If more defenders went Out of Action than escaped,
the attackers gain +1 Rep.
1057
Ash Wastes Scenario:
4. BREAKDOWN
INTRODUCTION GANG DEPLOYMENT
One gang is trying to get their vehicles working and escape. 1. Defender deploys the Broken-Down Ride in the
battlefield centre.
SCENARIO OBJECTIVE 2. Defender deploys their whole crew within 6” of the
The defender is trying to repair their broken-down vehicle Broken-Down Ride.
and get it off the board – the attacker is trying to destroy it.
3. Attacker deploys their entire crew within 6” of any
battlefield edge, at least 9” from any defender.
ATTACKER & DEFENDER
• Campaign: The gang who chose the scenario is the
attacker – unless only one gang owns a vehicle, in
SPECIAL RULES
which case they are automatically the defender. (1) BROKEN-DOWN RIDE
The vehicle’s crew are furiously working to get it
• Skirmish: Roll off, with the winner deciding whether
running again.
to attack or defend – unless only one gang owns a
vehicle, in which case they are automatically the At the start of each round, the defender rolls D6 on the
defender. following table:
BATTLEFIELD D6 RESULT
• The battlefield should measure 4’x4’, using standard 2-3 STILL BUSTED: Roll again next round.
set-up rules.
GETTING CLOSER: Add +1 to the next roll
4-5
on this table.
CREW SELECTION GUN OPERATIONAL: The vehicle’s weapons
Attacker uses Custom Selection (8). All remaining 6-7 are now functioning. If this result is rolled
fighters become Reinforcements. again, treat it as “Getting Closer.”
Defender uses Random Selection (D3+2), plus 1 of FALSE START: The vehicle immediately
8
moves 2D6” in any direction.
their available vehicles (chosen at random) to be the
Broken-Down Ride. All remaining fighters become FULLY REPAIRED: The vehicle can now be
9+
Reinforcements. activated normally – do not roll further.
1058
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends when the Broken-Down Ride is destroyed or
escapes – or if the attacker has no more fighters left on the
CREDITS
The winner gains D6x10 credits.
battlefield.
EXPERIENCE
CLAIMING VICTORY Every participating fighter gains +1 XP.
If the Broken-Down Ride was destroyed, the attacker
If the Broken-Down Ride survives, it gains +1 bonus XP.
wins.
1059
Ash Wastes Scenario:
5. WASTELAND ENCOUNTER
INTRODUCTION SPECIAL RULES
Gangs chance upon each other in the badzones or wastes, a
(1) REINFORCEMENTS
vicious battle erupting.
• In the End Phase, D3 random fighters arrive for each
gang, starting with the gang that has Priority.
SCENARIO OBJECTIVE
• Reinforcements are deployed within 2” of a randomly-
The gangs are attempting to force their foes to bottle out, or
determined battlefield edge, at least 2” from any other
wipe them from the battlefield.
fighter.
BATTLEFIELD
• The battlefield should measure 4’x4’, using standard
ENDING THE BATTLE
The game ends at the end of any round where only one gang
set-up rules.
has fighters remaining on the battlefield.
CREW SELECTION
CLAIMING VICTORY
Random Selection (D3+1). All remaining fighters
Whichever gang has fighters left on the battlefield at
become Reinforcements.
the end of the game is the winner.
Ash Wastes Battle: Vehicles can be included in both
• Otherwise, the battle is a draw.
crews, but only as part of their Reinforcements.
The underdog may spend the credit difference in Crew On a draw, both gangs gain D3x5 credits.
Ratings to purchase Underdog Bonuses:
EXPERIENCE
MAX UNDERDOG BONUS COST Every participating fighter gains +1 XP.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200 REPUTATION
0-5 Draw a random Underdog Tactics Card 200 The winner gains +D3 Rep.
0-2 Choose a Underdog Tactics card 400 If this was the first battle between these two gangs,
0-1 Hire a Dramatis Personae As stated they both gain +1 Rep.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
GANG DEPLOYMENT
1. Roll off – the winner deploys a fighter within 12” of the
battlefield centre.
1060
Ash Wastes Scenario:
6. SETTLEMENT SHOWDOWN
INTRODUCTION SPECIAL RULES
Gangs collide over an abandoned settlement, determined to
(1) CLAIMING STRUCTURES
seize control of it for themselves.
• In the End Phase, a gang may claim a structure if they
have at least one fighter within that structure, and
SCENARIO OBJECTIVE there are no enemies located within 3” of it.
The gangs are attempting to secure the settlement
• If an enemy subsequently moves within 3” of the
structures from their rivals.
structure, it is no longer “claimed.”
1061
Ash Wastes Scenario:
7. SETTLEMENT RAID
INTRODUCTION GANG DEPLOYMENT
While one gang is shaking down a settlement for creds and 1. Defender deploys their entire crew anywhere in the
resources, another arrives to do the same! settlement half of the battlefield.
1062
(3) DESPERATION CAMPAIGN REWARDS
• The defenders automatically pass Bottle tests, though
they may still voluntarily Bottle.
CREDITS
The winner gains D6x10 credits.
ENDING THE BATTLE The Gang Leader of the winning gang gains +1 XP,
The game ends at the end of any round where only one gang regardless of whether they participated (on a draw,
has fighters remaining on the battlefield. neither Gang Leader gains this bonus).
REPUTATION
CLAIMING VICTORY The winner gains +2 Rep.
• The gang with the most points at the end of the battle
is the winner. If this was the first battle between these two gangs,
they both gain +1 Rep.
• If the gangs are tied on points, the battle is a draw.
If either gang Bottled out, they lose -1 Rep.
1063
Ash Wastes Scenario:
8. THE BEAST
INTRODUCTION SPECIAL RULES
Two gangs brave a zone plagued by a fearsome wasteland
(1) THE BEAST STIRS
predator.
• After rolling Priority (and starting with that player),
alternate placing one Beast’s Lair.
SCENARIO OBJECTIVE
• A Beast’s Lair may be placed anywhere on the
Fighting amid the feeding ground of a dangerous beast,
battlefield at least 6” from any fighters.
gangs must hope to survive its constant attacks while
defeating their rivals.
(2) THE BEAST REGROUPS
BATTLEFIELD • At the end of each round, remove all Beast’s Lair
markers from the battlefield.
• The battlefield should measure 4’x4’, using standard
set-up rules.
ENDING THE BATTLE
CREW SELECTION The game ends immediately when only one gang has
fighters remaining on the battlefield.
Custom Selection (10).
1064
Ash Wastes Scenario:
9. INCOMING STORM
INTRODUCTION SPECIAL RULES
The gangs are struggling not only against their rivals, but a
(1) STORM CLOUDS GATHER
rapidly-approaching ash storm…
• Each round, the storm grows worse. Disregard the
usual rules for Seasons. Instead:
SCENARIO OBJECTIVE
� Rounds 1-3: Use the rules for Ash Clouds.
Both gangs aim to wipe out their rivals or force them to
bottle before the storm’s full force descends upon them. � Rounds 4-5: Use the rules for Choking Gloom.
REPUTATION
The winner gains +D3 Rep.
1065
Ash Wastes Scenario:
The gang with the lowest Gang Rating is the underdog. (3) CARGO AND TRANSPORT
• The defender must designate one of their vehicles as
GANG TACTICS & BONUSES the Transport – the one carrying the cargo.
Each gang may choose two Gang Tactics cards. • If they have more than one vehicle in the gang, the
The underdog may spend the credit difference in Crew Transport must be the one with the highest value.
Ratings to purchase Underdog Bonuses: • The cargo has no effect on the vehicle other than
MAX UNDERDOG BONUS COST identifying it as an objective.
0-5 Draw a random Gang Tactics card 100
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400
0-1 Hire a Dramatis Personae As stated
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
1066
(4) DANGEROUS ROADS CAMPAIGN REWARDS
• Starting in round 2 after determining Priority, the
defender must choose which route their convoy will
CREDITS
The winner gains 4D6x10 credits (either for delivering
take; the riskier the path, the faster they arrive.
the cargo, or selling it as stolen goods).
• The chosen route applies a new Rolling Roads
modifier for the round, and a potential bonus to EXPERIENCE
Progress (see below): Every participating fighter gains +1 XP.
� The Flats (Progress +0): The battlefield has Open If the Transport survived, it gains +1 bonus XP.
Sides.
REPUTATION
� Twisted Crags (Progress +1): The battlefield has
The winner gains +D3 Rep.
Cliff Sides.
If either gang Bottled out, they lose -1 Rep.
� Ash Crust (Progress +2): The battlefield has Cliff
Sides, and if any fighter or vehicle moves less than
8” in their activation, it drops straight through the
crust and goes Out of Action.
CLAIMING VICTORY
• The attacker wins if they destroyed the vehicle
carrying the cargo.
1067
Ash Wastes Scenario:
Ash Wastes Battle: This scenario makes heavy use of • Reinforcements arrive in the exact same state as they
vehicles in both crews. left play – including Wounds suffered, being Out of
Ammo, being affected by a condition, etc.
The gang with the lowest Gang Rating is the underdog.
� The only exception is that Stalled vehicles
automatically become Mobile.
GANG TACTICS & BONUSES
Each gang may choose two Gang Tactics cards.
(3) VISIBILITY (18”)
The underdog may spend the credit difference in Crew • A fighter can only target an enemy located within 18”
Ratings to purchase Underdog Bonuses: (including declaring charges).
MAX UNDERDOG BONUS COST • All weapons use their Long Range modifiers.
0-5 Draw a random Gang Tactics card 100
• Visibility affects where terrain can be placed as part of
0-2 Choose a Gang Tactics card 200
the “Rolling Roads” rules.
0-5 Draw a random Underdog Tactics Card 200
0-2 Choose a Underdog Tactics card 400 • The effects of any gear that ignores or mitigates the
0-1 Hire a Dramatis Personae As stated “Pitch Black” rules also applies to visibility.
1068
ENDING THE BATTLE CAMPAIGN REWARDS
The game ends at the conclusion of round 8 – or at the start
of a round where only one gang has fighters left on the
CREDITS
The winner gains 4D6x10 credits in prize money.
battlefield – or at the start of a round where one gang only
has Seriously Injured fighters and Wrecked vehicles left on
EXPERIENCE
the battlefield.
Every participating fighter gains +1 XP.
CLAIMING VICTORY The fighter that ended the battle closes to the Leading
Edge gains +D3 bonus XP.
• When the game ends, whichever gang has the closest
fighter or vehicle to the Leading Edge is the winner.
REPUTATION
• Otherwise, the battle is a draw. The winner gains +D3 Rep.
1069
Ash Wastes Scenario:
12. BREAKTHROUGH
INTRODUCTION GANG TACTICS & BONUSES
One gang comes barrelling down a waste road, only to find Each gang may choose two Gang Tactics cards.
themselves staring down a deadly roadblock!
The underdog may spend the credit difference in Crew
Ratings to purchase Underdog Bonuses:
SCENARIO OBJECTIVE
MAX UNDERDOG BONUS COST
The attacker is attempting to force its way through a
0-5 Draw a random Gang Tactics card 100
roadblock set up by the defenders, who are trying to stop
them. 0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200
• The rest of the battlefield follows standard set-up • At the start of each round, before rolling Priority, if any
rules. attacker is closer to the Leading Edge than the Trailing
Edge, the “Rolling Roads” rules activate for the rest of
the battle.
CREW SELECTION
Attacker uses Custom Selection (6). • Once this happens, the battlefield counts as having
Open Sides.
Defender uses Random Selection (D3+1), with the
remainder of their gang acting as Reinforcements.
(2) LEFT BEHIND
Ash Wastes Battle: This scenario makes heavy use of • A fighter or vehicle who becomes Left Behind (i.e. as
vehicles in both crews. part of the “Rolling Roads” rules) might become a
The gang with the lowest Gang Rating is the underdog. Reinforcement, if they meet the conditions.
1070
(3) ATTACKER REINFORCEMENTS CAMPAIGN REWARDS
• The attacker can only access reinforcements via the
“Left Behind” rule.
CREDITS
Attacker gains D6x10 credits for every friendly vehicle
• Attacker reinforcements arrive in the End Phase, that is Mobile at the end of the game.
deployed within 3” of either the Trailing Edge or a
Defender gains D3x10 credits for every enemy vehicle
battlefield side.
that was Wrecked.
• Reinforcements arrive in the exact same state as they
left play – including Wounds suffered, being Out of EXPERIENCE
Ammo, being affected by a condition, etc. Every participating fighter from the winning gang
gains +2 XP.
� The only exception is that Stalled vehicles
automatically become Mobile. Every participating fighter from the losing gang gains
+1 XP.
(3) DEFENDER REINFORCEMENTS
REPUTATION
• 1 random defender arrives in each End Phase.
The winner gains +D3 Rep.
• The defender deploys this fighter anywhere within 1”
If either gang Bottled out, they lose -1 Rep.
of a battlefield side, and at least 12” from any
enemies.
CLAIMING VICTORY
• Whichever gang has fighters left on the battlefield at
the end of the game is the winner.
1071
Ash Wastes Scenario:
BATTLEFIELD
• Choose one end of the battlefield to be the Leading
SPECIAL RULES
Edge, making its opposite side the Trailing Edge. (1) HIGH VALUE CARGO
• The High Value Cargo cannot be targeted with attacks,
• Mark a road 6”-8” wide, running up the centre of the
or moved from its central position.
battlefield from Leading Edge to Trailing Edge. No
terrain can be placed on the road. • It is treated as a solid terrain feature.
• The rest of the battlefield follows standard set-up � LOOT CARGO (Basic): Check Intelligence – if
rules. passed, gain +1 Cargo.
MAX UNDERDOG BONUS COST • This may result in these vehicles colliding with terrain
0-5 Draw a random Gang Tactics card 100 or other vehicles – resolve these as normal.
0-2 Choose a Gang Tactics card 200
0-5 Draw a random Underdog Tactics Card 200 (5) CLEAR ROAD
0-2 Choose a Underdog Tactics card 400 • During the Move Battlefield step of the Rolling Roads
0-1 Hire a Dramatis Personae As stated Phase, no terrain can ever be placed on the road.
0-1 Hire a Bounty Hunter As stated
0-5 Hire a Hive Scum As stated
1072
(6) ESCORT INCOMING CAMPAIGN REWARDS
• At the start of the third round, and each round
thereafter, the gang with Priority rolls D6 and adds the
CREDITS
A gang gains D6x10 credits for each Cargo point they
current round number.
have.
• On a 9+, the High Value Cargo’s escorts have arrived
and the gangs prepare to scatter – this is the final EXPERIENCE
round of the game. Every participating fighter gains +1 XP.
1073
1074
BESTIARIES
This section details a list of fighters, bystanders, beasts, and BESTIARY CATEGORIES
various underhive horrors that can optionally be included in HUMANS HORRORS
any battle.
Hive Dweller Ambull
Some of these characters have behaviours that are resolved Underhive Agent Chaos Spawn
automatically during the game. Others require direct Crazed Cannibal Purestrain Genestealer
control, typically by an Arbitrator. Houseless Ganger Sump Horror
Any number and combination of these characters can be Corrupt Enforcer Possessed Hiver
added to a battle, but including them does extend the
length of a game, as well as making it more complex VERMIN AUTOMATA
tactically. Borewyrm Infestation Defence Servitor
Brainleaf Zombie Mining Automata
Carrion Bat
Carrion Creature CUSTOM CREATIONS
Giant Rat Creating a Xenos Abomination
Sumpkroc
Wild Canid
1075
Bestiary:
HUMANS
HIVE DWELLER
M WS BS S T W I A Ld Cl WP Int
5” 5+ 5+ 3 3 1 4+ 1 7+ 8+ 9+ 9+
SKILLS
• None.
UNDERHIVE AGENT
M WS BS S T W I A Ld Cl WP Int
4” 5+ 4+ 3 3 2 4+ 1 7+ 6+ 7+ 7+
RNG ACC
S L S L Str AP D Am Traits
Digi-Laser E 3” - - 1 - 1 6+ Digi, Versatile, Melee
Laspistol 8” 12” +1 - 3 - 1 2+ Plentiful, Sidearm
Power Knife - E - - S+1 -2 1 - Power, Backstab, Melee
WEAPONS BEHAVIOUR
• 4 Digi-Lasers, Laspistol, Power Knife. • Direct Control: If added directly to a battle, an Agent
is controlled by the Arbitrator or a third player, who
EQUIPMENT activates them in each End Phase.
• Mesh Armour, Displacer Field.
• Determined by Scenario: Certain scenarios
1076
CRAZED CANNIBAL
M WS BS S T W I A Ld Cl WP Int
6” 4+ 5+ 3 4 1 4+ 1 9+ 4+ 6+ 10+
WEAPONS BEHAVIOUR
• Unarmed. • Player Alternating: In the End Phase, each player
alternates activating a Cannibal, starting with
EQUIPMENT whoever has Initiative.
• None.
Cannibals can take any action, but their behaviour
• A Crazed Cannibal has the True Grit, Unstoppable, and � Must use a skill, if able.
Nerves of Steel skills: � Must declare a Charge (Double) action against any
� TRUE GRIT: When the Cannibal rolls for Injury with non-Cannibal fighter in range, even if this is a
multiple dice, discard one; and when they roll for fighter belonging to the controlling player.
Injury with a single die, roll two instead and choose � If Engaged, must take the Fight (Basic) action.
which result to apply.
� If none of the above apply, must endeavour to move
� UNSTOPPABLE: Before attempting Recovery, roll themselves towards the closest non-Cannibal
D6 – on 4+, the Cannibal either discards one Flesh fighter.
Wound or (if they have no Flesh Wounds), gains +1
additional Recovery die.
1077
HOUSELESS GANGER
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 8+ 7+ 7+ 8+
CORRUPT ENFORCER
M WS BS S T W I A Ld Cl WP Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 6+ 6+ 7+
RNG ACC
S L S L Str AP D Am Traits
Enforcer Shotgun
-Salvo Rounds 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
-Shredder Rounds - T - - 2 - 1 4+ Scattershot, Template
Stub Gun 6” 12” +2 - 3 - 1 4+ Plentiful, Sidearm
Shock Stave E 2” - - S+1 - 1 - Shock, Melee, Versatile
WEAPONS BEHAVIOUR
• Enforcer Shotgun (Salvo & Shredder Rounds), Stub • Direct Control: If added directly to a battle, a Corrupt
Gun, Shock Stave. Enforcer is controlled by the Arbitrator or a third
player, who activates them in each End Phase.
EQUIPMENT
• Determined by Scenario: Certain scenarios
• Layered Flak Armour, Armoured Undersuit,
incorporate a single Corrupt Enforcer, who is placed
Magnacles.
under the control of one of the gangs.
SKILLS
None.
1078
Bestiary:
UNDERHIVE VERMIN
BOREWYRM INFESTATION
M WS BS S T W I A Ld Cl WP Int
4” 4+ 6+ 3 4 2 3+ 3 5+ 7+ 9+ 11+
RNG ACC
S L S L Str AP D Am Traits
Vicious Jaws - E - - 3 - 1 - Rending
WEAPONS SKILLS
• Vicious Jaws. • A Borewyrm Infestation has the Infiltrate and Evade
skills:
EQUIPMENT
INFILTRATE: During deployment, set the Borewyrm
• Chitin (grants a 4+ armour save).
Infestation aside instead of placing it. Immediately
before the start of the first round, deploy it
BEHAVIOUR
anywhere on the battlefield that is not visible to or
• Direct Control: If added directly to a battle, the
within 6” of any enemies.
Borewyrm Infestation is controlled by the Arbitrator or
a third player, who activates them in each End Phase. � EVADE: Ranged attacks against the Borewyrm
Infestation suffer an additional -1 modifier to hit at
Short range, or -2 at Long range (disregard if it is
Engaged, Seriously Injured, or in cover).
CARRION CREATURE
M WS BS S T W I A Ld Cl WP Int
6” 5+ 6+ 3 3 1 3+ 1 9+ 7+ 9+ 11+
WEAPONS BEHAVIOUR
• Various beaks, claws, mandibles, and so on (counts as • Player Alternating: In the End Phase, each player
unarmed). alternates activating a Carrion Creature, starting with
whoever has Initiative.
EQUIPMENT
• None. SPECIAL RULES
Harrying Attack: If a Carrion Creature makes base contact
SKILLS with a fighter, it resolves one attack, then moves D3”
• None. directly away – the target cannot make Reaction attacks
against this action.
1079
BRAINLEAF ZOMBIES
M WS BS S T W I A Ld Cl WP Int
2D6” 5+ 6+ 3 3 1 6+ 1 12+ 4+ 6+ 12+
RNG ACC
S L S L Str AP D Am Traits
Club - E - - S +1 2 - Melee
1080
GIANT RAT
M WS BS S T W I A Ld Cl WP Int
6” 4+ - 3 3 1 3+ 1 10+ 8+ 10+ 9+
RNG ACC
S L S L Str AP D Am Traits
Rat Jaws - E - - S - 1 - Backstab, Melee
WEAPONS BEHAVIOUR
• Rat Jaws. • Player Alternating: In the End Phase, each player
alternates activating a Giant Rat, starting with
EQUIPMENT whoever has Initiative.
• None.
SPECIAL RULES
SKILLS • Nimble: A Giant Rat has an armour save of 4+, which is
• None. unaffected by a weapon’s Armour Penetration.
1081
CARRION BATS
M WS BS S T W I A Ld Cl WP Int
8” 3+ - 2 2 1 4+ 1 10+ 8+ 10+ 9+
SKILLS • Fly: A Carrion Bat ignores all terrain, may move freely
• None. between levels, and never falls. However, it cannot
ignore impassable terrain, nor end a move
BEHAVIOUR overlapping an obstacle or another fighter.
• Direct Control: If added directly to a battle, a Carrion
• Plague Carrier: If a Carrion Bat takes a fighter Out of
Bat is controlled by the Arbitrator or a third player,
Action, they roll for Lasting Injury as normal, then
who activates them in each End Phase.
(assuming they survive) roll D6 – on 4+, they must also
roll for Plague:
D6 RESULT
CLEAR: After a tense few days, no symptoms
1
have emerged. No further effect.
SUMPKROC
M WS BS S T W I A Ld Cl WP Int
4” 3+ - 4 4 2 6+ 2 8+ 6+ 7+ 11+
RNG ACC
S L S L Str AP D Am Traits
Ferocious Jaws - E - - S -1 1 - Rending, Melee
WEAPONS BEHAVIOUR
• Ferocious Jaws. • Player Alternating: In the End Phase, each player
alternates activating a Sumpkroc, starting with
EQUIPMENT whoever has Initiative.
• None.
SPECIAL RULES
SKILLS • Scaly Hide: A Sumpkroc has an armour save of 5+.
• None.
1082
WILD CANID
M WS BS S T W I A Ld Cl WP Int
5” 3+ - 3 3 2 6+ 2 8+ 6+ 7+ 11+
RNG ACC
S L S L Str AP D Am Traits
Savage Bite - E - - S -2 1 - Disarm, Melee
WEAPONS BEHAVIOUR
• Savage Bite. • Player Alternating: In the End Phase, each player
alternates activating a Wild Canid, starting with
EQUIPMENT whoever has Initiative.
• None.
SPECIAL RULES
SKILLS • Fast Target: Ranged attacks against a Wild Canid
• A Wild Canid has the Combat Master skill: suffer an additional -1 modifier to hit.
� COMBAT MASTER: In close combat, the canid never • Agile: Wild Canids are immune to Stray Shots.
suffers negative modifiers to hit as a result of enemy
• Loyal Companions: A Wild Canids might accompany a
interference – and can always grant assists to
Hive Dwellers as an Exotic Beast. If so, while the Wild
friendly fighters, regardless of how many enemies
Canid is Standing and Active, its owner is immune to
they are Engaged with.
the Coup de Grace (Simple) action.
1083
Bestiary:
UNDERHIVE HORRORS
USING THESE HORRORS ACTIVATING A HORROR
Upon player agreement (or the Arbitrator’s discretion), an The Horror activates at the beginning of the End Phase
Underhive Horror can be added to any scenario. (prior to Bottle tests). By default, the Arbitrator controls the
Horror.
An Underhive Horror has a chance of showing up from the
second Priority Phase onwards.
NOTE: The official rules state that without an Arbitrator,
After rolling Priority, roll D6 on the below table. each gang rolls D6 and the highest score controls the Horror
for this activation.
If a Horror arrives at the battle, it is placed by either the
player with Priority or (at their discretion) the Arbitrator. In practice, because a Horror is forced to either Coup de
The Horror must be deployed at least 6” from any fighter. Grace, Fight, Charge, or move towards the nearest enemy,
Note that if the wandering monster cannot be deployed as its behaviour is functionally automated. This is reflected in
described, it is not deployed this round – simply roll again the below.
next round.
The Horror treats every fighter on the battlefield as an
D6 Result enemy.
1-3 No effect.
4
Deploy the Horror within the deployment zone of the DEFEATING A HORROR
gang with Priority.
The rewards are high for scragging one of these monsters:
5 Deploy the Horror within 6” of the battlefield centre.
• A fighter who inflicts an unsaved Wound on a Horror
6 Deploy the Horror anywhere on the battlefield. (that does not send it Out of Action) gains +D3 XP.
1084
AMBULL
M WS BS S T W I A Ld Cl WP Int
6” 3+ 6+ 6 6 7 4+ 4 6+ 2+ 6+ 12+
RNG ACC
S L S L Str AP D Am Traits
Enormous Claws - E - - S -3 2 - Melee
WEAPONS BEHAVIOUR
• Enormous Claws. • Arbitrator or Automated: The Ambull activates in the
End Phase. By default, it is controlled freely by the
EQUIPMENT Arbitrator. Otherwise, it resolves the first action
• Chitin (grants a 3+ armour save). possible out of the following sequence:
1085
CHAOS SPAWN
M WS BS S T W I A Ld Cl WP Int
D6” X - X X X X X - - - -
1086
PURESTRAIN GENESTEALER
M WS BS S T W I A Ld Cl WP Int
6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
RNG ACC
S L S L Str AP D Am Traits
Razor-Sharp Talons - E - - S+1 -1 1 - Rending, Melee
Venomous Bite - E - - - -2 - - Toxin, Melee
WEAPONS SKILLS
• Razor-Sharp Talons and Venomous Bite. • A Purestrain Genestealer has the Dodge, Evade, Nerves
of Steel and Rain of Blows skills:
EQUIPMENT
� DODGE: If the Genestealer is hit by an attack, roll D6
• Nocturnal Vision and Xenos Physiology (counts as
– on 6, the attack is negated. If it used a Blast
Photo-Goggles and Bio-Booster).
marker or Flame template, the Genestealer is
BEHAVIOUR instead repositioned 2” to try and avoid the
• Arbitrator or Automated: The Purestrain Genestealer weapon.
activates in the End Phase. By default, it is controlled � EVADE: Ranged attacks against the Genestealer
freely by the Arbitrator. Otherwise, it resolves the first suffer an additional -1 modifier to hit at Short
action possible out of the following sequence: range, or -2 at Long range (does not apply if it is
� Coup de Grace (Simple) action against an Engaged Engaged, Seriously Injured, or in cover).
target, or a Seriously Injured target within 1”. � NERVES OF STEEL: When the Genestealer is hit by a
� Fight (Basic) action against an Engaged target. ranged attack, check Cool – if passed, they may
choose to not be Pinned.
� Charge (Double) action against a target in range.
� RAIN OF BLOWS: The Genestealer treats the Fight
� Move (Simple) action towards the nearest fighter. (Basic) action as Fight (Simple).
1087
SUMP HORROR
M WS BS S T W I A Ld Cl WP Int
3” 5+ 6+ 7 6 8 4+ 4 9+ 2+ 6+ 12+
RNG ACC
S L S L Str AP D Am Traits
Deranged Limbs - E - - S -3 2 - Melee
1088
POSSESSED HIVER
M WS BS S T W I A Ld Cl WP Int
Peril Minoris 5” 4+ 4+ 3 3 3 4+ 2 5+ 5+ 6+ 9+
Peril Secundus 5” 3+ 4+ 4 4 4 3+ 3 5+ 4+ 5+ 9+
Peril Extremis 6” 2+ 3+ 5 5 5 3+ 4 5+ 3+ 4+ 9+
RNG ACC
S L S L Str AP D Am Traits
Daemonic Talons - E - - S -2 2 - Cursed, Rending, Melee
WEAPONS BEHAVIOUR
• Daemonic Talons. • Direct Control: If added directly to a battle, a
Possessed Hiver is controlled by the Arbitrator or a
EQUIPMENT third player, who activates it in each End Phase.
• Nocturnal Vision, Inhuman Resilience, and Warp
Infusion (counts as Photo-Goggles, Respirator, and SPECIAL RULES
Bio-Booster). • Daemonic Speed: When activated, the Possessed
Hiver can choose to take D3 actions, instead of the
SKILLS usual two.
• A Possessed Hiver has the Bull Charge, Catfall, Dodge,
• Terror (Peril Extremis only): If an enemy declares a
Nerves of Steel, and Rain of Blows skills:
Fight (Basic) or Shoot action against the Peril Extremis
� BULL CHARGE: The Possessed Hiver’s melee Possessed Hiver, they must first check Willpower – if
attacks gain +1 Strength and the Knockback trait failed, this action is instead wasted.
when they attack following a successful Charge
• Daemonic Invulnerability: The possessing entity is a
(Double) action.
being of the Warp, nigh-invulnerable to mundane
� CATFALL: When the Possessed Hiver drops from an weapons. The Possessed Hiver has an armour save
edge, it halves halve the distance for damage that is not affected by Armour Penetration:
purposes (rounding up).
� Peril Minoris: 6+ armour save.
When it lands, check Initiative – if passed, it remains
� Peril Secundus: 5+ armour save.
Standing instead of being Pinned (does not apply if
it was Seriously Injured). � Peril Extremis: 4+ armour save.
� DODGE: If the Possessed Hiver is hit by an attack,
WYRD POWERS
roll D6 – on 6, the attack is negated. If it used a Blast
• All Possessed Hivers have the Levitation and Daemonic
marker or Flame template, the Possessed Hiver is
Scouring wyrd powers:
instead repositioned 2” to try and avoid the
weapon. � DAEMONIC SCOURING (Basic, Continuous Effect):
While maintained, the psyker gains a ranged
� NERVES OF STEEL: When the Possessed Hiver is hit
weapon that uses the Flame Template and has
by a ranged attack, check Cool – if passed, they may
Strength 2, AP -2, Damage 1, and the Blaze trait.
choose to not be Pinned.
� LEVITATION (Basic, Continuous Effect): While
� RAIN OF BLOWS: The Possessed Hiver treats the
maintained, the psyker gains +3” Movement,
Fight (Basic) action as Fight (Simple).
immunity to Pinning and falling, and the ability to
freely float over terrain and between levels (they are
still blocked by impassable terrain and walls).
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Bestiary:
AUTOMATA
DEFENCE SERVITOR
M WS BS S T W I A Ld Cl WP Int
- 5+ 4+ 5 5 1 3+ 2 7+ 5+ 9+ 8+
RNG ACC
S L S L Str AP D Am Traits
Grav Gun 9” 18” +1 - * -1 2 5+ Blast (3”), Concussion, Graviton Pulse
Servo-Claw - E - - S+2 - 2 - Melee
WEAPONS BEHAVIOUR
• Grav Gun and Servo Claw. • Automated: The Defence Servitor reacts to the
actions of fighters around it, as follows:
EQUIPMENT � Overwatch Routine (Not Engaged): If the Defence
• Light Carapace Armour. Servitor is not Engaged, it checks Initiative any time
a fighter ends their activation within its line of sight:
SKILLS
• None. -The first check in a round is automatically
passed.
SPECIAL RULES
• Hard-Wired: The Defence Servitor cannot move, -If the fighterattackedthe servitorthis round,
cannot be Pinned, automatically passes Cool checks, the check is automatically passed.
and has a 360° vision arc. If the check is passed, the Defence Servitor makes a
Shoot (Basic) action against the target.
• Mindless Automaton: Instead of rolling for Injury, the
Defence Servitor loses -1 Toughness. At zero, it goes � Retaliation Routine (Engaged): If the Defence
Out of Action. Servitor is Engaged, it only ever makes Reaction
attacks – it will never be the first to attack.
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MINING AUTOMATA
M WS BS S T W I A Ld Cl WP Int
4” 4+ 5+ 5 5 5 6+ 3 12+ 2+ 6+ 10+
RNG ACC
S L S L Str AP D Am Traits
Meltagun 6” 12” +1 - 8 -4 3 4+ Melta, Scarce
Heavy Rock Cutter - E - - S+4 -4 3 - Unwieldy, Melee
WEAPONS BEHAVIOUR
• Meltagun and Heavy Rock Cutter. • Player Competitive: The Mining Automata begins
each round powered down. A fighter within 1” of it can
EQUIPMENT take the following action:
• Light Carapace Armour. � POWER UP (Simple): Check Intelligence – if passed,
the Mining Automata gains the Ready condition and
SKILLS joins the fighter’s gang, for this round only.
• None.
In the End Phase, the Mining Automata becomes
SPECIAL RULES powered down once again.
Imposing: The Mining Automata cannot be Pinned.
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Bestiary:
CUSTOM CREATIONS
CREATING A XENOS ABOMINATION
These rules allow you to create a custom Xenos Abomination to use in your games – selecting the profile, weapons, skills and
special rules to suit almost any model you may wish to use.
Players should agree these details prior to the start of the battle (while Arbitrators can freely create a monster to suit their needs).
PERIL SECUNDUS
Suitable for a battle involving experienced gangs with decent skills and gear
M WS BS S T W I A Ld Cl WP Int
6” 3+ 6+ 3 3 4 4+ 3 6+ 4+ 7+ 10+
5” 4+ 6+ 3 4 3 3+ 3 7+ 5+ 7+ 10+
3” 4+ 6+ 4 3 3 4+ 3 5+ 4+ 5+ 4+
PERIL EXTREMIS
Suitable for a battle involving highly-experienced, advanced, well-developed gangs
M WS BS S T W I A Ld Cl WP Int
7” 3+ 6+ 4 5 5 4+ 3 6+ 3+ 6+ 10+
6” 4+ 6+ 4 5 4 3+ 4 7+ 4+ 6+ 10+
5” 4+ 6+ 5 5 4 4+ 3 5+ 3+ 5+ 10+
RNG ACC
S L S L Str AP D Am Traits
Venomous Bite - E - - - -2 - - Toxin, Melee
Razor-Sharp Talons - E - - S+1 -1 1 - Rending, Melee
Writhing Tentacles E 3” - - S -1 1 - Entangle, Versatile, Melee
Shearing Spines E 1” - - S+1 - 2 - Versatile, Melee
Web Shooter - T - - 2 - - 2+ Web, Silent, Template
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STEP 4: CHOOSE UPGRADES
• Peril Minoris chooses 1 of the below upgrades.
UPGRADE COUNTS AS
ADRENAL GLANDS Bio-Booster
CHITINOUS OR SCALY HIDE Mesh Armour
PREDATORY SENSES Photo-Goggles
INHUMAN RESILIENCE Respirator
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